The new Digital Foundry aticle revel new info about the PS4 GPU.
http://www.eurogamer.net/articles/digitalfoundry-inside-playstation-4
What was intriguing was new data on how the PlayStation 4's 18-compute-unit AMD graphics core is utilised. Norden talked about "extremely carefully balanced" Compute architecture that allows GPU processing for tasks that usually run on the CPU. Sometimes, employing the massive parallelisation of the graphics hardware better suits specific processing tasks. "The point of Compute is to be able to take non-graphics code, run it on the GPU and get that data back," he said. "So DSP algorithms... post-processing, anything that's not necessarily graphics-based you can really accelerate with Compute. Compute also has access to the full amount of unified memory." "The cool thing about Compute on PlayStation 4 is that it runs completely simultaneous with graphics," Norden enthused. "So traditionally with OpenCL or other languages you have to suspend graphics to get good Compute performance. On PS4 you don't, it runs simultaneous with graphics. We've architected the system to take full advantage of Compute at the same time as graphics because we know that everyone wants maximum graphics performance." Leaked developer documentation suggests that 14 of the PS4's compute units are dedicated to rendering, with four allocated to Compute functions. The reveal of the hardware last month suggested otherwise, with all 18 operating in an apparently "unified" manner. However, running Compute and rendering simultaneously does suggest that each area has its own bespoke resources. It'll be interesting to see what solution Sony eventually takes here. |
I'm pretty sure the "Compute" talk is about the increase of the ACE (Automatic Computing Engine) from 2 to 8 in PS4 GPU (the same number to be used in the new GCN 2.0). That make the use of "Compute" nearly 100% efficient even running graphics tasks in parallel. There a increase in the Queue Pipeline from 2 to 8 (like the GCN 2.0 docs)... everything change to more efficient over the actual GCN.
I don't need to say this GPU is new and not only based in the actual GCN (HD 7000).
Low-level access and the "wrapper" graphics API "The key is that it doesn't sacrifice the efficiency of the low-level API. It's actually a wrapper on top of the low-level API that does a lot of the mundane tasks that you don't want to have to do over and over." |
PS4 didn't use OpenGL or DirectX... there are a close to metal API and another like the OpenGL... seems like the PS3 with the LibGMC (low level / close to metal) and PSGL (based in OpenGL, very similar).