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ethomaz said:
Kynes said:

PS4 has an OS. It uses a driver, and a graphics API. You don't program to the metal. The biggest problem with DirectX is the draw calls overhead, but there are ways to hide that overhead. Those efficiency numbers are due to the nature of the graphic chips, the graphics chips ATI had when they developed X360 and the 5way instructions, but since GCN they don't use VLIW architectures, and nVidia since several years ago. You are mixing things, Ethomaz.

PS: Do you know the routing nightmare that 32 chips mean? You want your motherboard simple, with as a low number of layers as possible.

Did you know what are you talking? VLIW matters only for GPGPU purpose not graphics... the change was made to the computing powers match the monstrous graphic power... SIMD over VLIW means more efficiency for computer processing (GPGPU).

PS4 API is close to metal... all developers said that... the libgm used in PS3 (and the new version to PS4) is what the developers call "coding to metal"... even the DirectX in 360 had customized to works close to metal different from the Windows version.... In consoles you have direct access to hardware without abstraction layers.

Yeap... continue to call me a bullshiters... I don't care... I was only sharing what the developers share with us.


AMD has left the VLIW architecture mostly due to the problems they had to optimize the real time compiler they had to use to feed the 5WAY units. It also helped on the GPGPU front, but ask any bitcoin miner if the 5870 graphics chips were good to do mining. PS3 api is mostly OpenGL, you don't use assembler to develop for it. Even CUDA is a high level language, and it's the closest to the metal you develop on nVidia cards.

Of course I will keep on calling you a bullshiter, because that's what you are doing right now.