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Machiavellian said:
HoloDust said:
Machiavellian said:
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.

You do know Async is not a magic bullet.  GPGPU and the GPU are fighting for the same resources.  Yes both can run at the same time but if resources are limited or there is a bottleneck in the process you might not see great gains or performance.   Here is a very important part of that interview that needs to be understood.

""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.""

 

Short statement but for the developer its a lot of work and would be very specific for each game.  Using GPGPU compute in parallel is not something that developers just code for it and it just works.  From the statement above, there is a lot of understanding of game state where you setting priorities on what get resources and when.  Scheduling those calls can be a real pain and syncing everything together probably is a nightmare unless you really need to go down that route for more gains in performance.  From this point of view, it definitely something that will need to be planned out way ahead of time and developers probably have to prototype some stuff first before wasting time in development if there are no real gains in performance. 


Of course it's not a magic bullet, nobody said it is - anybody half-literate in hardware can understand what PS4's architecture is all about and what Cerny designed.

And naturally that it requires effort and learning curve due to how it works - that's why Cerny said we'll be seeing this in 3rd or 4th year used more extensively.

That is the rason I'm suggesting to anyone who is interested more in this (and who might have certain urge to downplay this) to read that interview bit more carefully - that implies with understanding.

You make it seem like Async is something big from your statement.  Designing something and getting real world results are 2 different things.  MS designed their ESRAM to be able to read and write at the same time but in real world scenerios, those situations are very limited.  The same can be true for being able to do GPU and GPGPU at the same time.  When and where are the scenerios going to be where you can do both at the same time to get real world benefit.

The interview is fine and I read it back in the day.  Just like with MS solution, I am looking more for real world examples and the same will be for Sony implementation.

Please, and come on, the ESRAM in the XBone is working fine or you would have games running at 640p-720p ! 

We are talking about other things here.   MS solution is due to a very slow DDR3 Ram, and it's already giving good results considering the X1 Architecture.



”Every great dream begins with a dreamer. Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.”

Harriet Tubman.