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The prior page of discussion? The subject arose again because a dev mentioned the '14+4 configuration'. There is no 14+4 configuration. There is only 18 CUs configuarion. How devs choose to use that is down to them. The notion of diminishing returns is tangential to the discussion of PS4's technical hardware investigation. PS4's hardware is 18 CUs that devs can use however they want. The discussion of whether 18 CUs on graphics in PS4 is a wasteful or not belongs to its own thread.
No. Read this thread. Heck, just read the past couple of pages!So can't the GPU cores be used the same way? 14 for graphical effects and the other 4 used for whatever else the developer needs?
Just throwing it out there.
CU allocation is shown in Sony's GDC slides as being very spiky, and possibly some future game that doesn't have Sucker Punch's desire to override compute with graphics spikes
I assume the above scenario is inserting a standalone compute job to run simultaneously with 3D rendering?Just starting a wavefront could take 33ms, never mind it completing.
In other unrelated news, if I run folding@home simultaneously with a game (diablo3 in this particular case), my PC will bluescreen
Not sure if the Sony composer allows you to do that, but cant one just put compute threads in the hiperf 3d queue? It's just a command buffer, in the end. Wether the shader does 3d or not, it (should) not matter...
It's in the context of audio effects running on the GPU. Latencies were considered acceptable generally, but become very high when the GPU becomes heavily utilized.I assume the above scenario is inserting a standalone compute job to run simultaneously with 3D rendering?
The queue improvements cover a different part of the GPU compute process.I thought the extra compute queues introduced in the latest GCN revision was meant to deal with stuff like that.
I'm not sure of the reasons, since this among other things depends on the quality of the card's driver development.In other unrelated news, if I run folding@home simultaneously with a game (diablo3 in this particular case), my PC will bluescreen, usually within minutes. Or this was the case with the WHQL driver from last year, I haven't gotten around trying with the new release from a couple days ago.
Interesting, indeed. That'd allow then for a very fast overlay of the graphic interface, making the system very reactive....it's reserved for VSHELL.
Latencies were considered acceptable generally, but become very high when the GPU becomes heavily utilized.
There's dedicated video encoding hardware. We don't know if there's a large file in RAM or if it's streamed from HDD.
That was one of the arguments back when discussing RAM utilisation. However, with 3+ GBs available for OS, maybe they are using it for video encoding at this point? There doesn't seem much need to, but it would reduce HDD interrupts for games. Is there an HDD light on PS4? If so, if you capture a game clip, does it show more accessing?
I haven't noticed a HDD light but again, using RAM for this function would be really, really retarded on their part. Which of course doesn't mean it wouldn't be happen, as we've seen Sony do some seriously silly things in the last few years.
it being 'retarded' really depends on what your aiming for, if you have excess ram and want games to be able to have a lower latency (on average) to the hard drive then storing the recorded video in the RAM is not that bad an idea. If you don't have enough ram then maybe it is a bad idea. Maybe some sort of hybrid solution would be better.
15 min of video ended up @ 872 megs for the entire clip