If PS4k is polaris-based maybe it will have 3x or more gpu performance than PS4? But cpu only improves 30%, do we have more chance to see 60fps games on neo mode?
If PS4k is polaris-based maybe it will have 3x or more gpu performance than PS4? But cpu only improves 30%, do we have more chance to see 60fps games on neo mode?
Lol not The Witness, it's not a small game at all; only one map, but it's a big map. 900p60fps to 4K60fps doesn't seem likely.If they go with 36CU polaris, that will be more than enough to render smaller games in 4K . Things like Trackmania Turbo, Witness, Journey, Helldivers, Trine, etc.
But I expect more titles will still focus on 1080p, just with enhanced visuals or framerate.
Frame rate is a combination of both CPU and GPU as frame time.If PS4k is polaris-based maybe it will have 3x or more gpu performance than PS4? But cpu only improves 30%, do we have more chance to see 60fps games on neo mode?
How the CUs are utilised in current games? I mean if a game doesn't use CUs directly (feeding them with compute tasks), but uses straight PS4 api rendering pipeline, will it benefit from the CUs amount increase? If yes, is it able to get ~2x performance with 2xCUs without changing the code?
The CU's are a fundamental part of the graphics pipeline so all graphics workloads will be utilising them to a (usually) heavy degree. Therefore making that part of the pipeline wider will benefit all games where it is the limiting factor.
You do raise a good point though that not all parts of the GPU are necessarily being widened to the same degree, so depending on the workload, the speed increase is only going to be as great as the part of the GPU that the bottleneck sits on. That's exactly why a 4 TFLOP PC GPU like the 380x (similar to, but a bit slower than PS4K) is usually nowhere near 2x as fast as a 2 TFLOP PC GPU like the 370 (similar to but a bit faster PS4). And that's without any real CPU constraints, which will not be the case for PS4K.
http://www.techpowerup.com/reviews/Gigabyte/GTX_980_Ti_XtremeGaming/23.html
Ironically the 4k results for the 380X are so good in the link, that it has to be some error
Yeah I've been assuming that's an error. It outperforms is theoretical limits in the 4K test so almost certainly not correct.
APUs tend to have graphics IP that lags discrete GPUs. A change in process node doesn't necessitate a change in graphics IP.
Are console games' graphics bandwidth-bound (ROP-bound, especially PS4)? Or are they compute bound? My bet is that the best, most efficient, most visually advanced graphics engines are compute bound.
Sebbbi posted recently on this. 16 ROPS is as much as the consoles can use save some fringe cases, requiring far more BW than any GPU has (500+ GB/s?). Of course, drawing pixels is only part of bandwidth consumption.Are console games' graphics bandwidth-bound (ROP-bound, especially PS4)?
I don't think we have those engines yet. But with consoles, whatever resources you make available will be used (well, typically. Maybe not so in a .5 upgrade!). If Sony made PS4N 18 CUs and 500 GB/s BW, devs would favour BW heavy solutions. If they make it 36 CUs and 220 GB/s, devs will favour compute based solutions..Or are they compute bound? My bet is that the best, most efficient, most visually advanced graphics engines are compute bound.
Sebbbi mentioned shadow maps as a case where 16 ROPS was not desirable. Shadow maps.. nom nom nomSebbbi posted recently on this. 16 ROPS is as much as the consoles can use save some fringe cases, requiring far more BW than any GPU has (500+ GB/s?). Of course, drawing pixels is only part of bandwidth consumption.
Yeah, it is true, you can't saturate even 16-ROPs with the current bandwidth all the time. But more is better to get work done quicker.Sebbbi posted recently on this. 16 ROPS is as much as the consoles can use save some fringe cases, requiring far more BW than any GPU has (500+ GB/s?). Of course, drawing pixels is only part of bandwidth consumption.
I don't think we have those engines yet. But with consoles, whatever resources you make available will be used (well, typically. Maybe not so in a .5 upgrade!). If Sony made PS4N 18 CUs and 500 GB/s BW, devs would favour BW heavy solutions. If they make it 36 CUs and 220 GB/s, devs will favour compute based solutions..
OVerall though, I think the colour compression is the main reason they can get away with a marginal BW increase. The CPU may be more balanced than it first seemed, leaving us with just a pokey little CPU to drive the thing.
'Fringe' is perhaps a little too strong a word on my account. More 'specific, limited cases'.Sebbbi mentioned shadow maps as a case where 16 ROPS was not desirable. Shadow maps.. nom nom nom