Prophecy2k
Veteran
Thanks Shifty and Chris for the responses. I figured this might be the case.
I know that this has already been answered very well days ago, but I would like to add a no to the chorus for emphasis.What about getting totally rid of the CPU?
Could they use the GPU compute for all CPU tasks instead? Would that be doable and reasonably efficient?
It is also not just a matter of efficiency. In terms of latency, responsiveness, and consistency there are tasks that GPUs currently are simply unacceptable for.Maybe the GPU is less efficient than CPU for CPU tasks but async compute (and others GPU unified pipeline stuff) could automatically optimize all available resources.
That's a simpler present for AMD's marketing people. It's a bigger number on the ads for a product that has a dwindling number superlatives to be given to it legitimately.GPUs just aren't that good for serialized code, and not everything can be parallelized. But AMD is trying to paint a simpler future by already calling their APUs having "12 compute units" which of 4 are CPU cores and 8 GPU/GCN-"cores"
I think one problem with this dichotomy is that a CPU core is a more distinct entity than a GPU. Modern SOCs are complex beasts, but a CPU can at least be pointed to as a single thing for critical functionality. There is a physical core you say is a CPU, where your game, compute, OS, or secure code can run.As GPU compute moves forward and improves, beyond the current (and perhaps even near future) GPU compute capability, will GPU designs ever reach a point where they will be able to efficiently cover the serial and complex code processing demands of current CPUs? Essentially will GPU's and CPU ever converge into a sort of hybrid design, and if so how far away are we from that?
If that's all the GPU becomes, I am not sure HSA is appropriate. A floating point coprocessor model has come before, in the form of x87. HSA includes so much in terms of a virtual ISA, discoverability, queue language, memory, and programming model that you don't need if the accelerator drops to a subsidiary unit of the host.The idea with HSA is that at some point gpu units will be so close to the cpu to become some kind of decoupled float unit
Why can't CPU instructions be pipelined into a wider design like a GPU? Instead of 2 to 4 integer alus and float point units, you use a section of a compute unit in the GPU to it? There then wouldn't need a CPU core but just a decoder to pipeline CPU uops to a GPU compute unit. Would this be possible in the future?
That could be done, physically, but the instructions themselves are not really what I see as the problem, although there are a lot of CPU instructions that would not appear in the GPU ISA used for compute, and the command model used by the GPU front end and its ancillary units is not the same.
The GPU ISA is, however, very different, so it would be an extensive effort in itself to support raw CPU instruction decode and issue.
The actual semantics of the CPU ISA would not magically work because the GPU can decode the instructions, and the necessary behaviors for the system in terms of memory model and system protection would not fall out of having a versatile decoder.
At which point, you could send the code to the GPU with no guarantee the outcome would match the CPU, or in the case of failure of the protection model not provide a vector for malicious code or a loss of system integrity. The level of forgiveness for errors in things like the virtual memory system, the OS, and privilege levels is extremely low.
Something could be hacked into the compute domain, but the GPUs we have would still not be permitted to do all of the actions.
Things like paging in data from disk can happen with the latest partially-resident resource features, but arbitrary access to the system at large does not get done by the GPU.
How about a situation where the GPU could have a "front-end" so to speak that allows the compute array to function with better security and performance, ARM based or whatever. Something that can deal with the most valuable subset of a CPU's functionality and span the data needs of a GPU? When general CPU behavior is needed it can act to enable that behavior from the compute array otherwise it stays out of the way. Lots of die space and complexity of course and needs a ring bus ?
I see quite a few people predicting 10 tflops permance. I would love that but I feel it will be 6 - 8 tflops. I feel the total power draw of the console wont go over 130 watt.
If vr becomes big like it could then I think 10+ tflops become possible and a tdp of 200 watt maybe more.
A generational step in the console industry is generally a 10x difference in raw FLOPs (probably a gross oversimplification). However the 7th gen to this one was less than that, i.e. more like 7-8x, due to the reduction in silicon and TDP budgets overall with a move to an APU-based design. The intention being clear to ensure profitability of HW (or close to) at launch, instead of the usual loss-leading on HW for the first 2+ years.
The PS4 boasts what? 1.8 TFLOPs... So if the PS5 doesn't boast at least 18 TFLOPs, then Sony and MS should just wait longer untill the technology is available to enable it. The longer they wait, the more likely they will be able to move to a d/l only console model that will ensure the death of the second-hand games market... they absolutely have to throw publishers a bone if they don't want pubs to abandon consoles wholesale for greener pastures.
I think at 12/15 Tflop/s it will be good but the biggest innovation will be stacked memory next generation it will be interesting because I think it will be more and more the bottleneck not the ALU...
What do you mean by bottleneck? In terms of manufacturing and/or silicon budget, or do you mean in terms of TDP?
Do stacked mem solutions consume more power?
Honestly though, I'm not sure increased memory bandwidth alone will bring with it the significant step changes in game innovation that the console industry needs. I'd be keen for something that can provide a much more radical shift in graphics rendering or existing game technology paradigms. Other than something like a radically new CPU-GPU design, and just plain ol more of the same ALU performance, what is there that can enable new rendoring techniques and/or algorithms?
If the CPU and the GPU are going to unify, I believe a good next step would be to remove the GPU command processor and let the CPU cores directly spawn the waves/warps/etc to the array of compute units. Obviously this needs shared caches between the CPU and GPU and full coherence and efficient fine grained synchronization. Intel is almost there already with Broadwell.
Intel was (long time ago) performing vertex shaders on the CPU. The CPU would be more suited to do the command processor's tasks. This would obviously allow us to do crazy stuff that is not possible with the current designs. And would at the same time sidestep all the IO/security problems.
I can only see them hitting 10tflops if 10nm is ready so if its another 7 year gen then yes but I think Sony is looking at a 6 year cycle with the hardware starting manufacturing in year 5A generational step in the console industry is generally a 10x difference in raw FLOPs (probably a gross oversimplification). However the 7th gen to this one was less than that, i.e. more like 7-8x, due to the reduction in silicon and TDP budgets overall with a move to an APU-based design. The intention being clear to ensure profitability of HW (or close to) at launch, instead of the usual loss-leading on HW for the first 2+ years.
The PS4 boasts what? 1.8 TFLOPs... So if the PS5 doesn't boast at least 18 TFLOPs, then Sony and MS should just wait longer untill the technology is available to enable it. The longer they wait, the more likely they will be able to move to a d/l only console model that will ensure the death of the second-hand games market... they absolutely have to throw publishers a bone if they don't want pubs to abandon consoles wholesale for greener pastures.
I can only see them hitting 10tflops if 10nm is ready so if its another 7 year gen then yes but I think Sony is looking at a 6 year cycle with the hardware starting manufacturing in year 5
If you measure from platform sunrise to sunset, previous PlayStations were 8-10 year ecosystems but if Sony's console console project history is any indication, it's fair to assume that there is already a group inside Sony deep into planning PlayStation 5.I wouldn't be surprised if this was a 8-10 year gen tbh. A 10tflop console wouldn't be good enough 6 years from now, imho.