6. Designed to be a balanced system
In his talk on developing for PS4, Neil Brown promised a system with no bottlenecks. "The Jaguar CPU is a state-of-the-art 64bit X86 architecture which will make it easy to port PC code. It has eight cores, and each core has 32KiB of D and I cache, and each four-core group has 2MiB of L2 cache". More importantly, he says, it's a modern general purpose CPU, which means unlike the in-order processors of current consoles it uses out-of-order execution, executing instructions depending on when they are ready rather than in the order governed by the original programming. Meanwhile, the GPU has 1.84 TFLOPS of processing power and a greatly expanded shader pipeline compared to PS3 to remove bottlenecks. There's also much better utilisation of the low-level hardware, via the GNM low-level API, for coders who really want to control who data is accessed by the GPU. Finally, the 8GB 256 bit GDDR5 memory reduces the bottlenecks associated with generating lots of large textures, while Brown says the PS4 has enough render back end units to ensure consistent pixel fill rates. There was also something about vertex shaders and dense meshes but he lost me there.
7. This is the age of 'asynchronous compute'
"One of the big new features of this generation is Compute, which allows you to use the GPU as a general purpose processor," said Brown. And on PS4, asynchronous compute means that general tasks such as physics and AI calculations can be executed in parallel with graphics processing. Effectively then, within a single frame of the game's runtime, each of the GPU's 18 compute units can seamlessly switch between general computing and graphics tasks depending on what is most pressing.