Nate4Drake said:
HoloDust said:
"The GPU test uses more advanced technologies in the PS4 than we have seen before, since this GPU test is actually bennefits from some of the more advanced features in the PS4 GPU, it shows a 92.77% lead in the PS4 GPU for this particular benchmark. This is unrealistic in gaming outside of quirky titles designed to exploit the difference." I'm guessing this have to do with PS4's ACEs and how it handles async compute. As for quirky titles - over time, somewhere mid-cycle (as Cerny said in early PS4 interviews), more and more devs will learn how to tap this resources too.
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Yeah, you got it ! Cute.
PS4 GPU Can Handle 64bit Path, Xbox One Must Render 32bit To Avoid Bandwidth Issues :
http://gamingbolt.com/ps4-gpu-can-handle-64bit-path-xbox-one-must-render-32bit-to-avoid-bandwidth-issues
And :
The Playstation 4 and the Radeon R9 280X (known as AMD Volcanic Islands) may share quite a few similarities with each other, in particular in the way their Asynchronous Compute Engines (ACE) function. Both the Playstation 4 and AMD’s soon to be released Volcanic Island GPU feature 8 ACE, rather than the 2 featured in the vanilla Sea Island GPU (which is effectively what the PS4 and Xbox One GPU’s are built around).
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 and the later Radeon R9 280X .- Sony had worked very closely with AMD with the desire to beef this up for the Playstation 4, with the intention of offloading much of the work from the CPU to the GPU. Let’s start by explaining how all of this works:
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 has 1152 of these lanes (Streaming Processors), with 64 ‘signs’ telling the cars where to go. As a comparison, the Xbox One has 768 ‘lanes’ (Streaming Processors), with 16 ‘signs’ to tell the traffic which way to flow.
http://www.redgamingtech.com/playstation-4-gpu-next-gen-amd-radeon-volcanic-island-gpu-compute-similarities/
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.
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