Good god not 14+4 again, the point of the original slide was just that there is a concept of diminishing returns, and some sort of knee in the performance curve given the rest of the system.
AMD exec in a vrzone interview said the mantle sdk will go public in a year or so, so we'll be able to test 7850s and isolate individual CU and test whether there really is a drop off in benefit going from 14 to 18 additional CU for rendering.
What you actually do with 4 CU's though? Certain PC Games take a dive bomb when running certain effects with compute....
Would you be able to do more with less on console because of more efficient coding?
I wish that somebody could do this test now. I also want somebody to test Microsoft's claim that a 6.6% clock increase is better than two more CU's.
The PS4 can mask which CUs are used for certain jobs.
The PS4 also can reserve GPU memory (LDS/register space, etc.) on individual CUs for use by specific tasks.
The VSHELL has reserved memory on "several" CUs 100% of the time and I wouldn't be surprised if VSHELL tasks are masked to those CUs.
There's a graphics command queue dedicated to VSHELL and it can create high priority GPGPU tasks.
How? By possibly being CPU bound? From what I read/heard from other developers, the Jaguar CPU is quite capable of handling large amounts of throughput. So that leaves system memory and bandwidth allocation, which seems PS4 has enough of - in spades.
It's negative to console warriors. The XBox contingent would say PS4 only has 14 CUs for graphics versus 12 in XB1, and could go as far to say the other 4 CUs are for audio and stuff.
As a technical discussion, the most relevant question is, "what are the limiting factors in the rest of the GPU where 14 CUs would be optimal and 18 CUs a little too much for optimal graphics?"
But the bolded part is still whats confusing and I guess what I wonder about. What exactly is the issue (s).
My guess is the best way to think about it is that the PS4 was built around 14 CU's for graphics rendering. That's what the system was balanced at and designed for in terms of graphics. Sony sees great potential in GPGPU compute and they accordingly gave devs 4 more CU's specifically to use for that purpose along with some tweaks to help accommodate them.
They will need to allocate not just additional CUs for GPGPU jobs. They will also need to plan for memory and bandwidth usage for these additional tasks. I doubt experienced developers in Sony's team will just sprinkle 4 more CUs just to hope for better GPGPU usage.
Hardware folks are very stingy people. They will do something to assure themselves that the additional h/w investments are worthwhile.
My guess is the best way to think about it is that the PS4 was built around 14 CU's for graphics rendering. That's what the system was balanced at and designed for in terms of graphics. Sony sees great potential in GPGPU compute and they accordingly gave devs 4 more CU's specifically to use for that purpose along with some tweaks to help accommodate them.
Not sure what point you are trying to make here. Are you suggesting that they didn't do what I said? Because...I got that interpretation pretty much verbatim from what Cerny said on the matter. I'm sure they made various tweaks and modifications to their design to accommodate their GPGPU ambitions.
Cerny's comment is pretty vague. When he adds more ALUs, he may also beef up other parts to make sure GPGPU tasks can be fed properly. The CUs may only be part of his formula.
It is built with 18 CUs for both graphics and compute jobs. The developers decide how to juggle jobs between them via software. I don't know what performance targets he has in mind (1080p/60fps ? VR ? 3D ? etc.)
Additional tweaks does not mean allocating 1/3 of your graphics for GPGPU permanently.
I have a feeling that the reason people are concerned about the 14+4 is the implication that somehow the PS4 is no longer 50% more powerful graphically (but the reality is that it never was at any point). ;-)
Bingo. It seems very few actually misunderstood the intent of the 14+4 slide or Sony's own followup comments. Rather, the accusation that anyone daring to mention the 14+4 dodo bird has terribly misunderstood the intent seems meant to divert attention from that very intent. No one wants to hear, not even from Sony, that 50% more CU isn't going to make the PS4 a relative graphics monstour.
But you can use GPGPU for graphics, not to mention as been previously mentioned where the cliff is and how it hits you is dependent on your engine and most likely exists for all consoles.
This isn't a hard and fast rule that it will suddenly have 0 use for any CU's past 14.
We should also point out that for metrics that aren't tied per CU (Bandwidth and ROP's, etc) that the PS4 has more per CU then desktop cards. So I can't really see how its 'balanced for 14 CU's' anywhere, can you show me?.
Additional tweaks does not mean allocating 1/3 of your graphics for GPGPU permanently.