Discuss: Relevance of GPU compute for next gen consoles.
I note this because it seems one of the areas NV was able to cut power and die space while pumping up performance/mm^2 was they drastically reduced their full rate DP performance to 1/24th speed SP. This (and other?) changes has affected a number of compute benchmarks where the GK104, which runs all over the competition,
falls pretty far behind in some situations. Compute is being used in games right now (e.g. some AO approaches) and a lot of the stuff the Cell does in the PS3 that allows the PS3 to pull off effects not viable on RSX is compute-like and significant post process.
Likewise AMD showed the Leo demo which is a forward renderer but used compute to cull lighting to drastically improve performance with many lights which allowed the more indepth shader complexity of a forward renderer but increase the number of lights to be more competitive with a deferred approach. With the issues of developers properly getting MSAA to work with deferred engines (especially when they miss stuff, like forgetting to AA their tone maps) and increased performance cost on a deferred engine it does seem that compute, in some situations, is an important part of new graphics hardware.
So how important?
(I was going to frame this in the context of the faster/mm^2 and power of Kepler GK104 versus GCN but it seems Pitcairn and Tahiti really had different metrics with Pitcairn being quite good at compute as well, relatively, and against Tahiti it seems to be much, much more efficient per-mm^2, so much so some people are suggesting Tahiti may have some bottlenecks in the design.)