I suspect the video encoder/decoder will be used for PS Eye, possibly disabling Remote Play and Ustream capabilities while playing games in which input from PS Eye needs processing (Move games, AR games, etc).
[I have seen that there is a 14+4 rumor of some sort.... Just doing some free thinking. What do you think of my idea to overclock GPUCompute units for coupled CPU work?]
You don't want compression artefacts on a video feed you are going to performance image analysis on. PSEye could provide uncompressed images. 1280x720 @ 60fps is about 330 megabytes a second (8 bit colour, YUV encoding can reduce that). USB3 is up to the job, as is Firewire, and Sony have a custom port so must be prepared for the high BW.I suspect the video encoder/decoder will be used for PS Eye, possibly disabling Remote Play and Ustream capabilities while playing games in which input from PS Eye needs processing (Move games, AR games, etc).
An old design? A misunderstanding? The 14:4 split seems outmoded now.Yeah I get it doesn't make sense. But currently, neither does the current explanation of 14 for balanced design???
Unless someone previous figured out what, such terminology is supposed to refer to?
You don't want compression artefacts on a video feed you are going to performance image analysis on. PSEye could provide uncompressed images. 1280x720 @ 60fps is about 330 megabytes a second (8 bit colour, YUV encoding can reduce that). USB3 is up to the job, as is Firewire, and Sony have a custom port so must be prepared for the high BW.
An old design? A misunderstanding? The 14:4 split seems outmoded now.
You don't want compression artefacts on a video feed you are going to performance image analysis on. PSEye could provide uncompressed images. 1280x720 @ 60fps is about 330 megabytes a second (8 bit colour, YUV encoding can reduce that). USB3 is up to the job, as is Firewire, and Sony have a custom port so must be prepared for the high BW.
External Dimension Approx: 186mm x 27mm x 27mm (width x height x depth)
(tentative)
Weight Approx: 183g (tentative)
Video: Video Pixel (Maximum) 1280 x 800 pixel x 2
Video Frame Rate 1280×800 pixel @ 60fps
640×400 pixel @ 120fps
320×192 pixel @ 240fps
Video Format RAW, YUV (uncompressed)
Features: Lens Dual Lenses, F value/F2.0 fixed focus
Capture Range 30cm~∞
Field-of-View 85°
Microphone 4 Channel Microphone Array
Connection Type PS4 dedicated connector (AUX connector)
Cable Length Approx. 2m (tentative)
I'm guessing it will be named "Kabini". Remember, you heard it here first!
No, no more than RSX could have had magical secret sauce that it never had despite some being adamant it must do. To address your points directly:So what do all of you think? Do you think there could be any chance of a cell like chip in the PS4?
I think there was a lot of secret sauce on the PS4, according to rumours people expected less RAM and not UMA GDDR5 RAM, which is quite an unique design.The RSX did end up having a little, tiny bit of secret sauce. The now declassified document, RSX Best Practices, is now freely available on the internet. It details how the processor had a tiny bit of extra vertex and texture cache. However, for the most part, you are absolutely right. I also don't think it is overly likely the PS4 GPU has a lot of secret sauce. However, we do know it has some due to all of the modifications made for compute. What I am hoping is there is SOMETHING significant about the PS4 that will make it competitive with high end PCs -- at least for a short time. However, I will freely admit that I don't think it is very likely, but possible.
To address your responses....
1) You're probably right. However, I bet Sony learned a LOT in their process of designing the CELL processor. Even if the vector unit was different than the CELL processor, I hope some of their knowledge about processing systems could be used in the construction of the vector unit.
2) I would rather for the CPU to be more impressive and powerful so the GPU would not be used to process compute functions as much. With only 18CUs, I hope most of them are only used for their original graphics purpose rather than something a CPU could handle. I'm hoping that most games will not use the GPU for non-graphical related tasks such as physics, animation, AI, etc.
3) Price is not immaterial. However, we live in a world where people shell out more for a cell phone or tablet than anyone EVER paid for a PS3 or XBox 360. I sincerely think a high end console product -- with cutting edge high end hardware -- could sell very well, even at a price between 500 and 1000 dollars.
a) You are right, adding more CUs would be one way of addressing the issue. Another solution would be to simply use a more powerful CPU so that there would be little reason to do compute on the GPU. However, from what I understand, Sony has a history of making non-simple architectures. I also remember that they put vector units in a number of different consoles (both desktop and handheld). Adding a vector unit to the PS4 does add complexity which seems to go against their new philosophy of simpleness. But I also don't think it would make the processor too overly complicated. It could be integrated into the system in such a way that it would not create a burden for developers.
Finally, I also agree that adding a vector unit is not the best way to increase the power of this system. If I were Sony, and I wanted to increase the power of this system, I would have simply included a GPU with more CUs, saved on the transistor budget by stripping all the compute functions out of the GPU, and including a more powerful CPU.
However, maybe Sony knows something we don't. Maybe by adding a small, low power vector unit somewhere in the system (where there might be a bottle neck they saw in a simulation) the overall system could get a boost.
So, in the conference, they talked about the "background processor" (or whatever they called it). Now, I don't think they would put a full CELL into that system. But for BC reasons (which they now say it can't really do) would it be possible to just pack in a small 6 SPE "cluster"? RSX should be easily emulated by any of todays mid end GPUs, the SPEs probably not. Though I don't know if they can even really function without the PPE.
Yap !
PSEye is 1280 x 800 probably to track our height more adequately.
I would imagine the video encoder is not used for standard PSEye output, except when saving PSEye game footage for the latest 15 minutes, or streaming to Ustream.
It is possible that Ustream and RemotePlay don't work with PSEye apps. We don't know if RemotePlay could run with another foreground game. If we try to RemotePlay a PSEye game, it may be tricky unless Vita performs the camera analysis.
Ustream should work, but I do expect some multitasking features to be limited at first, like Vita. The PS4 OS sounds complicated. Vita crashed about 2-3 times a week for the first month until they released patches to stablize the OS. Some of the features also came slightly later.
Ustream CEO Brad Hunstable was able to offer up most of our answers in a recent interview.
...
Hunstable said we'll find out many more specifics in the coming months. He also confirmed that Ustream expects all of its promised PlayStation 4 functionality to be functioning and available alongside the console's launch this holiday.
Toshiba's SpursEngine has 4 SPEs. It was designed to be used with other CPUs.
Sony's custom Cell patent is also based on a 4 SPE set up.
Me think chance of such a SPE array in PS4 is slim to non-existing.
Sony went with x86 only because they want ps5 to be backward compatible . So an additional vector processor is a no no with software emulation