Any news on the new PSEye? I wonder if this time it will perform Kinect like gesture/body recognition... I use the Move controller and I really like it, but in dancing games I would prefer a controller free experience.
I think you'll find they say Comparable and not compatible.
I've been looking for news on eye also, but it seems that Sony have pushed it to the back with regards to PR so it's difficult to find any information regarding its performance.
They said they are not ready to talk about it yet. Still working on stuff.
So how does this coherent access work on the PS4?
Let's say I have a shared buffer between the CPU and GPU, the CPU modifies a value in that buffer (so that value is in the CPU L1 now), I assume the simplest method for coherency would be to invalidate corresponding addresses in the GPU caches and force them to refetch from memory? Unless there's another port and bus that allows a fast copy from one cache to the other, otherwise I don't see the performance gain.
I think the biggest gain would be in terms of software development, it certainly simplifies that.
Isn't that what onion is for?
Isn't that what onion is for?
AFAIK "Onion" means that the GPU cache fetches the data via the CPU cache (and then writes changes back via the CPU cache).To me at least, from the vgleaks description, it would seem that Onion would invalidate the CPU caches when writing to memory, the data would still have to be pull back in from main memory.
AFAIK "Onion" means that the GPU cache fetches the data via the CPU cache (and then writes changes back via the CPU cache).
So Onion means that changes made to the cache on the GPU are reflected in the CPU caches?.
(a surprisingly candid & detailed interview)"One's called the Onion, one's called the Garlic bus. Onion is mapped through the CPU caches... This allows the CPU to have good access to memory," explains Jenner.
"Garlic bypasses the CPU caches and has very high bandwidth suitable for graphics programming, which goes straight to the GPU. It's important to think about how you're allocating your memory based on what you're going to put in there."
So Onion means that changes made to the cache on the GPU are reflected in the CPU caches?.
Was it AC4? Thought it was something else.Maybe. But the point stands. There is such a layer available that makes DirectX project migration really easy (but isn't great for performance). I haven't found the interview yet, but that's how they started for Assassin's Creed 4 - first ported it to that layer, but then decided they would need more performance and control. Then they went low level, and found they really needed to also mind the method of accessing memory (with or without cache, basically). There was a whole discussion afterwards where Shifty wondered if this wasn't just as bad as having a split memory pool, if I remember correctly.
Was it AC4? Thought it was something else.
But anyway, I know what your talking about.
I like you believe that they have a translator, that converts most of the dx11 code, and then you may have to do some tweaks for a couple things that don't get converted.
It's to make porting easy. But obviously there is probably a performance hit.
The performance problem was due to them putting the graphic data in the wrong bit of lomemory.
This is what made people wonder, as thought that didn't matter any more.
Probably did matter due to memory having to be marked as coherent etc though?
Hopefully all made sense, bit to busy to write it better.
Yea thanks (especially for the link), thought it was that but wasn't sure.I think it was "The crew":
http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4
Actually Valve has already ported (a major subset of) DirectX 9/10/11 API to Linux (https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/Porting Source to Linux.pdf). Their DirectX API uses OpenGL internally to drive the GPU. This allows Valve to write all their games using DirectX. They can use identical code base on both platforms (pure DirectX on Windows and their own wrapper DirectX API in Linux builds). That's quite handy. Would help a lot in porting games to Steam Box (Linux). And of course they could easily extend their DirectX wrapper to support more platforms in the future (like PS4).Because my first thought is if DirectX could be deployed for an OS other than windows why wasn't that done for linux years ago.