Exophase
Nothing good will ever come of Exophase.
No, I'm going to have to go with Adventus's comment. SH4 wasn't all that "crazy" for when it was released, yeah it was RISC but so is almost anything else released after 1993 (aside from x86 of course). It only has a small handful of vector instructions - I agree that they're optimized for speed (at the expense of accuracy) but what you're saying is crazy. It can do a 4-wide inner product in one cycle, and a vector * matrix transform in 4 cycles; multiplying two 4x4 matrices would take 16 cycles (so you were WAY off). Neon (which is available in Cortex-A8) has a VMLA instruction which does the same thing. Honestly I'm not sure how to read the cycle timings for it but I do know that it's pipelined so as long as you don't need the results immediately (and in 3D code you should be able to do a lot of transformations in parallel) you can probably get a pretty high throughput.Adventus said:QUOTE
I think that a 600+ MHZ Arm Cortex A8 beats a 200MHZ SH-4 by a large margin. That's just my guess, though.
The 200mhz SH-4 is a RISC (reduced instruction set) processor and was pretty crazy when it was released (1998). Its very optimised for doing a set of specialised instructions. For instance it can multiply two 4x4 matrices in a single cycle, very useful for 3d transformations. Its also superscaler (like the ARM) so it can process >2 instructions per cycle.... not to mention its also got a pretty hefty FPU.
The ARM might be better, but the difference between them (in a gaming sense) isn't as much as you think.
Edit: Made more read-able.
And yeah, SH4 is superscalar, but definitely not more than 2 instructions at a time (it is described as a strictly 2-issue CPU). More than that, you can only pair instructions from the same group (so it has no redundant execution units). Cortex-A8 is also 2-issue but it has two ALUs so you'll probably be able to pair more instructions. Also, ARM is just a much more robust and powerful instruction set than what SH4 uses. SH4 had the advantage of code density but Thumb-2 basically solves that as well. And the Dreamcast's SH4 has less L1 cache (8/16 vs 32/32, as far as I'm aware) and no L2 cache (if proper L2 cache is used a miss from L1 that hits in L2 will only cost 9 cycles on Cortex... I expect the OMAP3430 to have 128KB of L2 cache, I think that's a pretty standard amount).
SH4 might have a clock for clock advantage doing vector transforms, but that doesn't really matter outside of emulating things because OMAP3430 has a video chipset with shaders. And I think in every other category it's worse clock for clock. Now compare it to a Cortex which is clocked at least 3x as high (and perhaps as much as 5x as high) and you don't just have a CPU that's slightly better, you have one that beats the crap out of it.
Last edited by a moderator: