Just out of curiosity how much memory do the PS3 and 360 devkits have? And how much did the PS2 and XBOX devkits have?
2005 Xbox 360 Dev Kits = 512MB
2010 Xbox 360 Dev Kits = 1GB
Just out of curiosity how much memory do the PS3 and 360 devkits have? And how much did the PS2 and XBOX devkits have?
Well I do not want to sound not respectful of your knowledge but I didn't throw the idea of a dual APU completely out of nowhere.You mean Sony has tortured the devs with the PS3 so long that it's now time for the next hard to program architecture?
That parallel can't be relied on though as development and tech keeps progressing producing different requirements of a devkit. We may find that they only need 4GB extra RAM above the console for development, and a 16 GB SDK means a 12 GB PS4. Or it could be they just bought in 16 GBs because it's so damned cheap there was no point not to, leaving 12 GBs above the PS4's 4GBs to do other stuff in. Or it could be the development targets have changed, and they need to run game, Gaikai engine, and portable engine, on the same machine for testing, meaning the one PC has to fit 4 GBs of PS4, 4 GBs of a test VM PC, and a gig or two of mobile device emulation.
There are plenty of unknowns meaning we can't reverse engineer console RAM size from devkit size, other than console < devkit.
That's how I read it. It an ambiguous statement. But is it's third from final kit they're talking about, it's relevance to PS4 final specs could be remote.
This'll be 8 or 16GBs DDR3 in a PC, I'm sure. Meaning it's not very applicable to the console. I'm not sure how 16 GBs would improve rendering performance over 8 GBs in a PC, but as the PS4 likely won't be based on DDR3 it won't reflect the final box anyway. RAM is more about variety of content and not rendering speeds or resolutions (although it can be used for optimisations).
It would need to be at least partially re-engineered because the current APUs are incapable of SMP operation. They don't have any coherent linking ability.Well I do not want to sound not respectful of your knowledge but I didn't throw the idea of a dual APU completely out of nowhere.
I remember the interview of Tim Sweeney and Andrew Richard, Charlie D ( I can't spell his name properly so I passed) made a while ago and both agreed that if they were to be two chips they would favor a symmetrical design (so two APUs).
I also remember reading here, though it's been quiet a while, I don't remember in which thread either, from Andrew Lauritzen's mouth if memory serves right that a dual GPU set-up is not that much of bother to deal with. Again if memory serves right the issue was more the fact that for both the like as MSFT/Kronos (so at the API level) and the (PC) developers it is a non target.
Might be worth a discussion?
I fail to see the advantages. Does someone wants to enlighten me?I didn't throw the idea of a dual APU completely out of nowhere.
I remember the interview of Tim Sweeney and Andrew Richard, Charlie D ( I can't spell his name properly so I passed) made a while ago and both agreed that if they were to be two chips they would favor a symmetrical design (so two APUs).
Connecting the CPUs is quite managable. The bigger problem is probably the speed needed so that both chips can work on the same frame. I don't want to see AFR. And on top of it it is harder to program for. At least if you want to keep the rendering as local as possible. If you send half of the draw calls to the other GPU anyway, it makes no sense at all to split it up in two symmetric APU chips (you would be better off with a classic CPU+GPU setup).It would need to be at least partially re-engineered because the current APUs are incapable of SMP operation. They don't have any coherent linking ability.
I fail to see the advantages. Does someone wants to enlighten me?
And you need the graphics part of the second APU for what exactly? That it idles during games AND during normal OS tasks?APU for games, second mobile APU for OS and Apps.
Connecting the CPUs is quite managable. The bigger problem is probably the speed needed so that both chips can work on the same frame. I don't want to see AFR. And on top of it it is harder to program for. At least if you want to keep the rendering as local as possible. If you send half of the draw calls to the other GPU anyway, it makes no sense at all to split it up in two symmetric APU chips (you would be better off with a classic CPU+GPU setup).
And you need the graphics part of the second APU for what exactly? That it idles during games AND during normal OS tasks?
And the suggestion was actually two symmetric APUs.
I was thinking that maybe the A10-5800k has been crossfired with a 6570 or a 6670 in the ps4 dev kits, to maybe allow devs to get used to the architecture. And expanding on that what are the chances that the ps4 may well be a Kaveri based APU, crossfired with a GPU based on the 8000 series, or is that to much to hope for?
Technically, APUs don't crossfire well if the chips aren't exactly the same. If you have a high end gpu installed, you get issues do to one chip rendering quicker and the other catching up, Micro stuttering
As a dev kit the A10-5800k coupled with an other 7660D would work to serve good as a"representation" but not in the final product. the reason why is that 2 GPUs running simultaneously consumes considerable temperature and space for a console............they might as well settle with just one really good APU instead.
so that actually rules out odd and even GPUs coupled together. and If they are going to use a high end gpu ignoring the one on board.....they might as well not bother with using an apu. APUs are good as they are because they are 2 in 1 combos, so they consume less space and power.
If dev kits are using dual GPUs then that's because they really are waiting in the meanwhile for an APU that has the power of both of those GPUs. so far there is no word on the A10 using an extra GPU. we'll have to wait and see.
What if the GPU in the APU isn't meant to be used for graphical workloads?
Technically, APUs don't crossfire well if the chips aren't exactly the same. If you have a high end gpu installed, you get issues do to one chip rendering quicker and the other catching up, Micro stuttering
As a dev kit the A10-5800k coupled with an other 7660D would work to serve good as a "representation" but not in the final product. the reason why is that 2 GPUs running simultaneously consumes considerably more temperature and space for a console............they might as well settle with just one really good APU instead.
so that actually rules out odd and even GPUs coupled together. and If they are going to use a high end gpu ignoring the one on board.....they might as well not bother with using an apu. APUs are good as they are because they are 2 in 1 combos, so they consume less space and power.
If dev kits are using dual GPUs then that's because they really are waiting in the meanwhile for an APU that has the power of both of those GPUs. so far there is no word on the A10 using an extra GPU. we'll have to wait and see.
The APU is the new Cell.
The GPGPU in the APU will be making lite work of CPU tasks & leaving the bigger GPU free to do the graphical task.
There are to be four versions of the dev kit, we were told. A previous version was essentially just a graphics card.
http://www.vg247.com/2012/08/22/ps4-to-support-4k-resolution-playback-rumor/PS4 is rumored to support 4K resolution playback, according to a report on BGR.
http://www.vg247.com/2012/07/02/sony-working-on-playstation-4-since-august-2010-says-cv/VG247 was told earlier this year that Sony is aiming to launch PlayStation 4 before Xbox 720 next Christmas.
I remember that's pretty old rumor,maybe we need to wait some new rumor to discuss thisSome rumors has said that Durango has a stronger CPU but weaker GPU than PS4.
Could it mean that PS4 could have an APU and Durango a CPU?
Maybe this customized A10 based APU has as total 1.8TF of power when all said and done, the gpu could be vastly more powerful then a 7670 desktop variant "maybe a tweaked 7970 like the original rumor suggest"? But then again I'm not sure if the A10 architecture allows for such a design, otherwise how come there's no desktop version of a similarly powerful A10 APU?
They don't crossfire well perhaps, but if the GPU renders the world, and the APU renders characters, certain objects and other doodads, smoke, haze, particle effects and so on... Or the GPU renders everything, then the APU handles post-processing like bloom, tone-mapping, depth of field, FXAA, and possibly physics workloads.Technically, APUs don't crossfire well if the chips aren't exactly the same. If you have a high end gpu installed, you get issues do to one chip rendering quicker and the other catching up, Micro stuttering