HoloDust said:
Obviously I have to - if you actualy understood what is in the text, you would know what async compute is and how it runs in paralel with graphics tasks. Maybe you should re-read whole interview again bit more carefully. |
Async compute is nothing new - CPUs do it all the time when context switching. But still you are going to use the same resources in rendering, as there is not much time to "context switch". All the time frames want to be rendered, where do you want to get the time for doing GPGPU with the same resources?
What they are mostly saying is that you can use the resources for rendering and GPGPU at the same time but if you do GPGPU then these resources do GPGPU and not rendering work. There is no duplicated hardware present.
As Nate4Drake already quoted:
"Cerny explained that there are many situations during game applications where functions pertaining to graphics take a backseat, and that the PS4 hardware has been designed to make the most of the under-utilized portions of the GPU during such frames.''
When will this be? In a graphical demanding game this will not likely happen. And when it does what do you want to compute then? A game has to be developed that "if close to nothing happens" to compute but what for?








