Seems there's two competing theories about what '14+4' means :)
Let's say the 4 CUs are independent of the main rendering pipeline, of the 14 other CUs. Let's say they are maybe more closely connected to the CPU in some way. What would the relationship be between those CUs and the render...
That's one way of looking at it, though they are 'unified' from an instruction set POV (I guess).
I wonder what level of changes they'd bring to the 4 CUs. Bigger set of registers? More cache? Could it possibly even work more closely with CPU or are we getting into the realm of (unlikely)...
If they're under separate (application) control, using them for graphics wouldn't be like simply having 18 CUs under hardware control. You'd have to give them different tasks than you're running on the 14 others, so from that point of view, it would be slightly trickier than simply boosting your...
14 CUs under control of the regular hardware thread scheduler ('hardware balanced')
4 CUs on a separately scheduled regime, perhaps under explicit programmer control
Make sense, or..?
The 4 CUs the 'GPU-like compute module' Eurogamer referred to?
What would be the reasoning for...
He's quoted as saying that some of the things he wants - including some of the graphics things, and here is where I'd guess we're talking about such resolutions and framerate - are at least 5 years away. He's not necessarily talking in a PS4 context...I would think PS4 might have 'checkbox' 4K...
Who's working on stacked chip designs at 28nm currently? That could give an indicator of the partners they're talking with, given his reference to yields of 28nm stacked chips.
I know IBM is talking about a stacked Power8 at 28nm or 22nm and they're obviously a prime candidate. Anyone else?
Think it's worth clarifying that the cost and the timetable are analyst and author speculation respectively - not things he actually said.
But yeah, some good hints to both shorter and longer term things.
There's a presentation here from Dec 6 on 'Advanced Graphics Techniques for Playstation Vita' - not at all sure if it provides any new insight on the hardware side, but in case it does, here it is:
http://research.scee.net/files/presentations/gceurope2011/VitaIactaEst.pdf
On a more...
I think 'graphics quality' may be more directly a function of how much VRAM is in the thing, and that remains unchanged.
You also can't compare phones/tablets and come to a conclusion about graphics based on how much memory they have relative to NGP. Games on phones/tablets have much less...
That is planned. The web browser is one of the apps usable from the home menu in-game, that functionality will be enabled in the May update.
I'll leave it to others to guess what that may imply for OS memory usage though.
They seem to have more substantial multitasking ambitions with NGP, in terms of a 'in-game OS' and speedy access to LiveArea and other things while a game is running - at least going by their presentation in January.
That said, they've only shown a mock-up, and we've been burned by Sony's OS...
It could be one rationale for a separate memory pool, but there are other possible explanations per some of the above posts too.
I'm curious about it as well, but looking around I don't think there's been any hint about what type of memory the VRAM is, if it differs from LPDDR2.
O1net.com's pre-announcement report on specs has proven extremely reliable so far, and it suggested 512MB+128MB (on the basis that there's 1GB in the dev kits). I think David Coombe's comment about it having 'a lot of RAM compared to PSP and PS3' tallied with that somewhat...