@Xenio
Maybe I wasn't clear enough.
A 3GB OS doesn't make sense with PS4 initial 4GB memory setup and very unlikely that the memory reserved for the OS increased after the PS4 "upgrade".
why don't. It's reasonable that both gaming resource and system reservation grows with the ram upgrade. maybe they are taking space to catch the competition system features, who knows? but it make sense to me, and 5.5 GB of GDDR5 seems enough for a 18 CU gpu
It'd be a bit of a let down for developers, a lock to 5GBs. After their enthusiasm after the reveal, "wow, so much RAM!" and presumably working with 3.5 gigs before then, this whole, massive splash-out on expensive RAM nets them another 1.5 GBs only?
As ERP said, the flops of a CPU are much more suitable for things like contact logic in physics ( clothes, hair...). Making particles flight is good for a gpu, but giving contact logic for example to these particles is more suitable to a cpu fpu ISA.
I am considering audio, videocamera management and other task that can be healty offloaded from cpu, freeing up a lot of time for general processing (that I agree is best suited to cpu)
adding a mere 12.5 GF to cpu with an upclock is worth in you opinion?
Seeing what developers made with the 5-6 Gflops of the Emotion Engine sure.
This is from an interview with Just Add Water's CEO Stewart Gilray:
"An "added bonus" of PS4's memory is that Sony has "already ring-fenced the system memory away from the game memory,"
Source here.
If Sony had always in mind 3GB for OS then then they would never have waited 2013 to go up to 8GB of GDDR 5.
PS4 would have had 8GB of GDDR 5 since the beginning and we never would have heard about PS4 packing 4GB of GDDR5 at all.
While I think only 5GB available to devs exceedingly unlikely for PS4, having two cores reserved could be plausible (matches up with the KZ:SF tech presentation).
That might mean that the 720 will have an advantage on the CPU side of things though, because despite having two cores reserved it also has SHAPE which will save a CPU core or two worth of audio processing (how much CPU time is KZ:SF using for audio?).
So that could make things more interesting.
I think the audio block on Orbis has only been described as audio decompression and not any of the processing SHAPE has, but I may be wrong on that.
It'd be a bit of a let down for developers, a lock to 5GBs. After their enthusiasm after the reveal, "wow, so much RAM!" and presumably working with 3.5 gigs before then, this whole, massive splash-out on expensive RAM nets them another 1.5 GBs only?