Does anyone know of any practical uses of this Ps2 monstrosity? Or was it always just a concept show-off piece? By the way, this wikipedia link about the GScube is obviously writen by children under the age of 5. Someone with proper knowledge do them a favour and edit it if you can be bothered. This article has some interesting info, but I don't know if they ever made production versions of it for studios etc
I thought it was just for animation like when they made that FF movie? I'm pretty sure it used Emotion Engine. Maybe I'm thinking of something else...
It was sold as a movie making tool, used in the FF movie that practically ruined square and caused them to merge. Graphics Synthesizer Cube As far as I know it was used to make the terrible CG in the resident evil movie (1) and the ff movie, and then canned.
Any chance that someone would bump onto one of those and get it for their collection? Since they aren't currently used and are probably stacked in some old basement, it wouldn't be too hard to find a willing seller from within right? Although I guess the price would hover about the 10.000+ US greens. ASSEMbler, any info/ideas on how to obtain one?
I don't think they actually looked like that... i always thought they were just rack mounted servers... I could be wrong tho.
There's a decent-sized article about the GScube in the Year 2000 EDGE hardware guide. I have it at home, and will post specs etc later today if people are interested.
A scan of the article would be nice, if you can do it. I have found these informations about the gscube: http://pc.watch.impress.co.jp/docs/article/20000726/gscube.htm You can find its specs and pictures, it's a pretty impressive machine... CPU 128bit EmotionEngine×16 System clock frequency249.912MHzMain memoryDirect RDRAM Memory capacity2GB (128MB×16) Memory bus band width50.3GB/ second (3.1GB/ second ×16) Floating point arithmetic ability97.5GFLOPS (6.1GFLOPS×16) Three dimensional CG coordinate operational ability10.4 hundred million polygons/second (6,500 ten thousand polygons/second ×16) GraphicsGRAPHICS SYNTHESIZER1-32×16 Clock frequency147.456MHz VRAM capacity512MB (32MB mixed loading ×16) VRAM band width755GB/ second (47.2GB/ second ×16) Pixel filling rate37.7GB/ second (2.36GB/ second ×16) Largest polygon drawing efficiency12 hundred million polygons/second (7,370 ten thousand polygons/second ×16) Largest indicatory color number32 bits (RGBA: Each 8 bits) Z buffer32 bits Largest indicatory resolution1,080/60p (1,920×1,080 and 60fps, progressive) Image synthetic functionScissoring/alpha test /Z sorting/alpha blending SoundEmotionEngine native audio Number the of installed capacity channels16 Sampling frequency48KHz Output data length16 bits Output data formatAES/EBU digital audio format In addition Host interfaceFor data 1024bit/control 32bit parallel bus Peak transfer rateApproximately 2.4GB/ second External size424×424×424mm (width × depth × height) MassApproximately 48Kg Power source100-240V 50/60Hz The pictures from siggraph2000: The color of the display reflects the processor state, blue for the Graphics Synthetizer at idle state, green for the MX マージャー (sorry i can't find a translation for this) processor idle too, red for the processors warming up, and white for the processors working near peak levels. It seems that the gscube is not a standalone machine, it needs to be connected to a SGI Origin 3000 as a host. This picture come from the website of a SCEA employee.
If you read the article I ve linked in the starting post, there's mention of a 64 processor system, as the 16processored system was deemed underperforming.
The Sony employee told me that there were about 15 GSCube produced, but they were all being sent back to Japan for dismantling. He has updated the wikipedia, thanks to him for that.
Wording from EDGE Essential Hardware Guide 2000: GScube: How it works. Like PlayStation2, the GScube's highly flexible architecture is designed to enable content creators to use its processing power in whatever way they see fit. The different chip-pairs can be used to tile-render, by breaking the whole screen down into 16 different parts, each of which are drawn by a separate Emotion Engine and Graphics Synthesiser pair. But pipeline rendering is also a possibility. The key to the unit's overall performance is strict load-balancing to ensure each chipset is used as efficiently as possible. This is one of the reasons why, despite the fact that, in theory, the GScube prototype is more than 16 times more powerful than a standard PlayStation2, in practice the performance boost is limited to a factor of ten. The production version of GScube is rumoured to feature up to 64 chips running in parallel, with Sony predicting a staggering hundred-fold power improvement with this configuration.
Correct. In a way it reminds me of how I used to think the PC-Engine Hu7D Dev system was huge but wasn't in real.
It is safe to say that at 48 Kilograms it's not exactly a gamecube (which weighs about 1Kg more or less) EDIT: You might notice the grabbing handles located at the sides of the monster, similar to those found on professional concert speakers - not that I would take it to a punk rock show
Well the cubish design makes sense if you have to connect it to a SGI Origin. But compared to SGIs design the Cube looks like it has been stolen from an old StarTrek EP! If you fit LEDs + plastic cards onto a newer Dell server you could m/f-ake your own ;-)