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Cell (processor)

Multi-core microprocessor microarchitecture

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The architecture was developed over four years, beginning in March 2001, with Sony reporting a development budget of approximately US$400 million. Its first major commercial application was in Sony's PlayStation 3 (PS3) home video game console, released in 2006. In 2008, a modified version of the Cell processor powered IBM's Roadrunner, the first supercomputer to achieve sustained one-petaFLOPS performance. Other applications include high-performance computing systems from Mercury Computer Systems and specialized arcade system boards.

Cell emphasizes memory coherence, power efficiency, and peak computational throughput, but its design presented significant challenges for software development. IBM offered a Linux-based software development kit (SDK) to facilitate programming on the platform.

History

In the mid-2000s, Sony, Toshiba, and IBM formed the STI alliance to develop a new microprocessor. The STI Design Center opened in March 2001 in Austin, Texas. Over the next four years, more than 400 engineers collaborated on the project, with IBM contributing work from eleven of its design centers.

Initial patents described a configuration with four Power Processing Elements (PPEs), each paired with eight Synergistic Processing Elements (SPEs), for a theoretical peak performance of 1 teraFLOPS. However, only a scaled-down design—one PPE with eight SPEs—was ultimately manufactured.

Fabrication of the initial Cell chip began on a 90 nm silicon on insulator (SOI) process (i.e., lithographic node). In March 2007, IBM transitioned production to a 65 nm process, followed by a 45 nm process announced in February 2008. The video game publisher Bandai Namco Entertainment used the Cell processor in its Namco System 357 and 369 arcade boards.

In May 2008, IBM introduced the PowerXCell 8i, a double-precision variant of the Cell processor, used in systems such as IBM's Roadrunner supercomputer, the first to achieve one petaFLOPS and the fastest until late 2009.

IBM ceased development of higher-core-count Cell variants (such as a 32-APU version) in late 2009, but it continues to support existing Cell-based products.

Commercialization

On May 17, 2005, Sony confirmed the Cell configuration used in the PlayStation 3: one PPE and seven SPEs. To improve manufacturing yield, the processor is initially fabricated with eight SPEs. After production, each chip is tested, and if a defect is found in one SPE, it is disabled using laser trimming. This approach minimizes waste by utilizing processors that would otherwise be discarded. Even in chips without defects, one SPE is intentionally disabled to ensure consistency across units. Of the seven operational SPEs, six are available for developers to use in games and applications, while the seventh is reserved for the console's operating system. The chip operates at a clock speed of 3.2 GHz. Sony also used the Cell in its Zego high-performance media computing server.

The PPE supports simultaneous multithreading (SMT) and can execute two threads; each active SPE supports one thread. In the PlayStation 3 configuration, the Cell processor supports up to nine threads.

On June 28, 2005, IBM and Mercury Computer Systems announced a partnership to use Cell processors in embedded systems for medical imaging, aerospace, and seismic processing, among other applications. Mercury uses the full Cell processor with eight active SPEs. Mercury later released blade servers and PCI Express accelerator cards based on this architecture.

In 2006, IBM introduced the QS20 blade server, which offers up to 410 gigaFLOPS per module in single-precision performance. The QS22 blade server, based on the PowerXCell 8i processor, was used in IBM's Roadrunner supercomputer. On April 8, 2008, Fixstars Corporation released a PCI Express accelerator board based on the PowerXCell 8i.

According to a former IBM executive, IBM planned for Apple to move its Mac line to the Cell before the transition to Intel processors.

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