Xbone's low spec holding PS4 back confirmed?
Xbone's low spec holding PS4 back confirmed?
So overall, I'd argue yes to your question.
When playing your PS4, always remember to set it downwind from where you'll be sitting.PS4 games will give you bad breath, and be delicious. Confirmed.
There is also a bus that's shared between the 2
Can you give me examples where someone has done this regarding PS4's ram please?
So if the ESRAM BW is now 192 GB/s, at times XB1 has 260 GB/s BW feeding 1.2 TF.
When you compare that to 176 GB/s feeding 1.8 TF, the XB1 can have more than double the bandwidth per flop as PS4...
XB1=260 GB/s/1.2 teraflops= 216 GB/s/TF
PS4=176/1.8=98 GB/s/TF
The thing that puzzles me is the developers' mention of the need to allocate data correctly. When I first read about AMD's HSA, I assumed that everything would be unified and could be customized to the needs of the developers as required. I thought there wouldn't be any need at all for data separation, as to me and my limited knowledge it seemed that CPU and GPU data would be fed thrugh a common bus and allocated dynamically as needed. Now I'm confused
But there isn't any need for data separation. I think it's just the author trying to put in more facts into the article but the closeness of the fact that PS3 is split-memory and PS4 is using more than one bus to access the same amount of RAM gives it the sense of equivalence where there isn't one.The thing that puzzles me is the developers' mention of the need to allocate data correctly. When I first read about AMD's HSA, I assumed that everything would be unified and could be customized to the needs of the developers as required. I thought there wouldn't be any need at all for data separation, as to me and my limited knowledge it seemed that CPU and GPU data would be fed thrugh a common bus and allocated dynamically as needed. Now I'm confused
Technical wise nothing has changed so the old DBZ charts are still valid. What is surprising is how quickly they got something running. I don't follow DBZ but I guess if Goku had a son he would be birthed with ultra-speed.i'm so ignorant about tech stuff, i need DBZ charts pls.
Xbone's low spec holding PS4 back confirmed?
Incorrect. Please read the complete article.
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The full quote from Eurogamer is :
"The PS4's GPU is very programmable. There's a lot of power in there that we're just not using yet. So what we want to do are some PS4-specific things for our rendering but within reason - it's a cross-platform game so we can't do too much that's PS4-specific," he reveals.
"There are two things we want to look into: asynchronous compute where we can actually run compute jobs in parallel... We [also] have low-level access to the fragment-processing hardware which allows us to do some quite interesting things with anti-aliasing and a few other effects."
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Asynchronous compute is one of the areas the PS4 has a very significant advantage over Xbone. PS4 has extra CU units (18 vs. 12 for Xbone) that can be applied to asynchronous compute. PS4 also has custom modified compute queues: 64 vs. the standard 2 on AMD GCN parts.
It's great that PS4 ports are already looking at taking advantage of asynchronous compute this early in the lifecycle.
The thing that puzzles me is the developers' mention of the need to allocate data correctly. When I first read about AMD's HSA, I assumed that everything would be unified and could be customized to the needs of the developers as required.
It is unified as it has a unified address space. What they are talking about is that you have to decide if your memory access commands are checked against the L1/L2 of the CPU caches (Onion) or not (Garlic). L1/L2 are essential for any CPU's management of latency, and latency-tolerant memory access from the GPU would corrupt them without needing them. Hence, the two pathways. As a developer you have to decide, if CPU or GPU access performance is most crucial for a given data set.
It is not a contradiction to HSA but, on the contrary, a requirement.
So this would in fact give devs more options?
"One's called the Onion, one's called the Garlic bus. Onion is mapped through the CPU caches... This allows the CPU to have good access to memory," explains Jenner.
"Garlic bypasses the CPU caches and has very high bandwidth suitable for graphics programming, which goes straight to the GPU. It's important to think about how you're allocating your memory based on what you're going to put in there."
"One issue we had was that we had some of our shaders allocated in Garlic but the constant writing code actually had to read something from the shaders to understand what it was meant to be writing - and because that was in Garlic memory, that was a very slow read because it's not going through the CPU caches. That was one issue we had to sort out early on, making sure that everything is split into the correct memory regions otherwise that can really slow you down."
So elements like main system heap (containing the main store of game variables), key shader data, and render targets that need to be read by the CPU are allocated to Onion memory, while more GPU-focused elements like vertex and texture data, shader code and the majority of the render targets are kept in the ultra-wide Garlic memory.
"Most people start with the GNMX API which wraps around GNM and manages the more esoteric GPU details in a way that's a lot more familiar if you're used to platforms like D3D11. We started with the high-level one but eventually we moved to the low-level API because it suits our uses a little better," says O'Connor, explaining that while GNMX is a lot simpler to work with, it removes much of the custom access to the PS4 GPU, and also incurs a significant CPU hit.
"The other thing we did is to look at constant setting. GNMX - which is Sony's graphics engine - has a component called the Constant Update Engine which handles setting all the constants that need to go to the GPU. That was slower than we would have liked. It was taking up a lot of CPU time. Now Sony has actually improved this, so in later releases of the SDK there is a faster version of the CUE, but we decided we'd handle this ourselves because we have a lot of knowledge about how our engine accesses data and when things need to be updated than the more general-purpose implementation... So we can actually make this faster than the version we had at the time."
This is good right?
It is not a contradiction to HSA but, on the contrary, a requirement.
So if the unified memory doesn't negate the need to separate data in the way you described, what is its main benefit?
So if the unified memory doesn't negate the need to separate data in the way you described, what is its main benefit?
Xbone's low spec holding PS4 back confirmed?
Twilighter will hate it.
I mean onion and garlic - at least we don't need them.
i'm so ignorant about tech stuff, i need DBZ charts pls.
It is unified as it has a unified address space. What they are talking about is that you have to decide if your memory access commands are checked against the L1/L2 of the CPU caches (Onion) or not (Garlic). L1/L2 are essential for any CPU's management of latency, and latency-tolerant memory access from the GPU would corrupt them without needing them. Hence, the two pathways. As a developer you have to decide, if CPU or GPU access performance is most crucial for a given data set. In the former case, you would issue memory access commands via Onion, in the former via Garlic. If the GPU wants to read/write data relevant to the CPU for asynchronous compute, it can use Onion+ to use the CPUs L1/L2 caches and to, analogously, not corrupt its own internal caches.
It is not a contradiction to HSA but, on the contrary, a requirement.
Yes.
Without two pathways either (a) all memory access would go through the L1/L2 caches and the GPU would corrupt them by causing caching of data irrelevant for the CPU which is highly dependent on L1/L2 or (b) all memory access would go directly to memory causing the CPU to die the death of latency since CPUs cannot hide latency as GPUs can.
Fuc*ing lol!GPU: Garlic
CPU: Garlic jr
I see someone forgot to feed their hardware engineers before they started work on those parts.
We all love Cerny (except the guy with the anti-Cerny avatar) but let's not discount the multitude of hardware engineers in Japan that probably proposed a lot of these things and then implemented them.Fuc*ing lol!
But yeah, Cerny really thought about pretty much everything. We will all reap the benefits of their hard work.
We all love Cerny (except the guy with the anti-Cerny avatar) but let's not discount the multitude of hardware engineers in Japan that probably proposed a lot of these things and then implemented them.
He is calling the shots but he is the representation of the hardware team.
I have limited tech saviness at my disposal, but I'm reading this as a shortcut to reduce latencies and bottlenecks. IE: When one Bus is occupied, things don't suddenly come screeching to a halt, in terms of performance.
This is the impressive part:
And this:
This bodes really well for PS4 ports to be of very quality and the best version on consoles.
GPU: Garlic
CPU: Garlic jr
It was almost bad news.
We all love Cerny (except the guy with the anti-Cerny avatar) but let's not discount the multitude of hardware engineers in Japan that probably proposed a lot of these things and then implemented them.
He is calling the shots but he is the representation of the hardware team.
That explains the lack of 1080p/60fps titles...
I'll give you something even better: