Geez, not this 14+4 stuff
again
To recap what I said numerous times last year (which was explained to me by someone with first hand knowledge of the hardware and the specs):
The 14+4 thing stems from a simple suggestion Sony made to devs at one of its devcons on how they might like to split their rendering and compute workloads.
As Cerny alluded to in the DF interview, the PS4 as a design is a bit ALU heavy.
So there's a point where you get diminishing returns from using additional CUs for rendering and get more bang for your buck using them for things like compute.
It does not mean you will get no benefit for using the extra 4 for graphics though, just diminishing returns, maybe like the 24% improvement in FPS from using 50% more ALUs DF saw
in their own tests.
Why this is so, I don't know, but my source was guessing it could be related to cache sizes, register file sizes as well as things like bandwidth, ROPs etc.
The basis for this 14+4 suggestion, would very likely come from AMD, who would have done some profiling using modern AAA engines (eg Cryengine 3) and saw diminishing returns from using the additional CUs for rendering and get more value using them for compute.
So, I guess if your workloads/rendering techniques/engine significantly differ from what's done on current AAA PC games (eg like Sebbi's example of compute based particles) then the diminishing returns caveat for using additional CUs will not apply.