Any ideas how this LED flow is done?
Probably a string of them timed. If you don't need them to be really bright LED lights are fairly cheap and miniature in small numbers.
Any ideas how this LED flow is done?
Probably a string of them timed. If you don't need them to be really bright LED lights are fairly cheap and miniature in small numbers.
One LED in the proper housing can create the effect seen with a gradual turn on in brightness. You don't need to have multiple LEDs.
Do you mean the pulsing effect (like when you turn the machine on or off), or the light intensity gradient?Any ideas how this LED flow is done?
Do you mean the pulsing effect (like when you turn the machine on or off), or the light intensity gradient?
The pulsing is done with pulse code modulation of the supply voltage to the LEDs, and the gradient is due to the light guide being smoky-colored plastic.
Can someone answer me this;
So I was looking at Xbox One and PlayStation 4 die shots and I noticed that XO has SRAM 4MB while PS4 has none, is 4MB of SRAM L2 Cache or L3 Cache in Xbox One?
If its L2 Cache then it means that PS4 has no L2 Cache, if so then how it would work?
Thats all...
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Anyway I read this interesting interview;
http://gamingbolt.com/project-cars-...splitting-renderer-across-threads-challenging
It seems Project CARS on PlayStation 4 uses only(for now?) 4 cores and it seems that have some minor difficulties, nothing serious to worry about...
(anyway I may not be able to respond since it seems I am going to be banned because "I am someone else who is banned in here". I bet I have a different provider, IP address, email and other things than that individual with which they confuse me thus I apologize in advance if I am unable to respond...)
Being discussed here.What this could mean?Or just a fake?
http://www.playstationing.com/ps4/ps4-cpu-more-powerful-than-xbox-one-cpu-according-to-benchmark/102
Merry Christmas!
There are still some bottlenecks to work out with memory flushing to garlic, even after changing to LCUE, the memory copying is still significant.
Project Cars Dev also talks about having to copy mem to Garlic mem, I think this is to maximize bandwidth usage of the GPU, the garlic mem is not coherent with CPU caches so GPU can read mem at the max bandwidth available.
Don't know about the final verdict on PS4 having HSA. but it worries me that they have to shuffle memory around. Well, "worry" is an over statement but I was expecting more ..
I never had to program a language where I had to allocate mem, just a JS hobbyist here, so can someone explain why they have to shuffle things around?
Since they are working on a unified pool of RAM, can't they re-assign a certain fragment of memory as "garlic"? I mean, let the CPU do its thing, write back to RAM, declare that portion of memory as "garlic mem", and have the GPU read at full speed? Since there's ample amount of RAM available, can they "double buffer" this and have the GPU work on Garlic while the CPU is hammering another portion of that mem for the next frame? Or is this probably what they are doing and complaining about? Can't understand what the following means:
I don't know that that LCUE is Is the "memory copying" they mention just the CPU writing results back to RAM, or are they copying onion mem to garlic? Is re-assigning a mem portion as garlic/onion very costly, costly enough that copying data between two "pools" is cheaper?
Can somebody enlighten this poor soul?
You might as well link to the original article so people have a better idea of the context.
Who? The benchmark coders? If the point of the benchmark is to measure performance of one single core then it's obviously not poor multithreading to not use more than one core.Their code was/is using threads poorly. Today in 2013.
Who? The benchmark coders? If the point of the benchmark is to measure performance of one single core then it's obviously not poor multithreading to not use more than one core.