Technical investigation into PS4 and XB1 audio solutions *spawn

Latency-sensitive functions would go to the CPU, non-senstive to the GPU, supported functions to the hardware chip, etc

Yes, something like that... as I understand it.

The GPU can also be used to do audio raytracing, which is another layer on top ? (It's part of the game)

EDIT: Took me a little while to rediscover the interview...
I'll leave Vita's audio approach here: http://www.develop-online.net/analysis/heard-about-ps-vita/0117302
The portable game console is another of Cerny's brainchild.
 

Reposted from the AMD TruAudio thread: http://forum.beyond3d.com/showthread.php?p=1806887#post1806887

postrzuv9.jpg
 
Sony's slides above already pointed out that the ACP is not programmable by game teams. It should be programmable by the system team.
 
Sony's slides above already pointed out that the ACP is not programmable by game teams. It should be programmable by the system team.

I should note that Sony uses the acronym ACP and has in theist and the A does not stand for audio.
 
In here people read 400 gigaflop, though eventually it was settled around 100 gigaflop for the SHAPE audio processor http://beyond3d.com/showthread.php?p=1736869

MS however recently specified that the audio hardware is only worth 12 gigaflop..

Is it safe to assume that the SHAPE audio processor is just a rebranded, AMD APU component?

In that case, there will be no difference in audio. Case closed
:)

Right down to the Tensilica cores.

I am really happy that Bkillian explained how these cores are the very best, and will put to shame any consumer product on the market, and so on.
Like a lot of other people in this thread, I am really exited about the audio quality.

In conclusion:
PS4 and XB1 audio solutions:
XB1 =TruAudio + Voice recognition for kinect2
PS4 =TruAudio + compute
 
SlimJim, you're jumping to the wrong conclusions. XB1 does not have TruAudio (sic). They may use similar Tensilica cores but they use different code.
 
SlimJim, you're jumping to the wrong conclusions. XB1 does not have TruAudio (sic). They may use similar Tensilica cores but they use different code.

Okay, sorry for the spelling error as well. I'll rephrase it:

PS4 and XB1 audio solutions:
XB1 =Tensilica cores + Voice recognition for kinect2
PS4 =Tensilica cores + compute

It is possible that XB1 uses compute (or the MS equivalent) as well, but I wouldn't count on it, given the performance delta in GPU power, and architecture to facilitate even more efficient compute usage. So for now, I'll leave that out.

Unless Bkillian can step in and give some confirmation?
 
Okay, sorry for the spelling error as well. I'll rephrase it:



It is possible that XB1 uses compute (or the MS equivalent) as well, but I wouldn't count on it, given the performance delta in GPU power, and architecture to facilitate even more efficient compute usage. So for now, I'll leave that out.

Unless Bkillian can step in and give some confirmation?

ّ
It should be:

XB1 = SHAPE + Tensilica cores (4 DSP cores: 2 vector core for speech, 1 for control and another one as general purpose DSP) + compute (CPU, GPU should be possible too)

PS4 = Tensilica cores + compute (CPU & GPU)
 
I would be fascinated to know if your tv can handle mixing uncompressed audio, roll on next gen!

Oh and I stopped hearing anything at 16,000 hz, damn I'm getting old at least I can save a few quid by not worrying about high end response on my speakers! :LOL:

holy shyt I couldn't hear 14000...
 
PS4 = Tensilica cores + compute (CPU & GPU)
The PS4 DSP situation is decidedly uncertain. Tensilica cores, or core? Is that what's doing the decode and mix? We have two names, TrueAudio and Tensilica, with no explanation of how they fit in with the hardware. Any explanation at this point is just a guess.
 
Right down to the Tensilica cores.

I am really happy that Bkillian explained how these cores are the very best, and will put to shame any consumer product on the market, and so on.
Like a lot of other people in this thread, I am really exited about the audio quality.

In conclusion:
I think you got your gflops wrong too.

It was 2 vector cores, 15.4GFLOPs. And Specialised hardware engines equivalent to 18 G Ops.


Confused emoticon goes here.
 
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As I usually did during the Xbox 360 days I tried to cheat the Xbox One enabling 7.1 and 5.1 surround sound on my TV and the console caught me, and a message appeared that my receiver didn't accept 7.1. :p

The same happened when I chose 5.1. So I am stuck with Stereo uncompressed, which I am okay with. It wouldn't make sense to select a more complex sound option if the TV has just two speakers.

Some sound would get muddy, like it did on the Xbox 360. But curiosity got the best of me.

6.bmp.jpg
 
From what I can tell, it looks like the PS4 has a tensilica core configured similarly to the ASP. Used for codec operations, as called out in the Sony docs about it. The X1 audio processor is a very different beast.

That's the impression I get also from reading I've done. It seems similar to the Audio Scaler Processor DSP in the Xbox One, where it appears to handle things like audio chat and audio codecs, but it also looks to me like it has a few elements of SHAPE, specifically the functions of the XMA decoder portion.

That's what the PS4 audio block seems like to me based on the description. A DSP that combines potentially most or all elements of the Xbox One audio scaler DSP with some elements of SHAPE into one chip. At a glance, however, the Xbox One Audio block really does seem like the more capable and feature rich of the two. Another thing mentioned in the slide about the PS4 ACP is that it doesn't seem to be programmable by game teams, whereas I believe SHAPE is fully programmable by devs. Now, I assume middleware takes care of the ACP on PS4 for game devs, and I suppose that's fine for pretty much most audio needs. I guess the next question is, with SHAPE's capabilities, what, if any, benefits are there to being fully programmable? Anything meaningful?

Does programmable with the listed SHAPE featureset potentially mean freeing up more of the CPU for other things, possibly even more demanding audio effects?
 
That's the impression I get also from reading I've done. It seems similar to the Audio Scaler Processor DSP in the Xbox One, where it appears to handle things like audio chat and audio codecs, but it also looks to me like it has a few elements of SHAPE, specifically the functions of the XMA decoder portion.

That's what the PS4 audio block seems like to me based on the description. A DSP that combines potentially most or all elements of the Xbox One audio scaler DSP with some elements of SHAPE into one chip. At a glance, however, the Xbox One Audio block really does seem like the more capable and feature rich of the two. Another thing mentioned in the slide about the PS4 ACP is that it doesn't seem to be programmable by game teams, whereas I believe SHAPE is fully programmable by devs. Now, I assume middleware takes care of the ACP on PS4 for game devs, and I suppose that's fine for pretty much most audio needs. I guess the next question is, with SHAPE's capabilities, what, if any, benefits are there to being fully programmable? Anything meaningful?

Does programmable with the listed SHAPE featureset potentially mean freeing up more of the CPU for other things, possibly even more demanding audio effects?

I thought someone from Microsoft said that the audio chip wasn't programmable by game devs & that it was mostly for Kinect?
 
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