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ethomaz said:

walsufnir said:

Depends on application: you can easily program code for it that has the cpu as a bottleneck. Just think of very complex AI and great graphics. It all depends on your algorithms and what you want to achieve. Think of very large game trees occupying many ram, paired with many high-res pictures. Either RAM is limited or CPU (AI is very CPU-intensive). PS4 is designed to minimize bottlenecks but that does not mean that in every case there aren't bottlenecks.

So you used 100% of the CPU but not the GPU... it is not a bottleneck... if you want you can use more from GPU... the hardware is not limiting it.

You are confusing the 100% use of a component with bottleneck.

I can  make a game to use 100% of the GPU and only 50% of the RAM... I programed my game to be that but it is not the case the GPU is holding the memory use... if I want I can use 100% of the RAM with 100% of the GPU.

A classic example of bottleneck is when I can't use 100% of the GPU because the memory bandwidth can't send data fast enough to GPU reach 100%... so the RAM bandwidth is limiting the GPU work.


"I can make" yes yes. And I can easily write code that it has bottlenecks and I can write code so that you don't have bottlenecks or avoid these. Devs are doing this since Zuse invented the first computer. The way they are talking is "if you want, every game can every time use up to 100% of the system's power" which has yet to be shown and to be seen and is highly doubtful. Yes, gddr5-ram is fast but it doesn't mean it will be in all cases.

In real, every CPU has io-wait, 100% can't be achieved. That's why there is not only RAM but also caches and cache-misses are very expensive. We can do this in deeper language if you want but that wouldn't change facts.

It all depends, again, on what you want to achieve on the console.