80 points

The PS3 had a 128-bit CPU. Sort of. “Altivec” vector processing could split each 128-bit word into several values and operate on them simultaneously. So for example if you wanted to do 3D transformations using 32-bit numbers, you could do four of them at once, as easily as one. It doesn’t make doing one any faster.

Vector processing is present in nearly every modern CPU, though. Intel’s had it since the late 90s with MMX and SSE. Those just had to load registers 32 bits at a time before performing each same-instrunction-multiple-data operation.

The benefit of increasing bit depth is that you can move that data in parallel.

The downside of increasing bit depth is that you have to move that data in parallel.

To move a 32-bit number between places in a single clock cycle, you need 32 wires between two places. And you need them between any two places that will directly move a number. Routing all those wires takes up precious space inside a microchip. Indirect movement can simplify that diagram, but then each step requires a separate clock cycle. Which is fine - this is a tradeoff every CPU has made for thirty-plus years, as “pipelining.” Instead of doing a whole operation all-at-once, or holding back the program while each instruction is being cranked out over several cycles, instructions get broken down into stages according to which internal components they need. The processor becomes a chain of steps: decode instruction, fetch data, do math, write result. CPUs can often “retire” one instruction per cycle, even if instructions take many cycles from beginning to end.

To move a 128-bit number between places in a single clock cycle, you need an obscene amount of space. Each lane is four times as wide and still has to go between all the same places. This is why 1990s consoles and graphics cards might advertise 256-bit interconnects between specific components, even for mundane 32-bit machines. They were speeding up one particular spot where a whole bunch of data went a very short distance between a few specific places.

Modern video cards no doubt have similar shortcuts, but that’s no longer the primary way the perform ridiculous quantities of work. Mostly they wait.

CPUs are linear. CPU design has sunk eleventeen hojillion dollars into getting instructions into and out of the processor, as soon as possible. They’ll pre-emptively read from slow memory into layers of progressively faster memory deeper inside the microchip. Having to fetch some random address means delaying things for agonizing microseconds with nothing to do. That focus on straight-line speed was synonymous with performance, long after clock rates hit the gigahertz barrier. There’s this Computer Science 101 concept called Amdahl’s Law that was taught wrong as a result of this - people insisted ‘more processors won’t work faster,’ when what it said was, ‘more processors do more work.’

Video cards wait better. They have wide lanes where they can afford to, especially in one fat pipe to the processor, but to my knowledge they’re fairly conservative on the inside. They don’t have hideously-complex processors with layers of exotic cache memory. If they need something that’ll take an entire millionth of a second to go fetch, they’ll start that, and then do something else. When another task stalls, they’ll get back to the other one, and hey look the fetch completed. 3D rendering is fast because it barely matters what order things happen in. Each pixel tends to be independent, at least within groups of a couple hundred to a couple million, for any part of a scene. So instead of one ultra-wide high-speed data-shredder, ready to handle one continuous thread of whatever the hell a program needs next, there’s a bunch of mundane grinders being fed by hoppers full of largely-similar tasks. It’ll all get done eventually. Adding more hardware won’t do any single thing faster, but it’ll distribute the workload.

Video cards have recently been pushing the ability to go back to 16-bit operations. It lets them do more things per second. Parallelism has finally won, and increased bit depth is mostly an obstacle to that.

So what 128-bit computing would look like is probably one core on a many-core chip. Like how Intel does mobile designs, with one fat full-featured dual-thread linear shredder, and a whole bunch of dinky little power-efficient task-grinders. Or… like a Sony console with a boring PowerPC chip glued to some wild multi-phase vector processor. A CPU that they advertised as a private supercomputer. A machine I wrote code for during a college course on machine vision. And it also plays Uncharted.

The PS3 was originally intended to ship without a GPU. That’s part of its infamous launch price. They wanted a software-rendering beast, built on the Altivec unit’s impressive-sounding parallelism. This would have been a great idea back when TVs were all 480p and games came out on one platform. As HDTVs and middleware engines took off… it probably would have killed the PlayStation brand. But in context, it was a goofy path toward exactly what we’re doing now - with video cards you can program to work however you like. They’re just parallel devices pretending to act linear, rather than they other way around.

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21 points

There’s this Computer Science 101 concept called Amdahl’s Law that was taught wrong as a result of this - people insisted ‘more processors won’t work faster,’ when what it said was, ‘more processors do more work.’

You massacred my boy there. It doesn’t say that at all. Amdahl’s law is actually a formula how much speedup you can get by using more cores. Which boils down to: How many parts of your program can’t be run in parallel? You can throw a billion cores at something, if you have a step in your algorithm that can’t run in parallel… that’s going to be the part everything waits on.

Or copied:

Amdahl’s law is a principle that states that the maximum potential improvement to the performance of a system is limited by the portion of the system that cannot be improved. In other words, the performance improvement of a system as a whole is limited by its bottlenecks.

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7 points

Gene Amdahl himself was arguing hardware. It was never about writing better software - that’s the lesson we’ve clawed out of it, after generations of reinforcing harmful biases against parallelism.

Telling people a billion cores won’t solve their problem is bad, actually.

Human beings by default think going faster means making each step faster. How you explain that’s wrong is so much more important than explaining that it’s wrong. This approach inevitably leads to saying ‘see, parallelism is a bottleneck.’ If all they hear is that another ten slow cores won’t help but one faster core would - they’re lost.

That’s how we got needless decades of doggedly linear hardware and software. Operating systems that struggled to count to two whole cores. Games that monopolized one core, did audio on another, and left your other six untouched. We still lionize cycle-juggling maniacs like John Carmack and every Atari programmer. The trap people fall into is seeing a modern GPU and wondering how they can sort their flat-shaded triangles sooner.

What you need to teach them, what they need to learn, is that the purpose of having a billion cores isn’t to do one thing faster, it’s to do everything at once. Talking about the linear speed of the whole program is the whole problem.

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6 points

You still don’t get it. This is about algorithmic complexity.

Say you have an algorithm that has 90% that can be done in parallel, but you have 10% that can’t. No matter how many cores you throw at it, be it 4, 10, or a billion, the 10% will be the slowest part that you can’t optimize with more cores. So even with an unlimited amount of cores, your algorithm is still having to wait on the last 10% that runs on a single core.

Amdahl’s law is simply about those 10% you can’t speed up, no matter how many cores you have. It’s a bottleneck.

There are algorithms you can’t run in parallel, simply because the results depend on each other. For example in a cipher where you first calculate block A, then to calculate block B you rely on block A. You can’t do block A and B at the same time, it’s not possible. Yes, you can use multi-threading to calculate A, then do it again to calculate B, but overall you still have waiting times while you wait for each result, which means no matter how fast you get, you always have a minimum time that you’ll need.

Throwing more hardware at this won’t help, that’s the entire point. It helps to a certain degree, but at some point the parts you can’t run in parallel will hold you back. This obviously doesn’t count for workloads that can be done 100% in parallel (like rendering where you can split the workload up without issues), Amdahl’s law doesn’t apply there as the amount of single-core work would be zero in the equation.

The whole thing is used in software development (I heard of Amdahl’s law in my university class) to decide if it makes sense to multi-thread part of the application. If the work you do is too sequential then multi-threading won’t give you much of a benefit (or makes it run worse, as you have to spin up threads and synchronize results).

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3 points
*

Amdahl’s isn’t the only scaling law in the books.

Gustafson’s scaling law looks at how the hypothetical maximum work a computer could perform scales with parallelism—idea being for certain tasks like simulations (or, to your point, even consumer devices to some extent) which can scale to fully utilize, this is a real improvement.

Amdahl’s takes a fixed program, considers what portion is parallelizable, and tells you the speed up from additional parallelism in your hardware.

One tells you how much a processor might do, the only tells you how fast a program might run. Neither is wrong, but both are incomplete picture of the colloquial “performance” of a modern device.

Amdahl’s is the one you find emphasized by a Comp Arch 101 course, because it corrects the intuitive error of assuming you can double the cores and get half the runtime. I only encountered Gustafson’s law in a high performance architecture course, and it really only holds for certain types of workloads.

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6 points

slight correction. vector processing is available on almost no common architectures. What most architectures have is SIMD instructions. Which means that code that was written for sse2 cannot and will not ever make use of the wider AVX-512 registers.

The risc-v isa is going towards the vector processing route. The same code works on machines with wide vector registers, or ones with no real parallel ability, but will simply loop in hardware.

Simd code running on a newer cpu with better simd capabilities will not run any faster. Unmodified vector code on a better vector processor, will run faster

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3 points

Fancier tech co-opting an existing term doesn’t make the original use wrong.

Any parallel array operation in hardware is vector processing.

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1 point

fancy, vector processing predated simd. It’s how cray supercomputers worked in the 90s. You’re the one co opting an existing term :)

And it is in fact a big deal, with several advantages and disadvantages to both.

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2 points
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I am unsure about the historical reasons for moving from 32-bit to 64-bit, but wouldnt the address space be a significantly larger factor? Like you said, CPUs have had vectoring instructions for a long time, and we wouldn’t move to 128-bit architectures just to be able to compute with numbers of those size. Memory bandwidth is, also as you say, limited by the bus widths and not the processor architecture. IMO, the most important reason that we transitioned to 64-bit is primarily for the larger address address space without having to use stupidly complex memory mapping schemes. There are also some types of numbers like timestamps and counters that profit from 64-bit, but even here I am not sure if the conplex architecture would yield a net slowdown or speedup.

To answer the original question: 128 bits would have no helpful benefit for the address space (already massive) and probably just slow everyday calculations down.

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2 points

8-bit machines didn’t stop dead at 256 bytes of memory. Address length and bus width are completely independent. 1970s machines were often built with bit-slice memory, with however many bits of addressing, and one-bit output. If you wanted 8-bit memory then you’d wire eight chips in parallel - with the same address lines. Each chip would deliver a different part of the same logical byte.

64-bit math doesn’t need 64-bit hardware, either. Turing completeness says any computer can run the same code - memory and time allowing. As an object example, Javascript exclusively used 64-bit double floats, even when it was defined in the late 1990s, and ran exclusively on 32-bit machines.

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1 point

Clearly you can address more bytes than your data bus width. But then why all the “hacks” on 32-bit architectures? Like the 36-bit address bus via memory mapping on SPARCv8 instead of using paired index registers ( or ARMv7 width LPAE). From a perfomance perspective using an address width that is not the native register width/ internal data bus width is an issue. For a significant subset of operations multiple instructions are required instead of one.

Also is your comment about turing completeness to be taken seriously? We are talking about performance and practicality. Go ahead and crunch on some 64-bit floats using purely 8-bit arithmetic operations (or even using vector registers). Of course you can, but the point is that a suitable word size is more effective for certain computational tasks. For operations that are done frequently, they should ideally be done at native data-bus width. Vectored operations will also cost performance.

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50 points

They would look the same really. The word size being 128 instead of 64 doesn’t really change anything about the architecture. It just means the proc’s registers are 128 bits in size, the system bus is 128, each RAM address and data is 128, etc. The only difference would be significantly more expensive to crunch ridiculously large numbers. So really not much benefit. I expect 64 to be the standard for quite a long time, maybe forever, because we have much bigger bottlenecks to worry about.

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16 points

There are already special instruction sets that deal with 128 and up bits. Many SIMD. AVX-512 for example deals with 512 bits at a time.

At this point the advantage is parallelization and specialization of operations. AVX can be used for video encoding/decoding for example, or crypto, …

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6 points

maybe forever, because we have much bigger bottlenecks to worry about.

Well now I’m wondering what bottlenecks you have in mind. What do you believe to be the biggest bottlenecks for PCs in the near future?

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19 points

We’re getting to the point where we can’t really make transistors much smaller, for one

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12 points

Mostly heat. Every gate destroys information, which is kinda the definition of entropy, so it necessarily generates heat. There’s goofy plans for “reversible computing” that swap bits - so true is 10 and false is 01 - and those should only produce heat through the resistance in the wires. (I personally suspect you’d have to shuttle data elsewhere and destroy it anyway. That’d be off-chip, so it could be arbitrarily large, instead of concentrating hundreds of watts in a thumbnail of silicon. But you’d still have a motherboard with a north bridge, a south bridge, and a woodshed.)

The other change that’d make wider lanes less egregious is 3D chip design. We’re pretty far from 2D, already. There’s dozens of layers of stuff going on in any complex microchip. AMD’s even stacking a couple naked dies on top of one another for higher memory bandwidth. But what’d be transformative is the ability to fold any square layout into a cube, with as much fine detail vertically as it has horizontally. 256-bit data paths could be 16 traces wide and tall. Some could have no presence at all, because the destination is simply atop the source, and connected by a bunch of 10nm diagonals.

But aside from the design and manufacturing complexity of that added dimension, current technology would briefly turn that cube into an incandescent lightbulb. The magic smoke would escape with unprecedented efficiency.

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41 points

exactly the same as 64 bit computing, except pointers now take up twice as much ram, and therefore you need mire baseline momory throuput/ more cache, for pretty much no practical benefit. Because we aren’t close to fully using up a 64-bit address space .

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8 points

Our modern 64 bit processors do use 128 bits for certain vector operations though, don’t they? So there is another aspect apart from address space.

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5 points

Yes, up to 512 bits since Skylake. But there are very few real-world tasks that can make use of such wide data paths. One example is media processing, where a 512-bit register could be used to pack 8 64-bit operands and act on all of them simultaneously, because there is usually a steady stream of data to be process using similar operations. In other tasks, where processing patters can’t make use of such batched approaches, the extra bits would essentially be wasted.

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17 points

It wouldn’t be much different. Was it noticeably different when you went from a 32 bit to 64 bit computer?

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3 points

For me it was, actually. Maybe because I was late to the party so people stopped developing shit for 32 bits, and when I did the transition was like “Finally, I can install shit” also my computer was newer and the OS worked better.

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13 points

So your PC was old (thus the new one faster) and its HW no longer supported by some software developers (because it was outdated and not enough users were on it anymore). The same can hold true if you have a 5 year old PC now. You didn’t notice this due to going 64bit, you noticed it due to going away from a heavily outdated system.

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15 points

The big shortcoming of 32 bit hardware was that it limits the amount of RAM in the computer to 4 GB. 64 bit is not inherently faster (for most things) but it enables up to 16 exabytes of RAM, an incomprehensible amount. Going to 128 bit would only be helpful if 16 exabytes wasn’t enough.

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7 points

Slightly off topic, but the number of bits doesn’t necessarily describe the size of memory. For example most eight bit processors had 16bit data busses and address registers.

Some processors that were 32 bits internally have 24bit memory addressing.

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