People on forums turning speculation into fact..... never happens.
I don't believe there has ever been an official statement by Sony about the OS footprint, and I haven't seen any confirmed developers state it either.
I'm pretty sure those were just hypothetical percentages, and manufacturers don't like to give out those numbers. I do remember the scuttlebutt a bunch of years ago for desktop MPUs that would have considered those percentages to be bad.
For the price range of a console component, Microsoft might be hoping for something that can gets 10-20% higher than that range, at least.
Imagine a PC game on medium setting and high setting. That's basically what we can, and what I think will have. The outliers will be the 1st party and odd 3rd party that goes full retard on the ~7GB and 176GB/s.
Nope, yields are actually readily available
So we don't actually know the yields.Considering technology maturing it's probably 45~50% by now or something.
It's probably safe to say that the ~300mm^2 Xbox one and PS4 die has ~40% yields?
Though the high end settings usually burn through a lot of cycles but don't often show a significant difference. In the past the difference between low/high was like night/day but today it seems the developers spend the resources on exponentially more intensive things like shadow resolution for only linear gains to user experience.
Caveat: this Xbox One development info was circulated by Microsoft to its partners at the beginning of this year. It may have changed, but based on what we saw this week, probably not in any major way.
1) Running: The game is loaded in memory and is fully running. The game has full access to the reserved system resources, which are six CPU cores, 90 percent of GPU processing power, and 5 GB of memory. The game is rendering full-screen and the user can interact with it.
2) Constrained: The game is loaded in memory and is still running, but it has limited access to the system resources. The game is not rendering full screen in this state; it either is rendering to a reduced area of the screen or is not visible at all. The user cannot interact with the game in this state. System resource limits in this state are four CPUs, 5 GB of memory, and 45 percent of GPU power if the game is rendering to a reduced area of the screen, or 10 percent of GPU power if the game is not visible.
3) Suspended: The game is loaded in memory but is not running, meaning that the system has stopped scheduling all threads in the game process. The game has no access to CPUs or to the GPU processing power, but it still has the same 5 GB of memory reserved.
4) NotRunning: The game is not loaded in memory and is not running, and the system has no game-history information about the previous execution of the game. A game would be in NotRunning state in any of these three scenarios:
-The game has not been run since the console started.
-The game crashed during the last execution.
-The game did not properly handle the suspend process during the last execution and was forced to exit by the system.
5) Terminated: The game is not loaded in memory and is not running, which is identical to the NotRunning state in terms of system resource usage. Terminated state, however, indicates that during the last execution of the game, the game process was successfully suspended and then terminated by the system. This means that the game had a chance to save its state as it was suspended; the next time the game is activated, it can load this previous state data and continue the user experience from the same position. A game, for example, can start from the same level and position in the player’s last session without showing any front-end menu.
I was under the impression (perhaps incorrect) that, at the time they made the demo, they were running under the assumption that the system would only have 4GB of RAM, and that they said they still needed to trim the memory usage down from what the demo was actually running. Given that, I definitely wouldn't trust those slides as a direct indication of how much of 8GB they were using, if they didn't even know (at the time) that they had that much to work with.Here are the slides from Guerrila Games about the Killzone Demo:
*snip pics*
What they refer to as "System" doesn't seem to mean "Operating System" at all. All we know is that they used a bit below 5GB for the game, but this doesn't mean the OS will take all the rest..
Which is pretty sad as Sony can most likely just add that "feature" in if they desire, they already own Gaikai.
gakai is completely completely different, it's a compressed frames being sent solution, it doesn't augment anything locally it's a "dumb" solution so to speak. besides they dont seem to have any clue what to do with gakai and all rumors are it was just for backwards compatibility (but that must not be going well since they've gone dark)
gakai probably doesn't even have very many servers, and it's certainly doubtful sony can afford more.
with ms now saying the cloud can help with actual graphics making the one 40x as powerful as 360, this is getting to be a possible big deal...
The GG KZ:SF demo postmortem does provide a pretty official "snapshot" look at the state of things during the time of the demo, however. Based on that, I'd say the safe money is on parity with the XBO on the memory and CPU split between games and OS (5 GB to 3 GB / 6 cores to 2 cores for both consoles). Not sure about GPU (looks like a 10% reservation for the One's Apps OS). Things can of course change, but that goes for both.
I don't see any reason why Gaikai servers cannot run game related code.
I was under the impression (perhaps incorrect) that, at the time they made the demo, they were running under the assumption that the system would only have 4GB of RAM, and that they said they still needed to trim the memory usage down from what the demo was actually running. Given that, I definitely wouldn't trust those slides as a direct indication of how much of 8GB they were using, if they didn't even know (at the time) that they had that much to work with.
In regards to "system", I imagine that's the game's own executable and whatever subroutines are running CPU-side, and probably does not include the underlying operating system.
Yep.
I imagine Sony is reserving 10% or more of the GPU as well, likely more since they are typically less efficient as they reserved a lot more memory on PS3 for OS. I'd guess 15-20% PS4 GPU reserved for OS/apps.
Nope, yields are actually readily available
The following from June 2012
http://www.soiconsortium.org/pdf/Economic_Impact_of_the_Technology_Choices_at_28nm_20nm.pdf
a double in die size leads to around 25% drop in yields.
It's probably safe to say that the ~300mm^2 Xbox one and PS4 die has ~40% yields?
Considering technology maturing it's probably 45~50% by now or something.
That was my first reaction to the numbers, and the timing.The document doesn't say it but those numbers are probably for Global Foundries, as no one else would be able to give anything for FD SOI vs bulk. At the very least their numbers will have contributed.
It's probably safe to say that the ~300mm^2 Xbox one and PS4 die has ~40% yields?
Considering technology maturing it's probably 45~50% by now or something.
Oh, don't mind him. Everyone knows Rangers is B3D's resident Xbox fanboy (his counterpart is ultragpu)
It will be interesting if PS4 has the exact same system reservation as Xbone though (3GB/2cores)