Consoles gpus and cpus don't have temporary boost clocks like on PC which depends of specific conditions like bin lottery, room temperature or cpu/gpu load. They are designed to be at full speed constantly.
You have to have a give and take. Maybe limiting CPU clocks to raise GPU clocks, or vice versa. Else, why not just make the ‘boost’ clock stock and downclock the whole system where possible.I'm not talking about that much variability. I mean boost clock based on operational TDP limits, not temperature or binning. The same code would behave exactly the same on any consoles.
I know it's a tradition to lock the clocks but are we ready to move past that?
I'm not talking about that much variability. I mean boost clock based on operational TDP limits, not temperature or binning. The same code would behave exactly the same on any consoles.
I know it's a tradition to lock the clocks but are we ready to move past that?
Boost clock based on occupancy or other metrics which keep the whole chip within a predetermined TDP margin. Like if half the CU are idle the clock is allowd xx% higher. Same for cpu cores.
I thought that was how tdp-limited boost worked? Did I get it wrong?
I think you see that more with the CPUs when all cores are not loaded or the load is not fully taxing the CPU. Maybe next gen consoles could have a let's say 4 core mode with higher clocks and that would be a good choice for some games and up to the developer. I could see that happening.
Sounds good in theory considering the variability of engines/CPU-side workloads. On the other hand, I wonder if it'd be too much extra work/time to validate the chips for these different (sustained) operational modes
Would there be sensitivity regarding core-to-core/cache latencies (Although Zen 2's chiplet setup might make it a moot point with highest common latency. j/k :V)
I'm not talking about that much variability. I mean boost clock based on operational TDP limits, not temperature or binning. The same code would behave exactly the same on any consoles.
I know it's a tradition to lock the clocks but are we ready to move past that?
Read this document "fully parallelized LZW decompression for CUDA-enabled GPU", Sorry can't give a link on my phone this is a PDF.
The MS insider rant about GPU decompression is easy to prove. It is interesting from 2016 a 980 GTX against I7 using a SSD, the GPU destroy the CPU. And it show UMA is an advantage move data from RAM to VRAM is slower than GPU decompression.
Edit: It is only 9 pages and comparison table are on 8
YesIn Sony's latest financial report they mention "Reduce PS4 hardware cost" which might lend credence to the 8GB HBM 16GB ddr4 leak? Didn't that leak also mention a 7nm PS4 coming at the end if the year?
PS4 refresh
- sometime between september and november
- 199
- fabbed on samsung 7nm EUV
- best wafer pricing in the industry
- die size 110mm²
- no PRO refresh, financially not viable yet
- too close to PS5 as well
I think boost clocks would make sense to use with variable refresh rate.I’m fine using boost clocks if they’re indefinite boosts. If they’re not indefinite, it just sounds maddeningly frustrating because your “bin” of console will determine your sustained FPS. People will return consoles and repastes will become a lot more common.
I guess if I was limited to 100/10 I might be using an external HDD too…I dont know about statistics, but many/most of my friends have external hdd's with their ps4's, I would not say that the reason is that we dont want to download games again and again because of time it takes, as internet speeds are fast at Finland, and 100/10 connections cost only 9.90e/month on lowest and no data caps.
Could you please remove the formatting from half of your message? (probably caused by the infamous Xenforo-copy/paste-bug)I think boost clocks would make sense to use with variable refresh rate.
Base clocks would always be used on normal TVs to guarantee the 30/60 FPS target by design. TVs with VRR could make use of boost clocks to bring free framerate enhancements. If implemented as an automatic feature, devs wouldn't even need to do anything for this to work.
I guess if I was limited to 100/10 I might be using an external HDD too…
Me and my console friends all have 1Gb down / 200Mb up. I think the HDD's write speed is the bottleneck in my PS4 Pro, but 50GB games take less than 10min to download. With the play while downloading feature, we can usually start playing just 2 minutes after starting the download.
Wow that's fast. I don't think many people will have access to such speeds in a very long time, if not ever, in most parts of the world. Heck, my 'super fast' fiber optics connection, in central-ish London, is a 70 down 20 up kind of deal, and it's not cheap.Me and my console friends all have 1Gb down / 200Mb up. I think the HDD's write speed is the bottleneck in my PS4 Pro, but 50GB games take less than 10min to download. With the play while downloading feature, we can usually start playing just 2 minutes after starting the download.
That's the standard fiber to the cabinet that people receive when they opt for 80Mbs fiber.Wow that's fast. I don't think many people will have access to such speeds in a very long time, if not ever, in most parts of the world. Heck, my 'super fast' fiber optics connection, in central-ish London, is a 70 down 20 up kind of deal, and it's not cheap.