Um...you realise that prior to this gen, compute power was zero, right? So this gen will always be the greatest increase in compute.I'm pretty sure that we're seeing one of the biggest jumps in compute from base consoles to next gen too.
Um...you realise that prior to this gen, compute power was zero, right? So this gen will always be the greatest increase in compute.I'm pretty sure that we're seeing one of the biggest jumps in compute from base consoles to next gen too.
The UE5 demo has no ray tracing.
Computation was not performed prior to this gen?
A lot of people actually think the UE5 demo had no ray tracing in it, so who knows what was meant?I think he means UE5 Demo does not use the AMD RealTime RayTracing Hardware.
Indeed, for PlayStation we have the exact opposite given last gen Cell's SPUs had to help out the GPU.Um...you realise that prior to this gen, compute power was zero, right? So this gen will always be the greatest increase in compute.
I took 'compute' to mean 'compute features on the GPU'. Obviously computation was performed or we'd have boxes rather than consoles. If you mean all-round processing power, that's probably impossible to answer. Does when compare raw flops, or what's achieved? At which point, maybe the earliest consoles had the largest deltas? Pong to the Atari 2600, or the 2600 to the NES. Way off topic!Computation was not performed prior to this gen?
Well GPGPU isn't really compute. Compute was introduced with shaders designed for generic workloads as opposed to graphics-only tasks that other workloads were mapped to by the devs. GPGPU can be run on any GPU but doesn't have the versatility of compute, so sits between as an evolutionary interim. No console prior to this gen considered running anything on the GPU other than graphics work save maybe some freaky fringe case.I'm pretty sure I heard about GPGPU operations in the X360, in and off videogames.
Indeed, for PlayStation we have the exact opposite given last gen Cell's SPUs had to help out the GPU.
Indeed. It was such an overpowered CPU, for that time period. Was there a GPU, during that time period (2006), that wouldn't have been GPU limited (when matched with the Cell)?Indeed, for PlayStation we have the exact opposite given last gen Cell's SPUs had to help out the GPU.
Sony, also, has that crazy powerful SPU-like 3D audio Tempest Engine (that can also be used for some traditionally CPU processing).Im excited for this gen in a similar way....ms has a negligable cpu advantage and a notable gpu advantage and a weird ram and bw situation. Sony has a sizable ssd and i/o advantage they are touting but are weaker in the other ways mentioned. How that will translate to games is anyones guess but i am here for it
Sony, also, has that crazy powerful SPU-like 3D audio Tempest Engine (that can also be used for some traditionally CPU processing).
That depends on the workload. Cell required work to be done in parallel to extract performance out of it. And it wasn't exactly like modern multi-core CPUs, the work of the PPU and SPE's was different, and limited in different ways. Also, PS3's memory configuration held it back when compared to 360. With 360's EDRAM I'm sure there are plenty of PS3 games where the GPU is bandwidth bound on PS3 and performance bound on 360, regardless of the CPU they are paired with.Indeed. It was such an overpowered CPU, for that time period. Was there a GPU, during that time period (2006), that wouldn't have been GPU limited (when matched with the Cell)?
To get maximum performance, Cell required work to be done in parallel. On that point alone, parallel work is the only way to get maximum performance out of multiple cores.That depends on the workload. Cell required work to be done in parallel to extract performance out of it. And it wasn't exactly like modern multi-core CPUs, the work of the PPU and SPE's was different, and limited in different ways. Also, PS3's memory configuration held it back when compared to 360. With 360's EDRAM I'm sure there are plenty of PS3 games where the GPU is bandwidth bound on PS3 and performance bound on 360, regardless of the CPU they are paired with.
WRT to PS3 GPU bandwidth limitations being a common concern on PS3. Many PS3 games used quarter resolution alpha effects while Xbox 360 versions did not.You could be correct on the GPU, potentially, being bandwidth limit (in certain cases). Seeing a lot of top PS3 GDC tech breakdowns, it didn't seem to be a limiting factor for those studios. It could've been for other studiios. I wish we had more data on that.