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From Beyond3D.

Shifty Geezer:

Those CUs aren't going to be sitting idle, so whatever work they do is saved from the CPU and GPU. If Durango is processing physics on CPU, Orbis will have better physics, and if Durango is processing physics on GPGPU for 3 ms, Orbis will save that time and spend 9 ms using the physics leaving 3 ms bonus for the graphics. 

In simple terms, Sony has selected more compute resources and they will come into effect, so the difference will be there in some manner. The specifics of what the 4 CUs do will help under the system. I'm certainly curious how it relates to PC, as it seems a concept that could only be pulled off in a console and may be quite valuable. GPGPU augmentations, especially when audio and video is being taken care of by custom silicon, could mean quite a lot of versatile computer resources for non-direct-graphics work. Maybe light propagation systems, AI sorting, or whatever.

 

Ruskie:

Just to add on Shifty's post, Even if you have "only" 14 CUs available for rendering, these 4 CUs doing their job will still have to "fit" somewhere in Durango.

I think this situation is even worse than the one before for MS since Sony would practically make devs push extra compute in any direction they want and they would still have more shading performance than MS in that case. Not to talk about ROPs, texture units etc. I doubt Durango matches it there anyway.