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[DS] Sucker Punch Seeking More Ways To Use PS4′s RAM; CPU a Bottleneck - Page 14

post #131 of 150
Quote:
PS4 graphics API is good as well, we don’t need Mantle on PS4.

Repi, Frostbite

http://twitter.com/repi/status/445327492937560064
post #132 of 150
Quote:
Originally Posted by Olivon View Post

Repi, Frostbite

http://twitter.com/repi/status/445327492937560064

Hard to believe someone from a company who can't get their game running correctly.
post #133 of 150
Quote:
Originally Posted by theturbofd View Post

Hard to believe someone from a company who can't get their game running correctly.

I agree, but it's been said by so many people that it's pretty much an accepted truth now tongue.gif

Mantle only helps on PC because the API's sucked - they would never get away with that on consoles with half a dozen 1.6ghz Jaguar cores.
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post #134 of 150
Quote:
Originally Posted by Seronx View Post

It is very optimized with a mix of APIs. PSSL is a theoretical fusion of; DirectX 11.2, OpenGL 4.4, and Mantle.
Offloading means less latency. Less latency means more work. More work means more GFlops.

Playstation 4 can get stuck in work cycles that can take a long time. While the Xbox One has none of that with its Offloaders.

You have DMA Engines, 32 MB of ESRAM, parts that aren't explained really well. If you look at the Xbox One die there are various extras; like an SRAM between the JagCUs and beside the Northbridge. Is that an L3 or a CC cache, who knows?! What are the two things beside the JagCUs?

I don't think you know what the word "citation" means, it means where's your source for this information. Not for you to continue on your silly explanations.

Specifically what's your source that the PS4 can only use 2/3 of its ALU's?
post #135 of 150
Quote:
Originally Posted by Seronx View Post


The PS4 can only use 2/3rds of its ALU resources. The Xbox One can use all of its ALU resources.

1152 * 0.8 * (2 ÷ 3) => 614.4 GFlops
768 * 0.853 => 655.104 GFlops


Link to this information?

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post #136 of 150
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Originally Posted by OwnedINC View Post

I don't think you know what the word "citation" means, it means where's your source for this information. Not for you to continue on your silly explanations.
I do not need to give a source for common; 1 + 1 = 2 logic.
Quote:
Originally Posted by OwnedINC View Post

Specifically what's your source that the PS4 can only use 2/3 of its ALU's?
It's the very same reason why the 850M Maxwell w/ DDR3 is as fast as the 670M(+rebrands) Kepler w/ GDDR5.

You have an improved thing in Maxwell that is comparable to a large thing in the Xbox One. That is not in Kepler that has 320 more ALUs and a technically faster memory bus, which can also be applied to the Playstation 4.
Edited by Seronx - 4/17/14 at 1:03am
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post #137 of 150
Quote:
Originally Posted by Seronx View Post

I do not need to give a source for common; 1 + 1 = 2 logic.
It's the very same reason why the 850M Maxwell w/ DDR3 is as fast as the 670M(+rebrands) Kepler w/ GDDR5.

You have an improved thing in Maxwell that is comparable to a large thing in the Xbox One. That is not in Kepler that has 320 more ALUs and a technically faster memory bus, which can also be applied to the Playstation 4.

Maxwell vs Kepler is way different than Ps4 GCN vs xbox GCN
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post #138 of 150
Quote:
Originally Posted by Cyro999 View Post

Maxwell vs Kepler is way different than Ps4 GCN vs xbox GCN
Maxwell's gaming/compute performance increase is largely do to the 2MB L2. The GK106 I compared it to only has a 384KB L2.

Having an 32MB ESRAM cache influences performance the same way as increasing the L2 cache sizes. Do you think a large SRAM cache has no effect to a min or avg in GFlops or FPS?

The Playstation 4 has an unapparent bottleneck with memory stalls do to access latencies. The bandwidth is nice and all but you can't use it all with the PS4. The Xbox One completely avoids this unapparent bottleneck with DMA Engines and a large ESRAM cache for the GPU. There are other things that allow Bonaire to be better than Pitcairn in both compute and graphics. Which are heavily exploited in the Xbox One to achieve the frame rates right now.

The Playstation 4 gave up its long term advantage for a simplistic design. The Xbox One gave up its short term advantage for a slightly more complex design. With that complex design you require less accesses to DDR3 to render or compute.
Edited by Seronx - 4/17/14 at 1:29am
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post #139 of 150
Thread Starter 
the next update for the game will add photomode


excited for that hopefully the game will capture high res shots
post #140 of 150
Quote:
Originally Posted by Ultracarpet View Post

While I think the number he provided (2/3 of alu resources) might be off, or needs to be referenced/ explained... What he is saying makes a lot of sense. The comparison of kepler vs. Maxwell in cache differences seems pretty logical to me.

However the fact it's still 32MB while Intel went for 128MB when they made a similar thing says plenty about its size. It's more than likely not big enough to get the full advantage at 1080p due to that, at which point the RAM becomes the bottleneck for the Xbox One.
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