Yep, you win, it's a high fidelity PC speaker. I know most of you don't even have a speaker at all in your PCI think I just figured it out:
Hi Fidelity PC Speaker
The bleeps will be glorious!
\7\
If I was a Trekkie, I'd probably break it down arguing that Microsoft seems to strive for a perfectly synchronized BORG Collective while SONY likes to keep their stuff way closer to the United Federation of Planets ...
How much more demanding is decoding XMA streams over MP3 streams?
Will there be a requirement or push for developers to use that DSP, next-gen? I know it wan't really used this gen.
A hardware decoder is a huge plus. It makes no sense to waste general purpose CPU/GPU on fixed-function-yet-always-necessary tasks like this.
I clearly remember the massive pain it was to get MP3 decoding running on SPUs in the early PS3 dev days. I believe some of the launch/early titles went with uncompressed or ADPCM audio for that exact reason (at the expense of wasted memory or quality loss respectively).
Yep, you win, it's a high fidelity PC speaker. I know most of you don't even have a speaker at all in your PC
How expensive is Vita SoC? Can they just slap that on PS4 mobo and use it for OS and low power workloads [to comply with standby energy laws of EU/US/others]?
Is too dificult to put the Xbox 360 SoC inside and use it for backward compatibility and for OS?
Some pages before there was a question about the possibility of upgraded instructions Jaguar CPU.
What could be more easier to do. Add instructions to a CPU or design a DSP-Math copro and add to the SoC.
What are the advantages or disadvantages of each option?
Odd question. If sensitive info was posted and deleted, your question would only prompt it to be posted again!Wondering what is happening with this thread. Many posts just disappeared. Did some sensitive info leak here?
IMO, it isn't so much the complexity of adding instructions, but moving the work elsewhere to a more efficient processor. A DSP will be a simple in-order core, probably clocked under 500 MHz and may only be fixed point (although I don't know if modern audio DSP's have moved on to floating point yet or not). It's going to be a tiny core in comparison to a CPU core. For DSP type work loads, it's power efficiency can be orders of magnitude better than the CPU core. I'd guess that AMD/MS would just license a core from a DSP company and they wouldn't be reinventing the wheel.
Chances are the DSP will execute out of it's own cache or local memory space. So not only do you get the benefit of off-loading all the compute to it, you're not polluting the main core's caches with that data either. It's a win-win, imo.
PS4 "Orbis"
- AMD x86 3.2GHz APU Solution (Jaguar/Steamroller), 4 cores (2 core pairs), [Higher Clock than X720/Durango]
- Maybe AMD 8000 series GPU solution [Customised Solution Possibly utilising GPU + APU combo]
- 2-4GB GDDR5
- Launch Fall 2013/Early 2014
Explanation: PS4 has a higher clock, but less cores and is using an APU solution (CPU & GPU elements combined onto a single chip). The PS4 has less RAM but is using faster GDDR ram, so the overall performance should be a wash.
Xbox 720 "Durango"
- AMD x86 Jaguar 1.6GHZ 8-Core [Targeting one core being dedicated for OS tasks]
- AMD 8000 series GPU
- ESRAM on the GPU (unknown amount)
- 8GB Ram DDR3, [1.5GB of RAM likely reserved for the operating system]
- Launch 2013
Explanation: 720 has a lower clock, but more cores. 720 has more but SLOWER RAM. DDR3 RAM is usually good for things like multitasking etc....It is expected to be based on Windows 8 as well.
Note: GDDR ram is more suitable for Graphics Processing (In PS4), and DDR3 is more suitable for OS Tasks (720). It is expected that the 720 may need some sort of ES/ED Ram to compensate. Basically, don't get caught up in the RAM size but the RAM type.