(((interference)))
Veteran
And still they bring up the 14+4 thing!
By "not completely round", could it be that the "balanced at 14 units" refers to 14 units having rops and textures and all the usual , and 4 units not having them to save silicon which could explain why using these 4 units doesn't fully contribute to graphx?
By "not completely round", could it be that the "balanced at 14 units" refers to 14 units having rops and textures and all the usual , and 4 units not having them to save silicon which could explain why using these 4 units doesn't fully contribute to graphx?
You are right we are both wrong:
PS4 20gb/s (10gb/s x 2)
X1 41,6gb/s (20,8 gb/s x 2)
68 gb/s is to northbridge...
Also the coherent access to GPU CPU is 10gb/s PS4 - 30gb/s X1.
Well, actually in reality it seems that PS4 doesn't have a dedicated audio block. Cerny is great in PR, but he is simply referring to a compression decompression unit, similar to the one that is present on the Xbox360 but all the heavy audio task will be performed by CPU (or CU).
For istance, X1 has a huge audio block with 4/5 different Chip/CPU.
Pay a visit to the Versus Audio topic you will learn a lot there (at least I have)!!!
By "not completely round", could it be that the "balanced at 14 units" refers to 14 units having rops and textures and all the usual , and 4 units not having them to save silicon which could explain why using these 4 units doesn't fully contribute to graphx?
By "not completely round", could it be that the "balanced at 14 units" refers to 14 units having rops and textures and all the usual , and 4 units not having them to save silicon which could explain why using these 4 units doesn't fully contribute to graphx?
You are quoting dissimilar numbers. You can't double the Xbox One figures because those already include both directions where the PS4 numbers are for a single direction. Same for the coherent link.
Yes, in actuality and with no evidence it's easy to conclude something doesn't exist even when we've been told it does. Amazing! What we don't know is what the PS4's audio hardware's full capabilities are or how they compare to the Xbox .
You are wrong, it seems that PS4 has less then 20gb/s r&w to cpu; X1 has more then 40gb/s r&w :
http://beyond3d.com/showthread.php?t=63317
Not quite true. There's <20 GB/s marked, and also 10 GB/s shared Onion/Onion+, meaning < 30 GB/s total for CPU. That diagram also shows XB1 has 20.8 GB/s each way for two CPU modules, so actually has 83.2 GB/s total BW to the CPUs, which can be fed from the DDR3 and CPU Memory system according to the arrows. Although they may just be inconsistent with their labelling, and have two arrows to represent a 20.8 GB/s bidirectional bus, which seems far more likely.You are wrong, it seems that PS4 has less then 20gb/s r&w to cpu
I generally agree. The only reason I question it is because other arrows in the diagram are double-headed. If there's no difference (a 20 GB/s bidirectional bus can be shown by one arrow with 2 heads labelled read/write, or with two separate arrows for read and write), why does the diagram bother to use different representations? Why not just have double-headed arrows for all interconnects?I don't think that you can double the bandwidth of the CPU <-> memory controller, based on the two arrows shown.
No, as has been said numerous times before, all 18 CUs are identical.
The gist of the 14+4 thing is that there is a point where throwing additional ALU resources at rendering gets you diminishing returns and so devs might get more value using those additional resources for compute work.
The GPU can use all CUs when there is enough job for them.That's exactly what the VGLeaks doc stated months ago with regards to 14+4 (the +4 provide a "minor boost if used for rendering"). So there's something limiting about the design of the PS4 or the resolution this platform is targeting (1080p) that makes using more than 14 CUs 'wasteful.' The rendering performance must have a significant dip in efficiency for this to surface in the leaked docs and mildly confirmed by Cerny in his interview.
Clearly there is not an inherent dip on all graphic subsystems at 14CUs or else AMD and nvidia would've focused their energy elsewhere once they hit this magic number on their desktop cards. It's either a bottleneck somewhere else in the PS4 rendering pipeline or just that fact that 1080p is 'maxed out' at this point.
If Sony's reservation is similar to MS's, which in CPU and RAM it appears to be, then they'll reserve about 2 CUs for the system. Although it may not be 2 actual CUs, it might be something nebulous like 10%.