drkohler said:
This has nothing to do with texture tiling. We are talking surface tiling. Roughly 0.01% of all software probably uses this feature so you get the idea why: a) It was implemented with generic code and b) Just how much of an improvement it will be in general. Now a middleware that implements (in a clever way, not just chopping 4CUs away) GPGPU compute for "average Joe" to AAA programmers can turn into a significant improvement. I'd say none of the indies, and probably also none of the third-party games so far are using gpgpu (because it is a pain to program and currently 3rd party games are multiplats, even down to 7th gen). Let's say you can use 5-10% of the CUs for other than graphics stuff, this means you have roughly 150GFlops of currently unused compute power. This is more than the entire 8core cpu delivers in the PS4! |
I know it doesn't relate. Just said because there are confirmation of improvememts from devs.
duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
Azzanation: "PS5 wouldn't sold out at launch without scalpers."