dr_rus
Member
Contrary to the popular belief 360 wasn't simple to work with. Edram, in-order PowerPC cores with SMT, common memory controller for CPU and GPU and some stuff in GPU which was the first implementation of unified shader ALUs on mass market. It was easier than PS3 but it wasn't easy. And even with that I wouldn't call a graphical jump from GeoW to say Halo 4 very big.And the 360 then? Also saw gigantic graphical leap in its lifetime.
PS4 has tricks up its sleeve like gpgpu, it has 8 ACEs for 64 compute jobs, games haven't really taken advantages of compute yet, doubt any of these will be fully exploited anytime soon.
8 ACEs should be transparent to the developer - all code running on the GPU use them by default no matter if it's graphics code or some general purpose code. Compute isn't free, it's running on the same GPU SIMDs. Using compute means that you have less flops available for graphics shaders. It's a balance, it may shift and result in a better graphics but for now there is no guarantee that it will bring better graphics and not say better AI or sound.