
There are a lot of "yeah buts" about this result. It's Minecraft, and more than that, it's not even in-game; it's the title screen. The thing you have to understand is that this isn't just "running Minecraft at over 1500 FPS." This is "pretending to be a PS3 that is running Minecraft at over 1500 FPS." That is an entirely different task, and in an entirely other galaxy of complexity.
As a refresher, the PlayStation 3 was released in November 2006. It's a game console that features a graphics processor, the Reality Synthesizer or RSX, that is a very close relation (though not identical to) an NVIDIA GeForce 7800 GTX , albeit with half the memory bandwidth and a few other tweaks. That GPU is mated to the IBM – Sony -Toshiba Cell Broadband Engine, a single-core PowerPC CPU with eight "Synergistic Processing Elements" (SPEs) hanging off the back of it, though only seven are functional in the final design.
So, a single-core CPU with SIMD and an old GPU. Easy to emulate on modern hardware, right? No. The design of the PS3 is legendarily idiosyncratic. The RSX and the Cell communicate with each other over a proprietary bus called FlexIO, which is extremely fast—sometimes. For certain transfers, it can be as slow as 16 megabytes/second. Complicating matters, the latency of a FlexIO operation varies depending on whether you're reading or writing, and which device you're doing either to and from. This matters because software is programmed to expect a certain latency, and screwing it up could crash a program or cause other unexpected behavior.
Moreover, the Cell's SPEs are not like a modern CPU's SIMD units. They're somewhere between that and discrete CPU cores, with their own 256K of "Local Storage" and their own memory controller that works independently of the "SPU", which is the actual functional unit inside the SPE. The SPUs can only work on data resident in their own Local Store, but loading data in and out of the Local Store has to be done manually by the developer by sending commands to the Memory Fabric Controller inside each of the six usable SPEs (one is reserved for OS functions).
Worse than that, the SPUs are spectacularly weird processors. They can only work with just a few data types, and they do things that modern processors simply aren't capable of without considerable work shuffling bits around; a single instruction explodes into dozens. In particular, the SPUs perform a lot of 128-bit atomic operations that require tons of complex, tightly-optimized code to emulate both quickly and accurately on x86-64 CPUs, and that's to say nothing of trying to perform said emulation with a "close-enough" latency. Recently-added instructions as part of the AVX-512 ISA extensions help with this, but don't fully resolve it .
All this to say that yes, it's Minecraft's title screen. It's Minecraft's title screen coming out of an application that's emulating all this arcane PlayStation 3 hardware within less than two-thirds of a millisecond (0.64ms). I wasn't kidding when I said RPCS3 is one of the most heavily optimized pieces of software on the planet. The recompiler is doing things normal developers would stare at in befuddlement for speed.
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Reference reading
- https://www.tomshardware.com/video-games/playstation/SPONSORED_LINK_URL
- https://www.tomshardware.com/video-games/playstation/rpcs3-emulator-boasts-over-1500-fps-on-the-minecraft-title-screen-platform-hails-performance-landmark-one-frame-rendered-every-0-00064-seconds#main
- https://www.tomshardware.com
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Informational only. No financial advice. Do your own research.