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Forums - Sony - VGLeaks: PlayStation 4 Audio Processor (ACP)

biglittlesps said:

So, PS4 GPU has 14CU's for Graphics as priority along with standard GPGPU uses and 4CU's are customized for more GPGPU(with more ALU) and can do Graphics as well. But, these 4CU's are does better General computing when used than Graphics so this can lead to better physics.

I think he said that more like you choose to use like you want (14+4, 12+6, 16+2, etc).



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biglittlesps said:
ethomaz said:

Zappykins said:

I'm sorry if I came across that way.  I recently learned about how the PS4 was designed how it could use 14 CPU's for graphics, which leaves 4 more for sound and other stuff.  Sorry, if it came off as dis-railing or petty.

That's not fixed... the dev can choose how to use all the 18 CUs... it can use all for graphics or 12 for graphics and 6 for GPGPU (not necessarry audio).

Cerny said that about this 14 CUs rumor.

Digital Foundry: Going back to GPU compute for a moment, I wouldn't call it a rumour - it was more than that. There was a recommendation - a suggestion? - for 14 cores [GPU compute units] allocated to visuals and four to GPU compute...

Mark Cerny: That comes from a leak and is not any form of formal evangelisation. The point is the hardware is intentionally not 100 per cent round. It has a little bit more ALU in it than it would if you were thinking strictly about graphics. As a result of that you have an opportunity, you could say an incentivisation, to use that ALU for GPGPU

So if you are not using all the CUs for graphics you are incentived to use for GPGPU.

http://www.eurogamer.net/articles/digitalfoundry-face-to-face-with-mark-cerny


So, PS4 GPU has 14CU's for Graphics as priority along with standard GPGPU uses and 4CU's are customized for more GPGPU(with more ALU) and can do Graphics as well. But, these 4CU's are does better General computing when used than Graphics so this can lead to better physics.

Kinda sorta, it was designed the 14 pairs of CU's pair off with the CPU, which leaves an optional 4 left that the developers can use in different ways.  Odd note: the Xbox One's GPU is also made with 14 CU's, but they only use 12 of them, because they calculated they might lose one or two because of chip yield. Intel has been doing that sorts of chip manufacturing style for years.



 

Really not sure I see any point of Consol over PC's since Kinect, Wii and other alternative ways to play have been abandoned. 

Top 50 'most fun' game list coming soon!

 

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As I understand, the only "audio" the GPGPU PS4 may do is raycasting audio where it needs to know the 3D render models positions.

The GPGPU will NOT be used to do audio sound effects like audio mixing and such, it would be a wholly inefficient job. The CPU will have to do those effects. Anyway in most cases those effects are really not much demanding on the CPU and most of the time it is the question of the volume of the audio stream.

For raycasting audio the XOne will need to use its own GPGPU. Apparently the XOne would also need to use its Jaguar for some effects like reverbs which are not done in Shape.




I think some people should maybe believe more what PS4 architect is saying than what MS spin machine is telling them when it comes to PS4. Ethomaz already posted Cerny's words, I really don't understand where this "PS4 is designed with 14 CUs in mind for graphics, just like XOne" comes from.

Reminder:

PS4s GPU is 1152:72:32 config with 176GB/s bandwidth (18CUs), 7850 is 1024:64:32 with 153,6GB/s (16CUs), 7870 is 1280:80:32 with 153.6GB/s (20 CUs)

XOne is 768:48:16 (12CUs), 7770 is 640:40:16 (10CUs) and 7790 is 896:56:16 (14CUs)



There is no "4 are customized" for general tasks, if you need them all for gfx, you use them all in that way. PS4 has additional customization to enable compute simultaneously with gfx tasks.

"Next, to support the case where you want to use the GPU L2 cache simultaneously for both graphics processing and asynchronous compute, we have added a bit in the tags of the cache lines, we call it the 'volatile' bit. You can then selectively mark all accesses by compute as 'volatile,' and when it's time for compute to read from system memory, it can invalidate, selectively, the lines it uses in the L2. When it comes time to write back the results, it can write back selectively the lines that it uses. This innovation allows compute to use the GPU L2 cache and perform the required operations without significantly impacting the graphics operations going on at the same time -- in other words, it radically reduces the overhead of running compute and graphics together on the GPU."

"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/



Zappykins said:
ethomaz said:
Xbone audio chips will be used more for the Kinect audio features...

Actually, the Xbox One has complete audio chip(s) for games that can handle 512 simultaneous voices and will capture voice at 24 KHz PCM, and several more for Kinect processing.   We still don't know what some of the extra co-processors do.

As I understand developers can take up to 4 of the CU's of the GPU for sound processing on the PS4.  As we know the PS4 will have in game chat, and this chip seems to be assisting with that as well.


Where is your source that developers can take up to 4 CU's of the GPU for sound processing? Or are you just stating your own opnion like the more significantly powerful CPU and co processors from the other article?  The PS3 audio chip is absolutley fine for audio on the PS3 and thats 8 year old technology. By all accounts the PS4 chip is better so no problems there. This co processors secret sauce PR rubbish from MS is just that rubbish. MS have just gave fancy names to chips that are also in the PS4. There are no amazing co processors that are gonna change the power advantage. No amount of spin will change that. Gonna be some major meltdowns come release time.



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But I only use .flac and .midi for audio playback, does that mean the PS4 won't do my music (huehue)



Zappykins said:
biglittlesps said:

So, PS4 GPU has 14CU's for Graphics as priority along with standard GPGPU uses and 4CU's are customized for more GPGPU(with more ALU) and can do Graphics as well. But, these 4CU's are does better General computing when used than Graphics so this can lead to better physics.

Kinda sorta, it was designed the 14 pairs of CU's pair off with the CPU, which leaves an optional 4 left that the developers can use in different ways.

That is complete and utter rubbish.

There are 20 CUs in the PS4 gpu. 2 CUs are there for redundancy (just like in the XBox One which has 14 CUs, also 2 for redundancy). These 20 CU units are completely identical in their functions down to the last transistor. The whole point of redundancy would be pointless if there were any "special" CUs present.



Ashadian said:
Zappykins said:
ethomaz said:
Xbone audio chips will be used more for the Kinect audio features...

Actually, the Xbox One has complete audio chip(s) for games that can handle 512 simultaneous voices and will capture voice at 24 KHz PCM, and several more for Kinect processing.   We still don't know what some of the extra co-processors do.

As I understand developers can take up to 4 of the CU's of the GPU for sound processing on the PS4.  As we know the PS4 will have in game chat, and this chip seems to be assisting with that as well.


Where is your source that developers can take up to 4 CU's of the GPU for sound processing? Or are you just stating your own opnion like the more significantly powerful CPU and co processors from the other article?  The PS3 audio chip is absolutley fine for audio on the PS3 and thats 8 year old technology. By all accounts the PS4 chip is better so no problems there. This co processors secret sauce PR rubbish from MS is just that rubbish. MS have just gave fancy names to chips that are also in the PS4. There are no amazing co processors that are gonna change the power advantage. No amount of spin will change that. Gonna be some major meltdowns come release time.

Did you read the artlicle from Mark Cerney?  You may want to look at it again if you skimmed it.

You sound upset, are you ok?  I'm not even going to debate the PS3 audio issue with you. They are well documented, but that's all last gen.

Also, I do agree with you about the major meldowns; however, I think we may have different opinions about where they will fall.



 

Really not sure I see any point of Consol over PC's since Kinect, Wii and other alternative ways to play have been abandoned. 

Top 50 'most fun' game list coming soon!

 

Tell me a funny joke!

Zappykins said:
biglittlesps said:
ethomaz said:

Zappykins said:

I'm sorry if I came across that way.  I recently learned about how the PS4 was designed how it could use 14 CPU's for graphics, which leaves 4 more for sound and other stuff.  Sorry, if it came off as dis-railing or petty.

That's not fixed... the dev can choose how to use all the 18 CUs... it can use all for graphics or 12 for graphics and 6 for GPGPU (not necessarry audio).

Cerny said that about this 14 CUs rumor.

Digital Foundry: Going back to GPU compute for a moment, I wouldn't call it a rumour - it was more than that. There was a recommendation - a suggestion? - for 14 cores [GPU compute units] allocated to visuals and four to GPU compute...

Mark Cerny: That comes from a leak and is not any form of formal evangelisation. The point is the hardware is intentionally not 100 per cent round. It has a little bit more ALU in it than it would if you were thinking strictly about graphics. As a result of that you have an opportunity, you could say an incentivisation, to use that ALU for GPGPU

So if you are not using all the CUs for graphics you are incentived to use for GPGPU.

http://www.eurogamer.net/articles/digitalfoundry-face-to-face-with-mark-cerny


So, PS4 GPU has 14CU's for Graphics as priority along with standard GPGPU uses and 4CU's are customized for more GPGPU(with more ALU) and can do Graphics as well. But, these 4CU's are does better General computing when used than Graphics so this can lead to better physics.

Kinda sorta, it was designed the 14 pairs of CU's pair off with the CPU, which leaves an optional 4 left that the developers can use in different ways.  Odd note: the Xbox One's GPU is also made with 14 CU's, but they only use 12 of them, because they calculated they might lose one or two because of chip yield. Intel has been doing that sorts of chip manufacturing style for years.

All chip manufacturers and major console players have been doing this for years. The Cell in PS3 was designed with an extra SPE but was built in for redundancy. Most GPU cards that fail to meet the manufacturing specs can be re-purposed and sold as lower end cards etc.



Zappykins said:
DonFerrari said:
Zappykins said:
ethomaz said:
 

The Xbone audio chip was made to works with the Kinect feature all the time.... of course there are simple games tasks too but if you need to do any raycasting audio you will need to use GPU CUs on Xbone too.

PS4 audio chip do the same except the Kinect part... so the voice recognication will be ready only when you are not playing a game (I guess)... and if you need to use raycanting auido again you need to go to GPU CUs.

I don't see advantage here... both will be free audio processing without need to use GPU or CPU... anything more complex in audio terms will need to use the GPU.

It's a pretty neat chip, here is some more info on it:  "The audio block is completely unique. That was designed by us in-house. It's based on four tensilica DSP cores and several programmable processing engines. We break it up as one core running control, two cores running a lot of vector code for speech and one for general purpose DSP. We couple that with sample rate conversion, filtering, mixing, equalisation, dynamic range compensation then also the XMA audioblock. The goal was to run 512 simultaneous voices for game audio as well as being able to do speech pre-processing for Kinect."

http://www.eurogamer.net/articles/digitalfoundry-vs-the-xbox-one-architects

But like you say, the PS4's audio chip will do basic things fine, but for more advance stuff you have to go to the CPU and/or GPU.  The more free you can keep the CPU and GPU doing their things the better.  

People complain that sony fans go to MS posts to compare, and do the same here... and in a post that no one said PS4 Audio chip is better than Xbone... but you felt urged to come here and show which is better.

I'm sorry if I came across that way.  I recently learned about how the PS4 was designed how it could use 14 CPU's for graphics, which leaves 4 more for sound and other stuff.  Sorry, if it came off as dis-railing or petty. 

No problem, it's just that I usually see you really defensive of Xbox, but credit must be given when it should... and xbox audio processor seems to be stronger, we aren't sure on how much it will be for game and how much for kinect and stuff (that I don't care much, but certainly there will be demand or at least a fad - for some)



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