Yes, H for Hybrid, your link is to the non hybrid version;
http://hdd.userbenchmark.com/Compar...-25--1TB-vs-Toshiba-MQ01ABD100-1TB/1957vsm784
http://hdd.userbenchmark.com/Compar...-25--1TB-vs-Toshiba-MQ01ABD100-1TB/1957vsm784
Yes, H for Hybrid, your link is to the non hybrid version;
http://hdd.userbenchmark.com/Compar...-25--1TB-vs-Toshiba-MQ01ABD100-1TB/1957vsm784
I think that document is wrong. Following goonergaz's confusion, Toshiba also provide this
Toshiba’s MQ01ABDxxxH and MQ01ABFxxxH 2.5-inch SSHD Series provide fast SSD-like performance combined with the high capacity of an HDD. The MQ01ABDxxxH provides up to 1 TB of storage capacity in a compact 2.5-inch form factor.
Toshiba’s SSHD utilize self-learning algorithms that enable the drive to identify the user’s access patterns, allowing frequently used data to be stored in the 8 GiB SLC NAND cache making it quickly accessible to the host.
Thx for your tests and this impressive table.Ok, I completed my testing;
I also did some more SSHD tests (on Pro), GTAV, U4, LoU and RotTR all (after repeat loads) got very similar to SSD speeds. I then went back to GTAV and then U4 and both stuck to the fastest time. I switched the machine off fully and then rebooted into GTAV and the time was still on par with SSD times.
The only down side to SSHD is that it takes a few loads to get these times so if playing a game which loads areas as you progress you won't get the initial fast load but certainly it's very impressive bang for buck.
My final test will be a 7200RPM on the PS4, I happen to have a spare WD Scorpio and as the PS4 is still hanging around it seems a no-brainer...will take a few days tho so don't hold your breath! lol.
Thx for your tests and this impressive table.
correct me if I'm reading this the wrong way, but than there is no real difference (stock HDD) in load-times between PS4 and PS4 Pro. They are both faster in some tests and slower in others.
Thx for your tests and this impressive table.
correct me if I'm reading this the wrong way, but than there is no real difference (stock HDD) in load-times between PS4 and PS4 Pro. They are both faster in some tests and slower in others.
How does thoes differences relate to games with pro patches?
Are patched games doing more loading or other different activities, do games loading times change post patch (not sure if you can easily test this).
There’s also a primitive discard accelerator which “improves the efficiency with which triangles that are too small to affect the rendering are removed from the pipeline” and a work distributor, something Cerny says is critical once your GPU gets to a certain size because it functions as “a centralized brain in the GPU that intelligently distributes and load-balances the geometry being rendered.”
“The work distributor in PS4 Pro is very advanced,” he claimed. “Not only does it have the fairly dramatic tesselation improvements from Polaris [AMD’s GPU architecture], it also has some post-Polaris functionality that accelerates rendering of scenes with very small objects. “
This in turn is a piece of the bigger picture when looking at the next improvement in Vega, which is AMD’s geometry pipeline. Overall AMD is promising a better than 2x improvement in peak geometry throughput per clock. Broadly speaking, AMD’s geometry performance in recent generations hasn’t been poor (it’s one of the areas where Polaris even further improved), but it has also hurt them at times. So this is potentially important for removing a bottleneck to squeezing more out of GCN.
And while AMD's presentation and comments itself don't go into detail on how they achieved this increase in throughput, buried in the footnote for AMD's slide deck is this nugget: "Vega is designed to handle up to 11 polygons per clock with 4 geometry engines." So this clearly reinforces the idea that the overall geometry performance improvement in Vega comes from improving the throughput of the individual geometry engines, as opposed to simply adding more as the scalability improvements presumably allow. This is one area where Vega’s teaser paints a tantalizing view of future performance, but in the process raises further questions on just how AMD is doing it.
In any case, however AMD is doing it, the updated geometry engines will also feature one more advancement, which AMD is calling the primitive shader. A new shader stage that runs in place of the usual vertex and geometry shader path, the primitive shader allows for the high speed discarding of hidden/unnecessary primitives. Along with improving the total primitive rate, discarding primitives is the next best way to improve overall geometry performance, especially as game geometry gets increasingly fine, and very small, overdrawn triangles risk choking the GPU.
I found out something interesting: a UPS won't stop a PS4 from freaking out in a loss of power. I have a PC, modem, router and PS4 Pro plugged into my UPS, mostly because the PS4 is so twitchy about power. I lost power for an hour today and everything is still on except the PS4 Pro.
Hmm...
I didn't plug my PS4 classic to UPS but my electricity often goes out for a fraction of second. As indicated by lights that goes off for a fraction of second.
The PS4 still works just fine like nothing happened.
Maybe your UPS response time is simply too long for Pro? Or maybe Pro is more sensitive to electricity lag than PS4 classic.
The only down side to SSHD is that it takes a few loads to get these times so if playing a game which loads areas as you progress you won't get the initial fast load but certainly it's very impressive bang for buck.
http://www.neogaf.com/forum/showpost.php?p=234190249&postcount=114
hm... doubled ROPs?
Thought I recall @3dilettante wondering about this with respect to "shutting off half the GPU" as the RBEs were tied to Shader Engines?
http://www.neogaf.com/forum/showpost.php?p=234190249&postcount=114
hm... doubled ROPs?
Thought I recall @3dilettante wondering about this with respect to "shutting off half the GPU" as the RBEs were tied to Shader Engines?
Another idea I had was something where the Pro saves on hardware by having back-end blocks that are 32 ROPs in compatibility mode, but a shift to Pro mode leaves the classical ROP throughput at 32. The other half become the path for the parallel handling of the ID buffer and other customizations.
I don't think there's been a public timing comparison for ROP-heavy operations in a game between the PS4/similar GCN GPU and the PS4 Pro to be sure.
Another possibility, if the Pro is really all-in on checkerboard, is that it's not 2x color relative to the PS4. The ID buffer and the expected higher ratio of depth to color for checkerboard may mean there's more "other" fill rate.
Perhaps a reason why the Boost Mode is limited to just the clock increase as opposed to unlocking all shader engines & funky ROPs?
I thought that half the others CUs were unavailable because most PS4 games were using the existing shaders is a specific way (because it's more efficient ?). But that the boost mode should theoretically unlock the others CU on games using the CUs in a general 'unified' way.Perhaps a reason why the Boost Mode is limited to just the clock increase as opposed to unlocking all shader engines & funky ROPs? Or would there be some oddities with compute scheduling/queues for non-Pro titles?
hm... so "pure" depth blocks on the 2nd half (no colour)?