4GB for OS sounds like way too much bloat regardless of functionality. Never mind Windows 10 that runs on 2GB if needed. We now have smartphones/tablets running tens of apps in the background and giving away push notifications, and those do very well with only 2GB total. And 1GB dedicated to a 4K dashboard? Why?!
No word on FP16 throughput, much less Vega's "Rapid Packed Math" that allows 2*FP16 and 4*uint8. News of 2*FP16 on the PS4 Pro actually came up some weeks after the console was in the stores, so they may actually be saving this for later.
It'll be
very weird if Scorpio doesn't have this, though. And it could bring the Pro uncomfortably close to Scorpio in ALU-intensive multiplatform titles.
Also no HDMI 2.1, so no Variable Refresh Rate either...
Native 4k on this still doesn't make much sense to me. For multi-plats specifically.
The claim is really "
Native 4K on games that were 1080p on Xbone, and some games that were 900p."
If you look at a pure specs comparison, Scorpio's GPU should indeed be able to do >4x more work than Xbone's.
Of course, this would mean sticking with the same draw distance, same shader LOD, same AF/AA levels, etc.
I'm not sure most developers will be very fond of this. Except maybe for the people with 70"+ TVs (a very tiny population among the already smallish amount of 4K users?), there may be very little gains in going full 4K instead of e.g. 1800p + upscale, while using the extra power to upgrade other stuff.
What's the consensus on them integrating DX12 at the hardware level? Is it really a noticeable jump or more of a talking point?
To be honest, from their description of the "it sounds exactly like the
Graphics Command Processor we've had since GCN2.
I may be missing something, because I have no idea why Leadbetter made sure to mention it.
So much customisation for the "dead" cat cores is interesting too. Not just the improved clocks, but "extensive customisation to reduce latency" (an area where X1 implementation was already ahead of PS4). They should have higher IPC as well as higher clocks and lower workload in DX12 games.
I wouldn't be so sure about higher IPC.
Latency reduction is a by-product of higher clocks, and the customization could simply amount to tweaking the architecture to allow a higher clock rate without breaking TDP limits.
I would be convinced there was a lot of customization if they had changed the amount of L2 cache, or turned it into a full 8-core module instead of 2*4-core modules, or introduced some L3 cache.
But given the info we have, it's just uncannily similar to what we already have in the PS4 Pro.