We're flying at about
Mach 1.5 around Mount Saint Helens, in
Washington state. IBM Corp. senior programmer Barry L.
Minor is at the controls, rocketing us over the crater
and then down to the lake at its base to skim over the
tree trunks that have been floating there since the
volcano exploded over 25 years ago. The flight is
exhilarating, even though it's just a simulation
projected on a widescreen monitor in a cluttered testing
lab.
Then, at the flick of a switch, Minor turns the
simulation over from his new Cell processor to a
dual-processor Apple Power Mac G5, and the scenery
freezes. The G5 almost audibly groans under the burden,
though it's no slouch. In fact, it's currently the top
of the line for PCs. But Cell is something different
entirely. It's a bet on what consumers will do with data
and how best to suit microprocessors to the task—and
it's really, really fast. Cell, which is shorthand for
Cell Broadband Engine Architecture, is a US $400 million
joint effort of IBM, Sony, and Toshiba. It was
originally conceived as the microprocessor to power
Sony's third-generation game console, PlayStation 3, to
be released this spring, but it is expected to find a
home in lots of other broadband-connected consumer items
and in servers too.
Executives at Sony Corp., in Tokyo, wanted more than
just an incremental improvement over PlayStation 2's
processor, the Emotion Engine. What they got was a
36-fold acceleration, to a whopping 192 billion
floating-point operations per second (192 gigaflops).
Because Cell is a combination of general-purpose and
multimedia processors, it defies an exact comparison
with other upcoming chips, but it's thought to be more
powerful than the chips driving competing game systems.
Cell can calculate at such blazing speed, in part,
because it's made up of nine processors on a single chip
of silicon, optimized for the kind of real-time
calculations needed in today's broadband, media-rich
environment. A specially designed 300-gigabit-per-second
bus knits the processors into a single machine, and
interface technology from Rambus Inc., Los Altos,
Calif., gives it fast access to memory and other
off-chip systems.
So far, microprocessor watchers have been impressed
with what they've seen of Cell. "To bring huge parallel
processing onto a single chip in a clean and efficient
way is a real accomplishment," says Ruby B. Lee, a
professor of electrical engineering at Princeton
University and an IEEE Fellow.
A graphics-heavy item such as PlayStation 3 isn't
just a showcase for an unusual chip. For IBM it's a
philosophical statement. "Gaming is the next interface
driving computing," says James A. Kahle, Cell's chief
architect with the IBM Technology Group, in Austin,
Texas [see photo, "Multicellular"]. Just as
moving from punch cards to electronic displays changed
what people expected of computers, the highly
collaborative, real-time realism of today's games will
set the standard for what people want from computers in
the future.
But even now, the sheer desire for power in the
gaming market guarantees that Cell will be made in
volumes that more than make up for the loss last year of
IBM's highest profile customer, Apple Computer Inc.
Market research firm iSuppli Corp., in El Segundo,
Calif., predicts that 37 million game consoles will be
sold this year alone worldwide. By 2007, when all three
game console makers will have released their
next-generation products, the market will have grown to
44 million. And though Cell is exclusive to the
PlayStation 3, IBM has a lock on the rest of the console
market. Its microprocessors will power both of Sony's
competitors, Microsoft's Xbox and Nintendo's GameCube.
The Cell-powered PlayStation 3 can expect to pick up
a little less than half of what could become a market
worth up to $9.5 billion in 2007, according to iSuppli
senior analyst Chris Crotty. And, of course, there are
other high-volume plans for Cell.
Toshiba Corp., in Tokyo, for one, plans to build
television sets around it. The company has already shown
that a single Cell processor can decode and display 48
compressed video streams at once, potentially allowing a
television viewer to choose a channel based on dozens of
thumbnail videos displayed simultaneously on the screen.
And in a smaller market, Cell has already found its
first outside customer in medical- and military-systems
maker Mercury Computer Systems Inc., in Chelmsford,
Mass., which is developing a two-Cell blade server due
out by April.
With two such massive consumer electronics makers as
Toshiba and Sony behind it, Cell is an obvious attempt
to control the "digital living room," as technology
executives have dubbed their dream of a home where all
the media players are intelligent and networked
together. "[Sony's] goal is to make a computer fun...to
make it an entertainment platform," says Sony's Cell
director Masakazu Suzuoki. "But even if we make the Cell
system an entertainment platform, there's nothing if
there's no content."
Indeed, experts say Cell's success hinges on whether
programmers outside IBM, Sony, and Toshiba will be able
to exploit the gigaflops that Cell has to offer. Tony
Massimini, chief of technology at the consulting firm
Semico Research Corp., in Phoenix, puts it bluntly:
"Cell has strong potential, assuming that the game
developers satisfy their customers' needs. But if the
games suck, who wants to buy it?"