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[DS] Sucker Punch Seeking More Ways To Use PS4′s RAM; CPU a Bottleneck

post #1 of 150
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Quote:
At the Games Developers Conference Sucker Punch Lead Engine Programmer Adam Bentley held a panel titled “inFAMOUS: Second Son Engine Postmortem” and the notes of the new version of the slides published today include some very interesting details about how the PS4′s hardware works and on how it was used for the game.

  • The game has very large draw calls and object counts, but it wasn’t a problem.
  • Having enough memory is “incredibly helpful” to make working on the game faster and simpler.
  • The team came “close to the limit” of memory usage, but there are hundreds of MB of leeway left. They’re still coming up with useful ways to use the memory available on the console.
  • The jobs are much more complex than they were in the previous inFAMOUS games.
  • The CPU of the PS4 worked pretty well, but it’s still one of the main bottlenecks. It’s also less easy to optimize.
  • There’s room for improvement in the job system using the CPU’s multiple threads and in other areas
  • Material properties are stored in up to 8 gbuffers (5-6 plus depth/stencil), with 41 bytes written per pixel. That translates to 85 MB for full screen buffers. Bentley’s comment is that it’s “good that the PS4 has a huge amount of fast RAM.”
  • Seattle is often overcast, so indirect diffuse lighting was very important, and ended up a bigger deal visually than initially thought. Lightmaps were considered, but discarded because they would have taken 12 MB per block just for the UVs, without even considering textures.
  • Seattle is also often wet, so indirect specular lighting was just as important. Specular probes are 256×256 pixels and there are up to 256 of them at any given time. That’s roughly 175 MB of RAM used.
  • The compute shader size for particles can be over 15 MB of loaded data in memory.



source
http://www.dualshockers.com/2014/04/14/sucker-punch-seeking-more-ways-to-use-ps4s-ram-cpu-a-bottleneck-but-theres-room-for-improvement/




i bet SP are not used to the new CPU yet


Mod edit: removed provocative statement
post #2 of 150
Lol learn to write proper code and the cpu wont be a bottleneck.

Must be mad cause they cant create games that use single cores on cpu anymore.
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post #3 of 150
Quote:
Originally Posted by bencher View Post

Lol learn to write proper code and the cpu wont be a bottleneck.

Must be mad cause they cant create games that use single cores on cpu anymore.

What do you mean?
post #4 of 150
Quote:
Originally Posted by bencher View Post

Lol learn to write proper code and the cpu wont be a bottleneck.

Must be mad cause they cant create games that use single cores on cpu anymore.

Writing "proper code" is not the issue. Certain processes are inherently serial and much much harder to split up into parallel threads. While more and more is being done to offload stuff into side threads, sometimes you just need a faster clocked cpu.
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post #5 of 150
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Originally Posted by selectstriker2 View Post

Writing "proper code" is not the issue. Certain processes are inherently serial and much much harder to split up into parallel threads. While more and more is being done to offload stuff into side threads, sometimes you just need a faster clocked cpu.

To bold... hence "learn to write proper code".

This is game programming, not application programming.
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post #6 of 150
More of a reason why they should bring this game over to the PC
post #7 of 150
Quote:
Originally Posted by kx11 View Post

source
http://www.dualshockers.com/2014/04/14/sucker-punch-seeking-more-ways-to-use-ps4s-ram-cpu-a-bottleneck-but-theres-room-for-improvement/




i bet SP are not used to the new CPU yet , on the other hand the CPU is made by AMD so no wonder there's a bottleneck

i can't imagine how much hair they'd be pulling out if they tried this on the xbox one with it's slow ram and 32mb of esram.
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post #8 of 150
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Originally Posted by cdoublejj View Post

i can't imagine how much hair they'd be pulling out if they tried this on the xbox one with it's slow ram and 32mb of esram.


that ESRAM seems to be a puzzle that needs clarification , i think it might be helpful in the future somehow
post #9 of 150
Quote:
Originally Posted by Redeemer View Post

More of a reason why they should bring this game over to the PC

Which wont happen because Sucker Punch is a subsidiary of Sony Computer Entertainment and the IP belongs to Sony as well.
post #10 of 150
Quote:
Originally Posted by bencher View Post

Quote:
Originally Posted by selectstriker2 View Post

Writing "proper code" is not the issue. Certain processes are inherently serial and much much harder to split up into parallel threads. While more and more is being done to offload stuff into side threads, sometimes you just need a faster clocked cpu.

To bold... hence "learn to write proper code".

This is game programming, not application programming.

I'm still not sure how the fact that this is a game engine means that it should inherently be easier to write parallel code for. There will always be the heaviest thread that takes a certain amount of execution time and the only thing that can speed that up is a faster clock speed. Also I disagree with what you consider "proper code". Proper code is code that does what it is supposed to do.
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