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Inside Playstation 4 Pro: How sony made the first 4k games console

Ozorov

Member
I'm seriously hoping that all future games have PS4 pro support on 1080p screens. I don't want to go into Old PS4 mode while playing new games when PS4 Pro mode could easily improve frame rates and resolution

I don't think new games will have a Old PS4-mode?
 

onQ123

Member
Enhanced 16-bit half-float support
Improvements for running multiple wavefronts on the compute units - more work per CU
New features from AMD roadmap - the ability to run two FP16 operations concurrently instead of one FP32, plus the integration of a work scheduler for increased efficiency


Remember when onQ was talking crazy about about FP16?


Pepperidge Farm Remembers
 

Fisty

Member
If you're asking for games to arbitrarily use enough extra horsepower to meet a targeted framerate then you're asking for the older games to be patched. Patches require work from the developers, and for hundreds of older titles that just isn't feasible.

My argument was that if Sony knew, as they did, that they would be supporting a mid-gen hardware refresh, then they should have mandated arbitrary resolution/framerate support from the start to account for new hardware. Developers would still have been able to set an upper framerate cap, but this would have allowed newer hardware to eke out additional performance without any need to go back and patch in support, just like any PC title with a capped framerate. Instead, we now have a library of titles that will only ever operate at their original clock rates on the PS4P and beyond.

"Hey we're going to release an iterative, updated PS4 in 3 years, please accommodate this while making your games"
 

jett

D-Member
Double the compute units, laid out like a mirror of the original PS4's GPU. Half the CUs deactivate when running in base PS4 mode

2.13GHz CPU and 911MHz GPU in Pro mode, running at 1.6GHz and 800MHz respectively in base PS4 mode in order to lock back-compat with the standard model

I feared they might do this bullshit. Current PS4 games will receive no performance boosts whatsoever from the Pro, unlike the Xbox One S. I mean really, Sony? Why?
 
Yes but I meant that Pro in new games won't downclock itself to "OG PS4"-mode. I know there will be the base game for OG PS4 then a Patch/Pro-mode for the Pro

I don't understand your concern though - why would a game that was released after Nov ever run in "OG PS4 mode" on the Pro? You can't have the Pro enhancements now mandated without the extra horsepower.

That doesn't mean there won't be things such as 30fps caps, there still likely will - but once you're supporting the Pro, you're running at those increased clocks.
 

AEREC

Member
All I want to know is if it can do Battlefield 1 on ultra at 1080p at a constant 60fps.


My biggest concern is that devs will just up the graphics, unlock the framerate and we'll get games that constantly vary between 30-60 fps.
 

Fisty

Member
I feared they might do this bullshit. Current PS4 games will receive no performance boosts whatsoever from the Pro, unlike the Xbox One S. I mean really, Sony? Why?

He literally says why in the article. Give it a read.
 

Latimer

Banned
Weird to call it a 4k console when most games don't actually render in 4k..it's like calling the Xbox One a 1080p console.
 

icespide

Banned
I feared they might do this bullshit. Current PS4 games will receive no performance boosts whatsoever from the Pro, unlike the Xbox One S. I mean really, Sony? Why?

why do people keep referring to the Xbox One S as if it provides some kind of huge performance boost? It's barely a tangible boost
 

Maztorre

Member
"Hey we're going to release an iterative, updated PS4 in 3 years, please accommodate this while making your games"

I guess Nvidia told Valve about the GTX1080 back in 1998 too right? I mean how else does Half-Life 1 run at 1080p (and higher) at any arbitrary FPS today?
 

jett

D-Member
He literally says why in the article. Give it a read.

I read the answers after making the post, and I don't get it. The Xbox One S got no issues with its higher clockrate.

why do people keep referring to the Xbox One S as if it provides some kind of huge performance boost? It's barely a tangible boost

The fact is that the boost is there.
 
I feared they might do this bullshit. Current PS4 games will receive no performance boosts whatsoever from the Pro, unlike the Xbox One S. I mean really, Sony? Why?

They've explained why, because compatibility is paramount with a console, and they tested it and found this to be the best solution to guarantee that. Some games have very specific timings that could exhibit problems even with just slightly increased CPU clocks. The XboxS only has a very slightly upgraded GPU with a near identical architecture, exact same CPU - it's significantly less changes than what the Pro brings. Plus perhaps the API's in the bone are more abstracted.

The problem is that if even 1% of games showed an issue, then every developer would have to fully test every game to ensure it would even run on the Pro. That's every level, every DLC, every multiplayer component - just to allow it to run on the Pro even before you start thinking of added enhancements.

What this method does is take away that massive amount of testing from the developer, but instead gives them the option to do so if they want to give players an improved experience.
 

mrklaw

MrArseFace
Actually, there are more custom features ("secret sauce") in the PS4 Pro that are revealed if you read the entire article.



There is more detail if you read the rest of the article. It's clear that Sony did significant custom design work on the APU in PS4 Pro. They didn't just increase the CPU clock speed, double the CU count, change to slightly faster GDDR5 and call it a day.

I like all this fiddling that Sony is doing. Likely some/most of it is on the table at AMD already, but having a game s publisher and hardware manufacturer also push requirements into AMD should be good for games generally - all this will feed into future products too.
 

icespide

Banned
I read the answers after making the post, and I don't get it. The Xbox One S got no issues with its higher clockrate.



The fact is that the boost is there.
the fact that it's so small and insignificant is precisely why there is no worry of compatibility issues
 
Aside from the Pro discussion, I think it's ridiculous they reserve 3 gigs for the OS. They need to give back 512mb to 1gb.
 

Elios83

Member
Really cool that they're adding 1GB of DDR3 for apps while freeing up more GDRR5 for games. They've definetly tried to make the system very efficient and powerful for the price.
 
I read the answers after making the post, and I don't get it. The Xbox One S got no issues with its higher clockrate.



The fact is that the boost is there.

That's why it doesn't have compatibility issues because the boost is so small, try doing that with the big spec boost PS4 Pro has and you have compatibility issues. Same thing would happen with Scorpio.

Edit: Already answered above
 

Fisty

Member
I guess Nvidia told Valve about the GTX1080 back in 1998 too right? I mean how else does Half-Life 1 run at 1080p (and higher) at any arbitrary FPS today?

Because it's been patched to do so? I can guarantee you put a fresh HL1 install from 1998 on a Windows 8/10 machine at it won't run well, if at all. Don't pretend like every game ever made for PC works flawlessly without any tinkering on a modern machine. Compatibility has always been an issue.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Aside from the Pro discussion, I think it's ridiculous they reserve 3 gigs for the OS. They need to give back 512mb to 1gb.

Blame the recording and sharing features for that. I imagine if it was as barbeones as the last gen, they could have upto 7.5GB available just for games.
 

rambis

Banned
I read the answers after making the post, and I don't get it. The Xbox One S got no issues with its higher clockrate.



The fact is that the boost is there.

Its not really comparable to the Xbox S. That's not a significant boost to the legacy part. PS4 to Pro is like ~20% boost CPU wise. That's definitely enough to push the timing on otherwise agnostic code.
 

platocplx

Member
Aside from the Pro discussion, I think it's ridiculous they reserve 3 gigs for the OS. They need to give back 512mb to 1gb.

its really not ridiculous. it makes sense for them to have a responsive OS thats rendered at 1080p and now 4k to be about that much. especially with background services running like video recording up to 60 mins etc. it makes a lot of sense.
 

Withnail

Member
Aside from the Pro discussion, I think it's ridiculous they reserve 3 gigs for the OS. They need to give back 512mb to 1gb.

It's not 3GB just for the OS, it's for the OS and Netflix and the browser and PS Store etc. That's how we get fast switching between apps and no reloading.
 

DBT85

Member
Excellent article. I understand their reason for limiting non patched games to old mode, but I'd like the option to override that myself, though it won't happen.

We'll have to see if games actually do run identically to a base ps4 or if the gcn updates will improve things by a few fps, even with the same amount if CUs and frequency.

Weird to call it a 4k console when most games don't actually render in 4k..it's like calling the Xbox One a 1080p console.

As long as you use an asterisk you can say anything you like, apparently.
 
I don't understand all of the technical details but I read it anyway to get a sense of the benefits to expect for both 1080p and 4K owners and the thought Sony put into the new model.

Sounds like an impressive job of squeezing out more performance and efficiency.
 
I'm in for VR enhancements alone. That alone justifies a purchase from me.

Everything else is just a fucking load of cherries on top.
 

rambis

Banned
I'll have to take all you guys' words, but it's still a disappointing situation.

Honestly they probably could get away with it if they really wanted to. Originally I thought the console would behave in this manner due to all the whining about complete parity with the OG console and people not wanting conceed competitive advantages by not upgrading.

I want to know if using FP16 instead of FP32 can double the TFlops, what is the advantage of FP32 then?

Alot of operations require 32 point precision. Its not really an advantage thing, more like you have to use 32 bit precision sometimes.
 

Maztorre

Member
Because it's been patched to do so? I can guarantee you put a fresh HL1 install from 1998 on a Windows 8/10 machine at it won't run well, if at all. Don't pretend like every game ever made for PC works flawlessly without any tinkering on a modern machine. Compatibility has always been an issue.

Half-Life 1 supported arbitrary resolutions and framerates day 1, because that is how you design software in a sane way when you know there will be multiple iterations of hardware. Sony could have done this too, but they didn't, so here we are, with a system clocking itself down so it can replicate framerate issues from the original hardware.

And trying to compare PC "compatibility issues" covering any number of configurations of hardware from different vendors, to an iterative improvement of fixed hardware from the same manufacturer, is complete nonsense too.

It's just sloppy planning, especially when every multiplatform developer is already accounting for a much wider variety of hardware vendors on PC.
 

bigfurb

Member
There are some people that need to swallow their pride, extend a hand and tell Onq "I'm sorry, you were right, we were wrong"
 

onQ123

Member
FP16 2ops = 8.4TF confirmed 👍



I'm woke!


PS4 Neo is 8.4tflops half-precision nice try Microsoft you almost got me


Back to this half-precision stuff:



Neo will perform almost as if it was 8.4TF when you use FP16 & fit 2 16-bit instructions into FP32.

but because the FP16 is actually compressed from what would have probably been a 32-bit instruction it will actually be performing what seems like close to 8.4TF of FP32.



I'm aware that y'all think I'm crazy but watch this 4.2TF console do 4K when devs use FP16.

People think I'm crazy though.
 
its really not ridiculous. it makes sense for them to have a responsive OS thats rendered at 1080p and now 4k to be about that much. especially with background services running like video recording up to 60 mins etc. it makes a lot of sense.

I thought recording was done on another chip with it's own RAM.

It's not 3GB just for the OS, it's for the OS and Netflix and the browser and PS Store etc. That's how we get fast switching between apps and no reloading.

I still think 3GB is still a bit high and they need to optimize more. The size of media apps like Netflix are overblown compared to other devices.
 
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