JustBeingReal said:
That's the point of the way the whole APU has been designed, developers can easily queue up compute commands, have them waiting for when GPU hardware is free to process it. The GPU is never completely saturated dealing with graphical tasks, there's always tonnes of times when Stream Processors are sitting idle, so this is when AI and Physics are handled. Remember I said efficiency? You should be sure that developers can use this to a great level of extent, because that's what they asked for when Sony did all of their research in what hardware to put in PS4. There's no need for a trade off with this because it's part of the system's design to use resources as efficiently as possible. |
Waiting for the GPU hardware to be free to process data? In a game where devs are fighting for milliseconds to get their stuff done (ie. computed)? How would that work? You need your data fast and in a predictable way - what if you need the data now and can't wait for another bunch of milliseconds?
I am not sure of anything until a dev talks freely about it and provides data on how and when the GPU was free enough to process data for a decent amount of time when it is not limiting the render tasks and what can be accomplished when doing so.
Btw, how would you know to which extend PS4's GPU is currently utilized? There are clearly games that are not as stable as some wish so why wouldn't devs use the hardware not to 100%? This makes no sense at all.