HoloDust said:
"The three "major modifications" Sony did to the architecture to support this vision are as follows, in Cerny's words:
"The reason so many sources of compute work are needed is that it isn’t just game systems that will be using compute -- middleware will have a need for compute as well. And the middleware requests for work on the GPU will need to be properly blended with game requests, and then finally properly prioritized relative to the graphics on a moment-by-moment basis." This concept grew out of the software Sony created, called SPURS, to help programmers juggle tasks on the CELL's SPUs -- but on the PS4, it's being accomplished in hardware. The team, to put it mildly, had to think ahead. "The time frame when we were designing these features was 2009, 2010. And the timeframe in which people will use these features fully is 2015? 2017?" said Cerny. "Our overall approach was to put in a very large number of controls about how to mix compute and graphics, and let the development community figure out which ones they want to use when they get around to the point where they're doing a lot of asynchronous compute." Cerny expects developers to run middleware -- such as physics, for example -- on the GPU. Using the system he describes above, you can run at peak efficiency, he said. "If you look at the portion of the GPU available to compute throughout the frame, it varies dramatically from instant to instant. For example, something like opaque shadow map rendering doesn't even use a pixel shader, it’s entirely done by vertex shaders and the rasterization hardware -- so graphics aren't using most of the 1.8 teraflops of ALU available in the CUs. Times like that during the game frame are an opportunity to say, 'Okay, all that compute you wanted to do, turn it up to 11 now.'" http://www.gamasutra.com/view/feature/191007/inside_the_playstation_4_with_mark_.php |
You don't need to post old news to reply to my post. If you read and understand what's in the text you took as a reply to me you would see that my post is still correct. There is no "unused" hardware in PS4 lying around, waiting to be used by GPGPU. It is the same hardware that is now doing rendering tasks.








