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Panicnausia said:
megafenix said:
Panicnausia said:
megafenix said:
Panicnausia said:


With GDDR5 unified ram and a better GPU there is even more room for PS4 to improve. 32 MB od esram isn;t going to mean much, if anything it is another barrier for the systems instructions to go where they need to.


32 megabytes of esram means much, look

http://hdwarriors.com/why-the-wii-u-is-probably-more-capable-than-you-think-it-is/

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The easiest way that I can explain this is that when you take each unit of time that the Wii U eDRAM can do work with separate tasks as compared to the 1 Gigabyte of slower RAM, the amount of actual Megabytes of RAM that exist during the same time frame is superior with the eDRAM, regardless of the fact that the size and number applied makes the 1 Gigabyte of DDR3 RAM seem larger. These are units of both time and space. Fast eDRAM that can be used at a speed more useful to the CPU and GPU have certain advantages, that when exploited, give the console great gains in performance.

The eDRAM of the Wii U is embedded right onto the chip logic, which for most intent and purposes negates the classic In/Out bottleneck that developers have faced in the past as well. Reading and writing directly in regard to all of the chips on the Multi Chip Module as instructed.

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the main problem is not that esram or edram is enough or the bandwidth, the problem is that is more difficult to use, watch

http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/

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PS4: Sony Earlier Thought About Slow GDDR5 + eDRAM (1088GB/s)

 

The PS4 has a super fast memory architecture in GDDR5 which is capable of 176GB/s bandwidth, however, Mark Cenry has mentioned that they had thought about an alternative memory architecture.

As you can see in the above image on the right, one of the so called memory architecture they had thought of was going with was GDDR5 memory with 88GB/s bandwidth which is slower than the one they finally went with, along with a small amount of eDRAM which provides a bandwidth of over 1000GB/s. That sounds great doesn’t it? But Cerny said that it would have been difficult to code for it in a straightforward way and developers had to come up with a separate technique to take full advantage of it.

The Xbox One features a small amount of eSRAM and offers the same functionality of high bandwidth to make up for the slow DDR3 RAM.

That’s the main reason Sony chose the memory architecture on the left of the image. The high bus and a unified memory at a 176GB/s would have made it really easy for developers to code for and it was their philosophy to provide a simple architecture with the PS4. Cerny said that the 256-bit bus GDDR5 bandwidth at 176GB/s  ”is quite a lot”.

He revealed that the third-parties had demanded a unified memory architecture with a powerful GPU. This is in complete contrast with the PS3 which had a fairly weak GPU in the RSX and a divided XDR memory. Sony had originally planned to go with just 4GB GDDR5 but certain third-party developers managed to convince them that it was a really bad idea.


Read more at http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/#LFIScCXoXwmGVeOu.99

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LMAo what a load of crap.  I repeat, 32 MB of esram doesn't do anything to offset a big GPU advantage nor does it make up for GDD5 memory being faster. That is a blog, and a terrible article that has been refutted months ago by mark cerney and others, Please, you should know hardware before posting link to FUD articles.

 

Hilarious how they add up the numbers how it simply doesn;t work in real life, that's cute. According to that article 88 GB per second plus edram = 1000?? What kind of math is that? Kliongon? Sad, pathetic article.


didnt know you could read in just a minute like a machine

i am not making the statements, i am rather just copy and pasting them lol

this is from shinen and sony, not from me

This is not from sony it's a blog that has been disproven months ago. The math dpoesn;t even make sense, try harder. I ask again, what does this have to do with Ps4 still be quite a bit more powerfull??? Thise doesn;t change that.


its not the onl site you know

http://www.gamasutra.com/view/feature/191007/inside_the_playstation_4_with_mark_.php?print=1

http://www.gamasutra.com/view/feature/191007/

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Inside the PlayStation 4 With Mark Cerny

By Christian Nutt

The PlayStation 4 is due out this fall, and its technical specifications have been largely under wraps -- till now. While the company gave a presentation at GDC, the system's lead architect, Mark Cerny, hasn't talked publicly in any great depth about the platform since its unveiling this February.

Cerny approached Gamasutra in the hope of delivering a "no holds barred PlayStation 4 hardware expose," he said, during the interview that resulted in this story. "That certainly is what we're here to do," said Cerny, before speaking to Gamasutra for well over an hour.

What follows is a total breakdown of the hardware from a developer's perspective: the chips on the board, and what they're capable of.

Questions on the UI and OS were off the table. What was up for discussion is what the system is capable of, and the thinking that lead Cerny and his team to make the decisions they made about the components they chose and how they function together.

To get to the heart of this deeply technical discussion, Gamasutra was assisted by someone with an intimate knowledge of how console hardware really works: Mark DeLoura, THQ's former VP of tech and now senior adviser for digital media at the White House Office of Science and Technology Policy.

 

What Does 'Supercharged' Mean, Anyway?

"One thing we could have done is drop it down to 128-bit bus, which would drop the bandwidth to 88 gigabytes per second, and then have eDRAM on chip to bring the performance back up again," said Cerny. While that solution initially looked appealing to the team due to its ease of manufacturability, it was abandoned thanks to the complexity it would add for developers. "We did not want to create some kind of puzzle that the development community would have to solve in order to create their games. And so we stayed true to the philosophy of unified memory."

In fact, said Cerny, when he toured development studios asking what they wanted from the PlayStation 4, the "largest piece of feedback that we got is they wanted unified memory."

"I think you can appreciate how large our commitment to having a developer friendly architecture is in light of the fact that we could have made hardware with as much as a terabyte [Editor's note: 1000 gigabytes] of bandwidth to a small internal RAM, and still did not adopt that strategy," said Cerny. "I think that really shows our thinking the most clearly 

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here to

http://www.dualshockers.com/2013/06/29/mark-cerny-explains-how-the-ps4s-8-gb-gdrr5-ram-and-bus-work-and-why-they-were-chosen/

 

dont know who the guy is?

http://en.wikipedia.org/wiki/Mark_Cerny

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On February 20, 2013 at the global Sony PlayStation 4 unveiling event in New York City Mark Cerny was revealed as the console's lead architect. He also showed in-game footage of his own new game called Knack which he is developing for the console.[9] On September 21, 2013 Cerny was revealed to have been the lead architect of PlayStation Vita.[10]

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