LightHeaven
Regular
But the bolded part is still whats confusing and I guess what I wonder about. What exactly is the issue (s).
It doesn't need to be an issue, perhaps each of the CUs all come with everything they need to be fully exploitable, and it's just a matter of workload.
For instance, let's say that for a particular game all the ALU work accounts for only 10% of frametime. You want to increase the framerate, so you double the CU count. Even assuming a perfect linear scale you are going to have only a marginal increase in framerate. But what if it wasn't just a single game, but rather almost every game you run you find yourself in this exact same scenario... You probably wouldn't put more CUs in there, because you know that for the games you are trying to run you have more performance gains if you increase another area of the gpu.
Now think to every thing else a game has to do during a frame... You have vertex transforms, the setup engine, texture fetches, ROPs output, ALU operations... I don't know exactly how gpus work, but i'm going to assume that they are not always fully utilizing all their components all the time, because that's just unrealistic workload (unless gpus have super giant caches capable of storing data for a few frames at once), so if any of those is much faster than the rest you'd still wouldn't get much performance back because there's still going to have something holding your framerate back... So sony first found the perfect balance between anything, then threw a few more CUs in there and increased the ACEs count, so they could run compute on the gpu.