Anarchist4000
Veteran
http://www.eurogamer.net/articles/d...tation-4-pro-how-sony-made-a-4k-games-machine
Saw this posted by someone else in the PS4 Pro thread. Has some interesting hints in regards to Polaris and Vega.In actual fact, two new AMD roadmap features debut in the Pro, ahead of their release in upcoming Radeon PC products - presumably the Vega GPUs due either late this year or early next year.
@sebbbi I believe this was the register packing you were trying to figure out previously. Not sure if you saw this or not. Context missing in my quote, but the register packing should exist on Polaris.Finally, there's better support of variables such as half-floats. To date, with the AMD architectures, a half-float would take the same internal space as a full 32-bit float. There hasn't been much advantage to using them. With Polaris though, it's possible to place two half-floats side by side in a register, which means if you're willing to mark which variables in a shader program are fine with 16-bits of storage, you can use twice as many. Annotate your shader program, say which variables are 16-bit, then you'll use fewer vector registers.
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One of the features appearing for the first time is the handling of 16-bit variables - it's possible to perform two 16-bit operations at a time instead of one 32-bit operation," he says, confirming what we learned during our visit to VooFoo Studios to check out Mantis Burn Racing. "In other words, at full floats, we have 4.2 teraflops. With half-floats, it's now double that, which is to say, 8.4 teraflops in 16-bit computation. This has the potential to radically increase performance.
Shared memory? Or something along the lines of SSG?You may later on see something that looks very much like a console GPU as a discrete GPU, but that's then being very familiar with the design and taking inspiration from the console GPU. So the similarity, if you see one, is actually the reverse of what you're thinking,
Dual GPU possibility here?"Once a GPU gets to a certain size, it's important for the GPU to have a centralised brain that intelligently distributes and load-balances the geometry rendered. So it's something that's very focused on, say, geometry shading and tessellation, though there is some basic vertex work as well that it will distribute," Mark Cerny shares, before explaining how it improves on AMD's existing architecture.
"The work distributor in PS4 Pro is very advanced. Not only does it have the fairly dramatic tessellation improvements from Polaris, it also has some post-Polaris functionality that accelerates rendering in scenes with many small objects... So the improvement is that a single patch is intelligently distributed between a number of compute units, and that's trickier than it sounds because the process of sub-dividing and rendering a patch is quite complex."