Reservations can change as we all know...
For the A53 cores to work alongside the A57s then NV would have had to solve their cache coherency issues with TX1 which would be a major customisation for Nintendo. If they had though why reserve any cores from the A57 cluster at all?
I looked through those developer documents, but never once did I come across a page showing the specs. Gaf has the specs chart in the original post, but I never came across that in the actual documents.
Anyone know what PS3 and 360 reserved for OS? I don't remember hearing about any reserved CPU cores or even time slice for those consoles.
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Good point, and perhaps this is a reason to keep a CPU core reserved for OS as well. I would assume capturing video will take up some resources, and probably maintains a connection with social media to allow quick uploads to Facebook and Twitter.I doubt Nintendo will write video capture to NAND murdering it. They'll reserve a good chunk for that.
Is the sourse suggesting only three A57 cores for game reputable? Looked like another fake document to me. Locking a full core for such a lightweight OS seems excessive.
There are low-priority background tasks in the OS, but in other consoles there are also interfaces that abstract the hardware, secure APIs, encryption, and other measures for these DRM-heavy platforms. There's also the operating system's role in securing and managing the system reliably and responsively, and with software being customized for the platform the cores can be pegged in ways that can crowd an OS process. Alternately, the heavyweight actions in some OS functions can make the core unreliable in what performance it can offer the game.Reserving A57 if you have 4 A53 is very wasteful. 4 A53 could handle any OS task.
I looked through those developer documents, but never once did I come across a page showing the specs. Gaf has the specs chart in the original post, but I never came across that in the actual documents.
I'm not sure running the O/S on A53 and games on A57 and communicating via RAM would even work, correct me if I'm wrong but software will be making OpenGL calls to the hardware, which involves the video driver, which would be on the A53 cluster and thus approximately eleventy billion years away in execution terms via RAM? Sure button presses are relatively latency insensitive but any and all I/O would have to go via that path also.
There are low-priority background tasks in the OS, but in other consoles there are also interfaces that abstract the hardware, secure APIs, encryption, and other measures for these DRM-heavy platforms. There's also the operating system's role in securing and managing the system reliably and responsively, and with software being customized for the platform the cores can be pegged in ways that can crowd an OS process. Alternately, the heavyweight actions in some OS functions can make the core unreliable in what performance it can offer the game.
There's also a security aspect (at least in theory--see Sony), although the latest research shows just having a dedicated core may only inhibit certain exploits.
There are also other examples of where games do sometimes fall back to the OS. Naughty Dog mentions relying on the OS for some synchronization when its lightweight job system runs into something complicated.
It's not glamorous, but the OS or OS functions can be unavoidable and they can be costly. Deciding to make them slower might not let all that optimized client code show as much improvement.
Not sure how I managed to miss that, but thank you. Seems odd they were still mentioning max clock speeds, and not the Eurogamer clock speeds. I suppose this may be older documentation, but why reference max clocks if your final hardware never stood a chance of hitting those speeds?If you downloaded the documents, it's in the "Overview" file, section 3.3 "Hardware Specifications".
Not sure how I managed to miss that, but thank you. Seems odd they were still mentioning max clock speeds, and not the Eurogamer clock speeds. I suppose this may be older documentation, but why reference max clocks if your final hardware never stood a chance of hitting those speeds?
Hyperbole is my greatest weakness, the problem inherent in a non cc design is that it is hard to manage a shared memory location between two CPUs and without it is basically impossible to use two cpus (or clusters of cpus) together. In this example of the O/S on a separate cluster (A53) from the game code (A57) we have numerous functions that we wouldn't want to have to have take up game resources (disk i/o, network i/o, input i/o, display drivers, etc) but that we do want to be able to interact with the same memory space as the game cluster(for loading, audio, button handling, etc)I doubt the Switch will use OpenGL given all the Vulkan attachments, and I don't see why communicating API calls to the hardware would take billions of years.
It would be suboptimal in a coherent setup because there are baseline elements of the system that the games rely on that are the OS and run in the dedicated share. The non-coherent case may not be practical or possible to implement, since so much synchronization and memory management the OS has authority over assumes the use of coherent structures.No one said having the little module (supposedly without cache coherency with the big cores) dedicated to the OS would be an optimal situation. Just that when faced with a small amount of very low clocked cpu cores, games and game development in general could benefit from having that fourth big core free.
Is the sourse suggesting only three A57 cores for game reputable? Looked like another fake document to me. Locking a full core for such a lightweight OS seems excessive.
Sent from my SM-G360V using Tapatalk
Is the sourse suggesting only three A57 cores for game reputable? Looked like another fake document to me. Locking a full core for such a lightweight OS seems excessive.
Sent from my SM-G360V using Tapatalk