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Are next-gen console CPU's even faster than current gen? - Page 8

post #71 of 77
I happen to notice nobody has mentioned multi threaded rendering which has also proven to double FPS / performance on the few games it has been implimented on http://forums.anandtech.com/showpost.php?p=31520674 read this it showwed double or more performance increase over standard single / dual threaded rendering because it doubles the call / draw throughput so it is very relevant and offers a nice increase in performance. Still till this day only a handfull of games have used multi threaded rendering the reason being till next gen games were not designed with full dx11 ability or optimizations. The reason present and past gen games didnt use dx11 full capabilities was it was not possible or feesible to do so in the game development phase between console and PC for port overs and such.

Next gen games bring this and more including bypassing the direct X API altogether and also possibly using direct compute functions and maybe even AVX instructions so with just these alone will give a very large performance boost look at what the AVX performance on present AMD CPU's is on linux it is staggering the increase in the performance increase over the present instructions used.


I just wanted to link this to give an idea of the raw processing power a ATI / AMD GPU has https://en.bitcoin.it/wiki/Mining_hardware_comparison literally you compare ATI vs Nvidia at same price or performance lvl in games to the raw processing power they can yeild in say bitcoin mining and such. The ATI / AMD cards will double and sometimes tripple the performance of the Nvidia cards so if ATI / AMD raw grunt processing power is used in next gen games to do some of the processing there is a chance for some huge increases in overall performance.

A GPU has a lot of cores (hundreds). Each core is basically able to compute one 32-bit arithmetic operation per clock cycle -- as a pipeline. Indeed, GPU's work well with extreme parallelism: when there are many identical work units to perform, actually many more than actual cores ("identical" meaning "same instructions", but not "same data").

GPU's achieve great performance by using heavy parallelism, with hundreds (if not thousands) of cores. This is made possible by pipelining (each individual operation takes many cycles to run, but successive operations can be launched like trucks on a highway) and sharing instruction decoding (since many cores will run the same instructions at the same time).


THIS IS FROM ONE OF MY PREVIOUS POSTS DIRECTLY FROM SONY

The system is also set up to run graphics and computational code synchronously, without suspending one to run the other. Norden says that Sony has worked to carefully balance the two processors to provide maximum graphics power of 1.843 teraFLOPS at an 800Mhz clock speed while still leaving enough room for computational tasks. The GPU will also be able to run arbitrary code, allowing developers to run hundreds or thousands of parallelized tasks.


Sony is building its CPU ( x86 same as PC AMD 8core ) on what it's calling an extended DirectX 11.1+ feature set ( ATI HD 7850 equivalent directX11 APU ), including extra debugging support that is not available on PC platforms ( presently ) . This system will also give developers more direct access to the shader pipeline than they had on the PS3 or through DirectX itself. "This is access you're not used to getting on the PC, and as a result you can do a lot more cool things and have a lot more access to the power of the system," Norden said. A low-level API will also let coders talk directly with the hardware in a way that's "much lower-level than DirectX and OpenGL," but still not quite at the driver level.




almost all of this stuff can move over into the PC realm of games easily thru tweaks and adjustments / optimizations so AMD CPU's and GPU's / APU's could get a very nice performance boost in next gen games.



Next gen game development was literally left open for developers / programmers to use whatever works the best and no longer is being held back by the direct X API with open CL / GL and full directx11 support will be in next gen games unlike partial dx11 support we have now all games to present have only used part of the ability / optimizations and efficiency DX11 brings to the table add ability to bypass dierect X API in the areas that can get even more performance from other API's and such. This is not even taking into possibility of direct compute or better AVX / FMA3 / F16C / BMI1 instruction sets usage and support and so on this will bring alot better performance all around.

Add to it next gen games probably wont have AMD CPU's crippled on the instruction sets they get to use while Intel got to use most efficient instruction sets for past several generartions which will provide a huge performance increase for AMD.
Edited by rickcooperjr - 9/23/13 at 8:43am
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post #72 of 77
isn't the PS4 basically an ATI 4770 with a low clocked Opteron Bulldozer class chip all on one die?

The 360 basically was a PowerPC tri core slighty better performance wise than a Pentium 4 and a Radeon X1600 correct?
    
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post #73 of 77
I’m wondering if Microsoft was thinking of moving back on the old 4 year cycle for their Xbox One? That might be why they opted for a slower CPU, GPU and RAM... Just throwing that out.
post #74 of 77
No sony added a APU equivalent to a ATI HD 7850-7870 range with direct 11.1+ feature set so no far from a hd 4770 by 3x-5x the performance and dx11+ not dx10 as the 4770 would be and no far from a bulldozer CPU this is Jaquar more like a durrango or kaveri.
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post #75 of 77
also I believe people have forgotten mantle http://www.pcworld.com/article/2049560/amds-low-level-mantle-graphics-could-mean-big-things-for-pc-gaming.html http://gearnuke.com/principal-technical-director-activision-says-well-support-amds-mantle/ and if your lazy and want to watch a video on mantle http://www.youtube.com/watch?v=mLt5RVGJfQY


A very important point here is It’s certain that at least one major game maker will embrace AMD’s tech. EA DICE’s Frostbite 3 engine will default to Mantle—not DirectX—in Windows rigs running GCN-based graphics cards and APUs, with the blockbuster Battlefield 4 set to be the first title to support the technology after a December update.


Mantle API can offer upto 9X or more the performance of directX or open GL / CL API's this brings massive performance boosts to AMD / ATI hardware in games that support Mantle for both console and PC so far Activision and EA have jumped onboard with MANTLE API.
Edited by rickcooperjr - 9/28/13 at 8:50pm
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post #76 of 77
9x more draw calls, not performance. It's up to the engine how efficiently draw calls are used. We'll see soon.
post #77 of 77
Consoles are all about maximising benefit. Pc cpu's are so much faster than memory and have cpu-memory trip latencies of 400 cycles afaik. Consoles on the other hand have slower cpu's however state of the art memory. Having less latency enables more performance at a given power level since otherwise you need all sorts of buffers and predictions in order to compensate for those 400 cycles in which a cpu has to do something, to be of any performative benefit.
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