Guerrilla has evolved the model it developed for PlayStation 3 - it has one thread set up as an "orchestrator" (this would have been the PPU on the PS3), scheduling tasks which are then parallelised over every core. This is the so-called "jobs-based" technique that was used in a great many current-gen titles in order to make the most of the 360's six threads and the PS3's six available SPUs. In going "wide" across many cores, Guerrilla has upped the ante: 80 percent of rendering code was "jobified" on PS3, 10 per cent of game logic and 20 per cent of AI code. On PS4, those stats rise to 90 per cent, 80 per cent and 80 per cent respectively.
Interestingly, Guerrilla's presentation explicitly refers to "every" core being used, but the screenshots of the profiling tools - developed by the team itself owing to the work-in-progress nature of Sony's own analysis software - only seems to be explicitly identifying five worker threads. As of right now, we have no real idea of how much CPU time the PS4's new operating system sucks up and how much is left to game developers, and we understand that the system reservation is up in the air. However, the profiling tool shows that in the here and now there are indeed five workers threads, plus the "orchestrator" and each of them is locked to a single core. The inference we can draw right now is that while OS reservation hasn't been locked down, developers have access to at least six of the eight cores of the PS4's CPU.