PlayStation 4 (codename Orbis) technical hardware investigation (news and rumours)

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No crap the CPU isn't designed to help with graphics. But that's not going to stop devs from taking advantage of whatever resource they have to them to help in graphics. We've yet to see what an APU is truly capable of with the communication links that the APU in PS4 will provide. Time will tell and I'm looking forward to reading dev comment and interviews regarding all the different tricks they learn to optimize their games throughout the years. You may think the GPU is weak, I happen to think it's a massive upgrade compared to PS360. It may not be the top of the line and comparable to midrange, but given that I nor you know what a 7850 can produce visually in a controlled environment, I look forward to what a new closed platform will provide.

My dream machine of a quad core Power 7 with 4 SPE's per Power core and 64 PowerVR Rogue cores didn't come to fruition for the PS4, but I'm not as disappointed as you.

Actually I remember reading something about the CPU pre-processing for the GPU so in that case the CPU will be helping with the graphics I guess unless they was only talking about for compute tasks.
 
I thought they'd sold all their foundries and chemical businesses off at the end of the 90's. But trust Sony to hang onto the most esoteric of the silicon industries! Bring on the cyberpunk style micro mechanical playstation complete with a singing toad and a troupe of mechanical mice!

Google better.

Sony is the #1 producer of image sensors and have a strong market position in image processing DSP. Where do you think those sensors in iPhones, NEX cameras, Nikon DSLRs, security cameras in your street are coming from ?

It's not cutting edge, but think about 40nm/65nm CMOS.

And they are building more fabs...
 
Actually I remember reading something about the CPU pre-processing for the GPU so in that case the CPU will be helping with the graphics I guess unless they was only talking about for compute tasks.

I believe this was about using GPGPU Compute to do the pre-processing before passing on to the vertex shaders, was from the Cerny interview.
 
I believe this was about using GPGPU Compute to do the pre-processing before passing on to the vertex shaders, was from the Cerny interview.

It was the CPU.

http://techon.nikkeibp.co.jp/english/NEWS_EN/20130401/274313/?P=2

As for the "supercharged" parts, or the parts that SCE extended, he said, "There are many, but four of them are representative." They are (1) a structure that realizes high-speed data transmission between the CPU and GPU, (2) a structure that reduces the number of times that data is written back from the cache memory in the GPU, (3) a structure that enables to set priorities in multiple layers in regard to arithmetic and graphics processing and (4) a function to make the CPU take over the preprocessing to be conducted by the GPU.
 
Cerny also talked about being able to compile a vertex shader two ways, once as a vertex shader and once as a stripped-down preprocessing shader for culling. Both would run on the GPU.

The goal seems to be giving a wide range of options for solving problems.
 
I understand that the intention is to have a transparent switch between compute performed on CPU and GPU, so developers can write one set of code and it'd run on both components, allowing the CPU to fill in when the GPU is otherwise busy. That doesn't really mean the CPU is expected to do pre-graphics setup, but, as 3dilittente says, providing flexibility. The choice lies with the developres and if for some reason they want to do triangle setup on CPU and audio and AI on GPU at the same time, they can. I can envisage a scenario where a workload started on GPU might be shifted to CPU to do some more urgent task on GPU and then, if CPU isn't finished, shifted back, meaning the CPU is fully utilised. If possible, that'd be enabled entirely through Sony's software layer and job management system.
 
Three questions about the ps4.

Does it have enough texture processing ability (other than bandwidth) to properly utilize lets say six gigabytes of textures per frame? (assuming one gig of other data and one gig reserved). If not, what would it need? More ROPs?

What would be the realistic maximum polygon count capable of being produced? Is this count enough to handle all current PC games?

I have read that most systems today or shader bound rather than vertex bound. Does the shader power of the PS4 seem capable to handle any shading called for by mainstream games at 30fps?
 
Three questions about the ps4.

Does it have enough texture processing ability (other than bandwidth) to properly utilize lets say six gigabytes of textures per frame? (assuming one gig of other data and one gig reserved). If not, what would it need? More ROPs?

No-one could possibly need six gigs of textures per frame. In practice, you rarely touch more than 50MB of textures per frame.

A lot of ram for textures is not needed per frame, it's needed across frames. Basically, you want a lot of space to be able to provide world areas larger than 10 square feet that you can travel in without loading screens and that are well textured.

What would be the realistic maximum polygon count capable of being produced? Is this count enough to handle all current PC games?

Roughly equal to the one provided by a 7850. Yes, it is.

I have read that most systems today or shader bound rather than vertex bound. Does the shader power of the PS4 seem capable to handle any shading called for by mainstream games at 30fps?

For present games? It's close to 7850 so that's a yes.
 
Sony could make a deal with intel. They could offer so many investment dollars in exchange for good prices on a smaller process.

Dude I really dont think you seem to get it, despite your best intentions.

No process technology currently on the market or even in the next 2 years from intel, samsung, TSMC, global founderies, or DARPA is going to allow sony to produce a product that you describe and expect to make money out of it.

Period.
 
Google better.

Sony is the #1 producer of image sensors and have a strong market position in image processing DSP. Where do you think those sensors in iPhones, NEX cameras, Nikon DSLRs, security cameras in your street are coming from ?

It's not cutting edge, but think about 40nm/65nm CMOS.

And they are building more fabs...

I always forget about google... lol!

Seriously though, I thought that the majority ownership in Sony's chip manufacturing capabilities were now with other companies. But you live and learn!
 
:LOL:

Also i thought that the PS4 won't support the CD format?

Quick and dirty google translate.
Twitter-Source-Japanese

That was clarified some time ago. The optical drive can read CDs just fine. However, they (SCE) have thus far decided not to pay for the CD audio playback license.

The optical drive of PS4, as well as Blu-ray/DVD, have a way of loading the CD. However, as a function of the PS4, that does not have the ability to play music CD. The "another story and game compatibility" and that refers to that sense.

Correction:
from SCE, the correction for the CD read function of PS4. Article first occurrence, it had been described in the "does not have the ability to read the CD system as an optical drive, it supports only DVD · Blu-ray," but the read performance of BD / DVD / CD as the "drive Change to have, but "does not support a music CD playback as a function of the PS4. With it, we have to modify the representation.
 
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SuperAudio CD, it's offers better audio quality, capacity and surround sound compared to regular CD's (in theory, anyway)
 
There is nothing high end about vinyl. Narrower frequency spectrum, more cross talk, poorer SNR and much lower dynamic range.

It's 100% nostalgia that drives sales of vinyl.

Cheers
 
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