Nate4Drake said:
Yeah, you got it ! Cute. PS4 GPU Can Handle 64bit Path, Xbox One Must Render 32bit To Avoid Bandwidth Issues : And : The Playstation 4 and the Radeon R9 280X Both GPU’s ACE units can 8 compute queues, and so total that gives 64 compute commands (using the math of 8 compute queues * 8 ACE = 64 compute commands). We know that Sony believes that compute is going to be incredibly important in the next generation of graphics, with the basic premise being that CPU’s aren’t well suited to processing certain tasks. The reason behind this is that a CPU core can only process one command at a time. Modern day GPU’s on the other hand work in a SIMD (Single Instruction Multi Data) fashion. Hundreds (or in some cases, thousands) of processors (known as SP’s – Stream Processors for AMD’s GPU, or CUDA cores for Nvidia’s GPU’s) all work together to process a piece of data. What are the PS4′s / AMD Asynchronous Compute Engine’s and how do they work?The GCN architecture (Graphic Core Next) uses 2 ACE units, which could handle 2 compute queues (giving a total of 4. 2 Asynchronous Compute Engines * 2 compute queues = 4). The GCN architecture was used for AMD’s previous generation cards, including the AMD Radeon HD 7970 The Asynchronous Compute Engine basically tells data were to go, queuing up the commands and then processing them when the GPU has the spare “Cycles” to process it. Imagine yourself driving on a highway, with hundreds of lines – but ahead of you is a toll booth. Consider that you can’t see which booths are free from your perspective (you’re stuck behind large trucks and so on after all). So you’re effectively only able to use signs tell you which lane to take. The more ACE’s there are (in this case, electronic signs) to tell you which lane to go to, the faster you’ll be sent to a lane that’s tollbooth is as empty (or at least as free) as possible. So in other words, the ACE will accept work, and then dispatch it to a CU (compute unit) for processing when its resources are freed up. The task of the ACE is to figure out the priority of the task – in other words, to ensure that if it processes a bit of compute data, it won’t negatively affect the frame rate of the title. Just to put this into some perspective, the PlayStation 4 Ladies and Gentlemen, the Gap will get bigger if Developers will take advantage of PS4 Hardware, not the other way around !!! :D But it's old, again, we already knew. |
Indeed old, anyone who read that interview with Cerny back when it was released in April 2013 knew this.
But, it's nice to see some actual numbers, maybe that will at least tone down some of, let's say...fans around here.







