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@Rangers - can you reply to this, genuine question... thanks
Pretty sure Silent Buddha is a dev![]()
Huh? i'm not sure where I supposedly said that (maybe I meant the PS4 has 40% more compute now after the XBO clock bump? Only thing related to ~40% I can think of...)
PS4 and XBO have the same CPU...
My description was vague, for someone that was not familiar with CPU/GPU intricacies... but you raised the interesting question of "what makes a core?"The distinction isn't as stark these days. The CUs aren't fully featured cores, but they have a mix of features
...and the fact that you cannot index them directly - that is, like a SPU (an embedded RISC processor would still be a full processor, even if you cut the outside access, but it is in principle there, at least).They don't really service interrupts or have much in the way of exception handling and context switching, and their heavier reliance on a separate hardware unit to initialize their kernels
My lowest-level definition is that "core" is a physically distinct path that an instruction stream's associated signals traverse between stages that reside in a generic Von Neumann or related architecture's memory.My description was vague, for someone that was not familiar with CPU/GPU intricacies... but you raised the interesting question of "what makes a core?"
The choice to hide direct indexing of the hardware is more of an API or platform issue. At least from the POV of the GPU's internal firmware, it can make the distinction....and the fact that you cannot index them directly - that is, like a SPU (an embedded RISC processor would still be a full processor, even if you cut the outside access, but it is in principle there, at least).
Not yet, but the architecture has been drilling down to very few features out of a large list of attributes ascribed to cores.An embedded RISC processor with no access to the outside, would still support interrupt and all the techs that are part of a processor. CUs do not (at least, yet).
Apparently you'll be managing your own apps?![]()
The kit is one of the first kits to come out
The RAM of PS4 will be flexible to some extent, in regard to how much is used for the Operating System and how much is used for the games themselves. While 5.5gb of RAM out of the 8gb in total is set aside from the OS to be used for the game, there is a buffer amount of around 512mb extra which can be applied for by any developer so that 6gb can be used for the game instead.
Any developer choosing this path would have to work closely with Sony as the buffer is likely meant to prevent things from overflowing. However, gamers can rejoice that the PS4 will have this flexible RAM option meaning that it’s likely to see Sony 1st party titles and devs working closely with Sony exceed at their optimal usage of the PS4′s hardware capabilities.
I don't think they are shipping the dev kit UI to retail. BTW what exactly does managing your own apps even mean?
Not much above 5 or 6, you start to run out of the amount of actual usable RAM because you can't touch all of it per frame. The actual amount of compute power means that if you're running at say 60 frames per second, there is only so much RAM you can actually touch and do something with per particular frame.
I've never understood that logic personally.
That implies that every bit of data needs to be accessed every frame, or even on average every frame.
There's a lot more in memory than just graphics, and even not every texture in memory would be displayed all the time, every frame.The way I understand it, yes you do need to re-access pretty much everything every frame, even if the data is carried over from the previous frame. Some stuff you won't have to re-write, but if it's needed to render a frame, you will have to read it at some point.
So 5.5-6GB is available for games?http://www.examiner.com/article/geo...ch-ram-you-can-actually-touch?cid=db_articles
Makes sense as discussed here before.
I don't particularly mind if the PS4 only gets 5~6 GB of ram to the game.
176GB/30= 5.87 GB theoretical max usable BW per frame, and we know it's hard to even come close to this number.
Bandwidth will still be the real limiter.