There also used to be throttling in software, that was removed for development, but I don't know what the final call for end user units was.
Why throttle at all?
There also used to be throttling in software, that was removed for development, but I don't know what the final call for end user units was.
Why throttle at all?
Makes sense during development, but for end-users?It makes testing easier.
One less axis in your matrix, though it's a somewhat dubious win IMO.
Makes sense during development, but for end-users?
Makes sense during development, but for end-users?
Wait, don't tell me... They're using USB 3.0 for the HDD and ODD instead of a direct SATA?It only really matters to end users, you don't want to ship a game and have it fail on faster drives because of some race condition you didn't see in testing on a slower device.
Having said that, I think those types of issues are rare enough it's not a real win.
As to the interface, it will be clearer when the first tear downs are done, but there are hardware reasons you will never get anywhere near 300MB/s in practice.
Too bad about the hardware bottleneck Has anything leaked about the south bridge yet, how it's connected to the main SoC?
The south bridge already has 369MB/s needed for the camera port, 27MB/s for the ODD, up to 100MB/s for the LAN, and at least 100MB/s for the HDD. If they are using a single lane PCIe 2.0, it would be nearly maxed out already. And the front USB3 ports wouldn't be very useful either.
There also used to be throttling in software, that was removed for development
...out of curiosity, when it would have been removed from the (I suppose) kernel?
Several months ago, it was removed in response to a request from a team who had swapped the drives in their devkits with SSD's to reduce startup times in development, only to discover that at the time they didn't actually run any faster.
Err.... then have a TRC to test with faster drives, or even run from some large cache on dev boards. I never figured someone would have a race condition on I/O...It only really matters to end users, you don't want to ship a game and have it fail on faster drives because of some race condition you didn't see in testing on a slower device.
Having said that, I think those types of issues are rare enough it's not a real win.
Why would sony release memory for caching? That's pointless waste of RAM (in a console.)What would happen if later OS Versions free up a substantial amount of mem and use it for caching, and now suddenly you get a few assets instantaneously.
Old games wont use more than they were, so the remainder can beWhy would sony release memory for caching? That's pointless waste of RAM (in a console.)
Guerrilla Games said:Unfortunately, there are limitations to streamed video, and many of the clips and trailers we've released thus far aren't being viewed in the best possible fidelity and framerate.
In order to properly demonstrate the framerate and resolution we achieve in Shadow Fall's multiplayer, we've captured and lightly compressed new footage that we're not offering through a video sharing service. Instead, we ask that you download and locally view the high-resolution, uncompressed footage directly from us.
Please use a video player with hardware acceleration when viewing the footage. We recommend Windows Media Player for Windows users and QuickTime Player for Mac users. Do not use a non-accelerated player (such as VLC Media Player) because the framerate and resolution of this movie are simply too high and will very likely cause choppy playback.
Click here to download the video. (ZIP archive, 541 MB)
The video you just saw has been captured from a multiplayer match on "The Park" (MP08). The map is based on one of the environments you'll encounter in the single player campaign, situated firmly behind enemy lines near the Visari tribute statue.
As you can probably tell from the footage, Killzone Shadow Fall multiplayer outputs at a native 1080p, rendering uncapped but always targeting 60fps. We're very pleased with how well the game runs, and we can't wait for you to play it come November 15.
Guerrilla Games has released what they say is a 'lightly compressed', 1080p 60 fps video of Killzone Shadow Fall they would like people to download directly from them.