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Member
(01-11-2013, 04:33 PM)
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#6252
UMA might be better but using 1/4 of your GDDR5 memory for the OS is just a fools' choice. It's paying a cost with no return, no one would make such a stupid choice. Also Sony's financial situation has absolutely nothing to do with PS4, the memory they're going to put it they're not giving it for free, it really depends on the product they want to make (also it's not even the gaming division which is losing money). Having 2GB of memory fully dedicated to games would be one thing, having 2GB of total memory is an other, that is just not enough, even people with little tech knowledge understand that, go figure the top engineers in the world :D Also of course there can be hardware optimizations specific to a closed architecture, but they won't do magic as trasforming a relatively shitty 1.2Teraflops GPU (if that's the case) into high end stuff like the GTX680, also adding more things and different hardware modules as 'helpers' put a burden onto developers to understand how to use those things properly leading to very different results depending on programming skills, budget and other factors. A recent example was the free anti-aliasing using tiles and the embedded RAM which the 360 was supposed to have, that was an ''optimization'' too and almost no one bothered or mastered it. That's what I'm thinking as well, they can have a single pool of fast memory which acts as UMA just for games but there will be a side pool of memory that no one has mentioned so far for the OS and multitasking applications. It's the only thing that makes sense to solve the issue of balacing capacity/bandwidth/costs.
Last edited by Elios83; 01-11-2013 at 04:37 PM.
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Member
(01-11-2013, 04:39 PM)
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#6254
Followed by any dedicated hardware for: * small/no latency natural input @ 60Hz (voice, motion, biometric, etc) * media processing (e.g., H.265, audio, image and video processing) * being able to do all of the above with 3D graphics at the same time At system level * Any breakthrough in handling 3D data now that the CPU and GPU are closer, with ample memory (e.g., how easy to generate 3D visual with little developer work, can we generate accurate polygon model based on depth camera input on-the-fly ? 1080p x 2 players x 3D x 30/60fps with destructible/morphable world ? ...) * ease of development Others: * Meaningful controller enhancements
Last edited by patsu; 01-11-2013 at 04:41 PM.
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Member
(01-11-2013, 04:40 PM)
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#6255
Don't know if it's exactly the greatest quality from a consumer point of view though... |
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Member
(01-11-2013, 04:44 PM)
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#6256
If you mean background media apps (like Music Unlimited for your custom soundtracks, like on Vita), then the rumored special media processing chip(s) (I'm tempted to just refer to it as the Cell) will likely handle most of the grunt work while the memory-hogging app front-end could be swapped to local storage while it's in the background. The main thing that's going to be tough is having a browser loaded all the time. |
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Member
(01-11-2013, 04:55 PM)
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#6257
Two distinct dies on one package.
Hasn't really panned out yet since todays APUs are so slow compared to high end discreet cards, but eventually I think that's the way to go once fabrication processes allow.
Last edited by tipoo; 01-11-2013 at 05:01 PM.
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(01-11-2013, 05:00 PM)
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#6260
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Member
(01-11-2013, 05:07 PM)
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#6261
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(01-11-2013, 05:12 PM)
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#6262
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Junior Member
(01-11-2013, 05:29 PM)
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#6265
Thanx for the answers, we'll see what they can do in a closed system. I really can't wait.
Last edited by Ivan; 01-11-2013 at 05:47 PM.
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Member
(01-11-2013, 05:47 PM)
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#6266
It may allow the GPU to work on and switch between multiple data sets quickly since the console may be doing multiple things at the same time, not just playing a traditional game. The CPU and other subsystems can prepare other data sets in the mean time (e.g., overlaying and changing GPU output with web browser controls or natural input control based on app/game logic). Modern OS UI already mix GPU and CPU work together today.
In Cell, I remember you could also DMA I/O data to the LocalStore. In this shared memory setup, the shared memory basically holds all the things the I/O devices, CPU and GPU are working together. |
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Member
(01-11-2013, 06:24 PM)
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#6267
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GAF's Bob Woodward
(01-11-2013, 06:29 PM)
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#6269
If true. The start of the timeline (in terms of when the ball started rolling on kits) does sound about right but no idea on the rest... |
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Member
(01-11-2013, 06:33 PM)
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#6271
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(01-11-2013, 06:54 PM)
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#6284
It was obvious they were going to reveal before E3, but how much earlier. Before Spring would be funtastic.
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Member
(01-11-2013, 07:14 PM)
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#6288
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Member
(01-11-2013, 07:23 PM)
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#6292
Ops, sorry had it backwards.
Ah okay. Hopefully it's soon. I need more info. :P
Last edited by pharmboy044; 01-11-2013 at 07:25 PM.
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Member
(01-11-2013, 07:34 PM)
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#6296
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Member
(01-11-2013, 07:43 PM)
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#6300
Actually here is the earliest article I can find: http://www.mcvuk.com/news/read/psp2-...-27th-in-tokyo
12th Jan 2011....exactly 2 years ago tomorrow! |