Digital Foundry: Let's talk about next-gen console. What's your take on the general design in terms of CPU and graphics processing power?
Oles Shishkovstov: We are talking PS4, right? I am very excited about both CPU and GPU. Jaguar is a pretty well-balanced out-of-order core and there are eight of them inside. I always wanted a lot of relatively-low-power cores instead of single super-high-performance one, because it's easier to simply parallelise something instead of changing core-algorithms or chasing every cycle inside critical code segment (not that we don't do that, but very often we can avoid it).
Many beefier cores would be even better, but then we'll be left without a GPU! With regards the graphics core, it's great, simply great. It's a modern-age high-performance compute device with unified memory and multiple compute-contexts. The possibilities of CPU-GPU-CPU communication are endless, we can easily expect games doing, for example, AI pathfinding/route planning executing on GPU to become a common thing.
Digital Foundry: To what extent is the 8GB of GDDR5 in the PlayStation 4 a game-changer? What implications does that have for PC, where even the standard GTX 680 ships with just 2GB of GDDR5?
Oles Shishkovstov: RAM is really, really important for games, but all of it actually being useful depends on available CPU-side bandwidth and latency to the external storage device. I think that they put slightly more RAM than necessary for truly next-generation games this time, but considering the past history of Sony stealing significant percentage of RAM from developers for OS needs - that may be exactly the right amount!
Digital Foundry: The last few years have seen a ton of poorly optimised PC ports of console games. Is the move to x86 architecture across all formats a good or bad thing for PC gaming?
Oles Shishkovstov: In general - yes, especially for indie developers. You have to understand that x86 is much more friendly for beginners at least because of its simplified memory model. Just try to describe to somebody what the memory barrier is and where and when to put it in - usually you'll be left with the guy getting stuck in an infinite loop! Joking aside - the less time we spend on platform-specific optimisations, the more is left to innovate.
Digital Foundry: Do you think that the relatively low-power CPUs in the next-gen consoles (compared to PC, at least) will see a more concerted push to getting more out of GPU Compute?
Oles Shishkovstov: No, you just cannot compare consoles to PC directly. Consoles could do at least 2x what a comparable PC can due to the fixed platform and low-level access to hardware.
Back to the question - yes, yes and yes. There are some things which are just more efficient to do on massively parallel machines like GPUs are. I think that at least initially, with launch titles, the GPU-Compute will be underutilised, but during console's lifetime we'll see more and more unbelievable and innovative things purely thanks to GPUs.
Digital Foundry: Early PS4 work we've seen appears to have utilised either 2x MSAA or post-process AA. Do you think your SSAA/AAA combo could be viable for next-gen console?
Oles Shishkovstov: SSAA is all about decoupling rendering resolution (and grid) from output resolution (and grid). So, yes, in some form or another it will be useful. As for any form of post-processing AA - definitely yes, it was used in the past and will be used in the future. As for MSAA - I'd rather like the GPU vendors to use that (rather significant) amount of transistors in other parts of GPUs. Anti-aliasing is the job of graphics programmers and not some magical hardware feature.