Prophecy2k
Veteran
Sebbbi, since GPUs are wider and more parrallel than GPUs, would it not mean that they would benefit more from multiple Async compute queues than a CPU?
Multiple compute queues is a bit like hyperthreading. Going from 1 to 2 threads (independent instructions streams) helps the most. Modern Intel CPU (Haswell, Broadwell, etc) have 2-way hyperthreading. Some IBM and Sun CPUs have 4-way and 8-way hyperthreading but that doesn't give them much additional advantage. Same is true on GPU asynchronous compute.
GPUs are wider, but each command processor command (draw/compute kernel invocation) is basically a parallel_for_each (it is as wide as the work item count). Also the GPU can run multiple kernels simultaneously from the same command queue, if these kernels have no dependencies of each other (roughly this matches ILP in superscalar CPU execution). Basically a single command stream can fill the GPU in a similar way than a single command stream (thread) can fill the CPU core.Sebbbi, since GPUs are wider and more parrallel than GPUs, would it not mean that they would benefit more from multiple Async compute queues than a CPU?
It's still cross platform. Wait for Battlefront on PS4 for judgement.I shatters my (wallet) biased hope BF4 was not the pinnacle of what ps4 can do for this brand. But it seems the game delivered on many ways and perhaps it is the pinnacle.
Cross generation surely?It's still cross platform. Wait for Battlefront on PS4 for judgement.
Cross generation surely?
Hardline? No. But they may not have been giving them the tools. It may have been just up to Visceral to get the job done, which from a frame rate perspective as I understand it they did fix up. Bioware put in their own graphical upgrades but still a far cry from DICEs new features. Once again 1 code base 5 platforms is a ton of work.Is their second attempt better?
Cross generation or not, async shader usage or not, BF4 was DICE's first attempt at development on the PS4, a platform that had just launched at the time and thus still had fairly immature dev tools.
There's simply no way that BF4 can be considered the very best that DICE can do on the PS4 platform. I'll literally eat my sock if that turns out to be the case.
Once Xbox 360 and PS3 drop off, DICE can focus specifically on compute shaders.
Asynchronous compute shaders, might be in full swing, but I doubt it, from our understanding, pre-GCN and many nvidia cards do not support async compute shaders. So there will be a limit on how far they want to go with that, unless they want to split the PC platform. I am curious as to how they will attempt to handle this on PC.
Is their second attempt better?
That's obviously a lot slower, but provided the hook for a custom job manager on Vita. Over time, we've migrated most of the original SPU jobs onto the Vita cores and returned back to a fully asynchronous model."
"Obviously a major difference is the absence of SPUs in the hardware, so parallelism models have shifted to utilise the three cores," Porter affirms. "We started with the PC framework as reference here: SPU job deployment is modelled as a synchronous process on that platform, with the actual task functionality identical to the PS3. That's obviously a lot slower, but provided the hook for a custom job manager on Vita. Over time, we've migrated most of the original SPU jobs onto the Vita cores and returned back to a fully asynchronous model."