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^^^
The official specs describe it simply as: Stereo Headset Jack.
Very vague.
"One thing we could have done is drop it down to 128-bit bus, which would drop the bandwidth to 88 gigabytes per second, and then have eDRAM on chip to bring the performance back up again," said Cerny. While that solution initially looked appealing to the team due to its ease of manufacturability, it was abandoned thanks to the complexity it would add for developers. "We did not want to create some kind of puzzle that the development community would have to solve in order to create their games. And so we stayed true to the philosophy of unified memory."
...
"I think you can appreciate how large our commitment to having a developer friendly architecture is in light of the fact that we could have made hardware with as much as a terabyte [Editor's note: 1000 gigabytes] of bandwidth to a small internal RAM, and still did not adopt that strategy," said Cerny. "I think that really shows our thinking the most clearly of anything."
The three "major modifications" Sony did to the architecture to support this vision are as follows, in Cerny's words:
"First, we added another bus to the GPU that allows it to read directly from system memory or write directly to system memory, bypassing its own L1 and L2 caches. As a result, if the data that's being passed back and forth between CPU and GPU is small, you don't have issues with synchronization between them anymore. And by small, I just mean small in next-gen terms. We can pass almost 20 gigabytes a second down that bus. That's not very small in today’s terms -- it’s larger than the PCIe on most PCs!
"Next, to support the case where you want to use the GPU L2 cache simultaneously for both graphics processing and asynchronous compute, we have added a bit in the tags of the cache lines, we call it the 'volatile' bit. You can then selectively mark all accesses by compute as 'volatile,' and when it's time for compute to read from system memory, it can invalidate, selectively, the lines it uses in the L2. When it comes time to write back the results, it can write back selectively the lines that it uses. This innovation allows compute to use the GPU L2 cache and perform the required operations without significantly impacting the graphics operations going on at the same time -- in other words, it radically reduces the overhead of running compute and graphics together on the GPU."
Thirdly, said Cerny, "The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, we’ve worked with AMD to increase the limit to 64 sources of compute commands -- the idea is if you have some asynchronous compute you want to perform, you put commands in one of these 64 queues, and then there are multiple levels of arbitration in the hardware to determine what runs, how it runs, and when it runs, alongside the graphics that's in the system."
No one has asked if we still can swap an internal hard drive, do Logitec USB steering wheels work.Gamasutra delivers the goods
http://www.gamasutra.com/view/feature/191007/inside_the_playstation_4_with_mark_.php
No one has asked if we still can swap an internal hard drive, do Logitec USB steering wheels work.
There is a rumor that GT6 is coming out end of this year. Perhaps we will know the question about Logitech wheel compatibility on PS4 soon.
PS4 Linux would have been perrrfect. Damn the dudes who hacked PS3 Linux. D^8 If they had waited, they could hack PS4 Linux instead.![]()
They will have to write PS4 driver for it. Whether GT6 will run on PS4 (soon ?) is the real question.
EDIT: I am assuming it's similar to BSD driver model ?