I came here to relax but that translated article gave me even more headache !
Where does it say that ?
Did I read the article correctly ?
* CPU can send data directly to the shader cores (bypassing the caches), and the GPU result "sent back". They can use up to 10 GB/s coherent bandwidth without touching the 176GB/s incoherent access ? So compute jobs can run without messing up the graphics cache ?
* Cache entries can be tagged to write out to memory. What does it mean ? Don't cached entries get written out to memory upon flushing anyway ?
EDIT: The CUs would be like the SPUs in this case.
Further in the interview, it appears that they're going for a mixed approach in regards to installs. Partial downloads/installs for more immediate playback, but they also mention being able to play off the disc directly. I had assumed both the Next Box and PS4 would require an install (masked by the partial install process) to keep the experience consistent between retail and digital.
The last active state of the memory will have to be maintained given what they've announced at the unveil. Caching it to hard drive wouldn't provide the solution they were aiming for. So, at least the memory will still need power for that alone I suspect. Also, are you sure the custom chip has its own memory? I didn't really get that impression from the interview.
Further in the interview, it appears that they're going for a mixed approach in regards to installs. Partial downloads/installs for more immediate playback, but they also mention being able to play off the disc directly. I had assumed both the Next Box and PS4 would require an install (masked by the partial install process) to keep the experience consistent between retail and digital.
I was talking about the CPU & GPU working together as one creating a Cell like Processor
PS3 already has partial install, just not for every title.
Hopefully partial install on PS4 will really bring substantial benefits.
I am actually guessing that standby will still be writing memory state to harddrive while in standby mode. So the CPU and GPU are switched off, and the ARM or whatever chip takes over and writes all RAM to HDD ...
Being able to read CDs, by the way, suggests they're leaving the option open for you to put Playstation 1 game discs into the PS4?
Cell processor wasn't CPU+GPU as one. PS3 was CPU<>GPU using Cell to do graphics tasks. Cell was a discrete CPU with fast vector units and local storage with necessary manual memory management. There was a direct Cell <> RSX link, but I don't recal the BW, and AFAIK (but I could be very wrong) most interaction between the two components was by sharing data in RAM. Cell reads data, writes to RAM, RSX reads from RAM and processes and writes output. Potentially Cell reads that output from RAM and writes changes. I don't think anyone has ever gone into detail on what data is sent direct from Cell to RSX though.I was talking about the CPU & GPU working together as one creating a Cell like Processor
http://www.gamasutra.com/view/news/...campaign=Feed:+GamasutraNews+(Gamasutra+News)
gamasutra will run a technical article on ps4 with mark cerny soon .
The fact that he spent so much of his personal time working on the question of just what hardware should go into the box made Cerny realize something important: "I probably have more passion about the next generation than anybody inside the Sony Computer Entertainment world."
Sorry, I should been more clear. By partial installs, I was more referring to starting the game after only part of the game has been installed to HDD, while the rest gets installed in the background (full install with partial install start). Perhaps similar to what the UC series does seamlessly, but taking it a step further and continuing to install the entire game to HDD and not a mix of HDD/ODD streaming like UC is now. I was assuming all games would have to be installed, and the partial install to start the game would be used to ease the pain/user wait time (similar to how partial downloads of games would be used as mentioned at the conference).
That would be the safer route in terms of keeping the state through power failures and would allow for immediate standby mode (going into standby, at least). The problem with writing the memory state to HDD is that the entire memory state has to then be read from HDD back to memory when resuming. The difference between putting Windows in Standby/Sleep vs Hibernate, for example. If I recall correctly, in a post reveal interview, a Sony rep mentioned that a users's game state would be lost if power is lost while in standby (I'll have to verify the source of that, though). For those 2 reasons (speed of resume, and that state would be lost with power), I'm guessing they won't write the memory state to HDD for standby mode.
ugh...so, where are the standard GPU enhancements?. I don´t see anyone anywhere ( 8 ACEs is in the Sea Islands ISA doc as a posibbility, so AMD standard stuff ).
Cell processor wasn't CPU+GPU as one. PS3 was CPU<>GPU using Cell to do graphics tasks. Cell was a discrete CPU with fast vector units and local storage with necessary manual memory management. There was a direct Cell <> RSX link, but I don't recal the BW, and AFAIK (but I could be very wrong) most interaction between the two components was by sharing data in RAM. Cell reads data, writes to RAM, RSX reads from RAM and processes and writes output. Potentially Cell reads that output from RAM and writes changes. I don't think anyone has ever gone into detail on what data is sent direct from Cell to RSX though.
That would be Progressive Download/Install.
In this area, Jeff Rigby has an interesting post on GAF regarding TrustZone, which the AV WachImpress article acknowledged (according to GAF):
http://m.neogaf.com/showpost.php?p=51675942
Do you mean standard enhancements or PS4 specific enhancements ?
You're right. It's pretty much just like Cell. Let's all start calling it Cell 2.0.
Cell processor wasn't CPU+GPU as one. PS3 was CPU<>GPU using Cell to do graphics tasks. Cell was a discrete CPU with fast vector units and local storage with necessary manual memory management. There was a direct Cell <> RSX link, but I don't recal the BW, and AFAIK (but I could be very wrong) most interaction between the two components was by sharing data in RAM. Cell reads data, writes to RAM, RSX reads from RAM and processes and writes output. Potentially Cell reads that output from RAM and writes changes. I don't think anyone has ever gone into detail on what data is sent direct from Cell to RSX though.
I know you're being sarcastic but it's more like the Cell then you think.
I'm not saying that the Cell was a CPU + GPU I'm saying that the PS4 SoC with the CPU & GPGPU together is creating a Cell like Processor.
Jaguar Cores as the PPU & the GPGPU CU's as the SPE's.
People are looking right at it but still can't see what's happening.
I mean PS4 specific/custom enhancements that are not standard AMD. As far as we know this is a glorified Kabini and maybe more ACEs, but increment in the number of ACEs is not something to take the world apart as is also a Sea Islands feasible thing. With RSX at least they increased the texture caches size.
And having today a Battlefield 4 demo running in a 7990 doesn´t make me think a standard 7850 will run it with the same bells and whistles. I want some custom stuff to "believe" it is better than a vanilla 7850/60.
The only thing we "know" now are:
* high priority VSHELL queue
* Onion+ compute link and perhaps additional cache/buffer management to prevent unwanted cache effects.