There's a lot of misinformation out there and a lot of people who don't get it
Sony was actually agreeing with us. They said that their system was balanced for 14 CUs.
Yep! And the CU bit is actually wrongThis is absolutely amazing.
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And really if CUs don't scale linearly you could be encountering greater issues with complexity diminishing returns with 16 v 24 than 12 against 18.
We had 60fps games on the NES, so he has a point. But a point which contributes nothing to this thread.Graphics lead to better framerate which lead to better gameplay. What a cop out statement.
Everytime they say the word "balance" I think about The Matrix and Batman Begins...
This is absolutely amazing.
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Yep! And the CU bit is actually wrong![]()
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Oh and it just so happens that you have this information on this devcon which I haven't seen mentioned absolutely anywhere until now.
And whereas we have people like Matt who say otherwise.
I'll gladly shoot the messenger thanks very much.
Not to derail the thread, but the PS4 GPU balanced at 14 CUs thing is actually quite true. It's not something that was misinterpreted or made up. This doesn't mean that 14 CUs are somehow different from the other 4, no. The 18 CUs are identical, but there is specific information about the PS4 that needs to be understood. This was actual information presented by Sony at a devcon, so don't shoot the messenger.
It was something along the lines of given the rest of the PS4 design as a whole, the PS4 is heavily slanted towards ALUs, and so there is a performance curve after 14 Compute Units on the GPU. The exact information was that given the rest of the design there is a huge knee in the performance curve, and anything beyond that point there is a significant drop off in the apparent value that you get from additional ALU resources for graphics, and the PS4 is said to be well to the right of that knee. And so that's where the recommendation comes from that developers should be looking to use compute rather than graphics rendering to utilize those extra ALU resources, with 14 for graphics and 4 for compute being the recommended balance. This is also exactly where the VGleaks rumor comes from, when they initially said that the GPU was balanced at 14CUs. That was the meaning.
So, there you have it. That's actual real information. So you can't exactly say that Microsoft in that case is spreading misinformation, because Sony themselves actually said that to developers. To clarify, this doesn't mean that all 18 can't be utilized for graphics. They can. It's just been said that the value of doing so after 14 CUs apparently isn't rather high.
Not quite.
Not to derail the thread, but the PS4 GPU balanced at 14 CUs thing is actually quite true. It's not something that was misinterpreted or made up. This doesn't mean that 14 CUs are somehow different from the other 4, no. The 18 CUs are identical, but there is specific information about the PS4 that needs to be understood. This was actual information presented by Sony at a devcon, so don't shoot the messenger.
It was something along the lines of given the rest of the PS4 design as a whole, the PS4 is heavily slanted towards ALUs, and so there is a performance curve after 14 Compute Units on the GPU. The exact information was that given the rest of the design there is a huge knee in the performance curve, and anything beyond that point there is a significant drop off in the apparent value that you get from additional ALU resources for graphics, and the PS4 is said to be well to the right of that knee. And so that's where the recommendation comes from that developers should be looking to use compute rather than graphics rendering to utilize those extra ALU resources, with 14 for graphics and 4 for compute being the recommended balance. This is also exactly where the VGleaks rumor comes from, when they initially said that the GPU was balanced at 14CUs. That was the meaning.
So, there you have it. That's actual real information. So you can't exactly say that Microsoft in that case is spreading misinformation, because Sony themselves actually said that to developers. To clarify, this doesn't mean that all 18 can't be utilized for graphics. They can. It's just been said that the value of doing so after 14 CUs apparently isn't rather high.
Not quite.
that's fascinating if true - do you have a link?
But considering the relative simplicity of the rest of the architecture, wouldn't that suggest that discrete GPUs are also hitting significant diminishing returns, depending on their memory bandwidth? Eg that suggests 176GB/s is balanced for 14CUs for graphics, so something like the 7970 with 32CUs but only 264GB/s memory bandwidth would be unbalanced?
So any arbitrary number of compute units is 'balanced', since you can use the extra ones for compute instead of graphics.
Uh what, theres diminishing returns when you add even 1 CU (starting from 1) I see no reason to believe that there is a significant fall off from using over 14CU's, a lot of algorithms should be able to be spread over a arbitrary number of CU's rather easily and thats before we get into concurrently doing jobs.
I would like to know your source of this information, because I don't think Sony would say anything like this at all its all highly dependent on the particular scenario at hand.
Not to derail the thread, but the PS4 GPU balanced at 14 CUs thing is actually quite true. It's not something that was misinterpreted or made up. This doesn't mean that 14 CUs are somehow different from the other 4, no. The 18 CUs are identical, but there is specific information about the PS4 that needs to be understood. This was actual information presented by Sony at a devcon, so don't shoot the messenger.
It was something along the lines of given the rest of the PS4 design as a whole, the PS4 is heavily slanted towards ALUs, and so there is a performance curve after 14 Compute Units on the GPU. The exact information was that given the rest of the design there is a huge knee in the performance curve, and anything beyond that point there is a significant drop off in the apparent value that you get from additional ALU resources for graphics, and the PS4 is said to be well to the right of that knee. And so that's where the recommendation comes from that developers should be looking to use compute rather than graphics rendering to utilize those extra ALU resources, with 14 for graphics and 4 for compute being the recommended balance. This is also exactly where the VGleaks rumor comes from, when they initially said that the GPU was balanced at 14CUs. That was the meaning.
So, there you have it. That's actual real information. So you can't exactly say that Microsoft in that case is spreading misinformation, because Sony themselves actually said that to developers. To clarify, this doesn't mean that all 18 can't be utilized for graphics. They can. It's just been said that the value of doing so after 14 CUs apparently isn't rather high.
Not to derail the thread, but the PS4 GPU balanced at 14 CUs thing is actually quite true. It's not something that was misinterpreted or made up. This doesn't mean that 14 CUs are somehow different from the other 4, no. The 18 CUs are identical, but there is specific information about the PS4 that needs to be understood. This was actual information presented by Sony at a devcon, so don't shoot the messenger.
It was something along the lines of given the rest of the PS4 design as a whole, the PS4 is heavily slanted towards ALUs, and so there is a performance curve after 14 Compute Units on the GPU. The exact information was that given the rest of the design there is a huge knee in the performance curve, and anything beyond that point there is a significant drop off in the apparent value that you get from additional ALU resources for graphics, and the PS4 is said to be well to the right of that knee. And so that's where the recommendation comes from that developers should be looking to use compute rather than graphics rendering to utilize those extra ALU resources, with 14 for graphics and 4 for compute being the recommended balance. This is also exactly where the VGleaks rumor comes from, when they initially said that the GPU was balanced at 14CUs. That was the meaning.
So, there you have it. That's actual real information. So you can't exactly say that Microsoft in that case is spreading misinformation, because Sony themselves actually said that to developers. To clarify, this doesn't mean that all 18 can't be utilized for graphics. They can. It's just been said that the value of doing so after 14 CUs apparently isn't rather high.
Not quite.
I don't think that's the intended meaning, this is purely down to the consoles themselves, and how the benefit per additional compute unit for graphics rendering scales. I don't know if it works this way on desktop GPU (doubt it), or if it's due to the CPUs in these systems, but this was information that was communicated to developers, and I found it really interesting that Microsoft is now themselves mentioning that they had tested 14 CUs -- something I heard and mentioned to another poster earlier this month -- and it was somehow determined that their GPU clock speed increase was more useful.
This is why I thought when I first read the article that section was probably the most eyebrow raising, because it suddenly, at least to me, provided me with a bit more context to information I knew. The meaning in this case is that apparently on the PS4 14 CUs for graphics is the perfect balance as it pertains to individual benefit per CU, and then beyond that point, I suppose the CUs don't contribute quite as much to graphics rendering as the initial 14 would. This isn't to say they contribute nothing, but apparently what they do contribute is a bit less significant than what you would get out of those first 14. Not because they are any different fundamentally, but supposedly because 14 for graphics is simply the best balanced and most efficient use of the GPU for graphics tasks, but you aren't somehow prevented from using all 18 if you wish.
Not to derail the thread, but the PS4 GPU balanced at 14 CUs thing is actually quite true. It's not something that was misinterpreted or made up. This doesn't mean that 14 CUs are somehow different from the other 4, no. The 18 CUs are identical, but there is specific information about the PS4 that needs to be understood. This was actual information presented by Sony at a devcon, so don't shoot the messenger.
It was something along the lines of given the rest of the PS4 design as a whole, the PS4 is heavily slanted towards ALUs, and so there is a performance curve after 14 Compute Units on the GPU. The exact information was that given the rest of the design there is a huge knee in the performance curve, and anything beyond that point there is a significant drop off in the apparent value that you get from additional ALU resources for graphics, and the PS4 is said to be well to the right of that knee. And so that's where the recommendation comes from that developers should be looking to use compute rather than graphics rendering to utilize those extra ALU resources, with 14 for graphics and 4 for compute being the recommended balance. This is also exactly where the VGleaks rumor comes from, when they initially said that the GPU was balanced at 14CUs. That was the meaning.
So, there you have it. That's actual real information. So you can't exactly say that Microsoft in that case is spreading misinformation, because Sony themselves actually said that to developers. To clarify, this doesn't mean that all 18 can't be utilized for graphics. They can. It's just been said that the value of doing so after 14 CUs apparently isn't rather high.
This is interesting, do you have source?
Sony said it. And it's wrong to compare it to desktop parts, as some might be tempted to do, I think. This is down to the two consoles, or how they're built. I don't imagine desktop parts are affected in this way. I don't know the specific cause of it, but I do know for a fact this was actually communicated to developers. Maybe it has something to do with the CPU of each console, not sure, but there's a point of diminishing returns it seems for the additional ALU resources.
PS4 games will run above the Xbone ones if the devs didn't target the low spec system.
Sony should include a button on the front of the machine that disables the 4 troublesome CUs. It would be like those old turbo buttons on PCs, except this would be a Balance Button.
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They aren't "troublesome". It's just that you get performance penalties when using them on graphics after a certain point.
Huh? Could someone elaborate on why the CPUs in these systems could cause a sudden massive drop off in CU benefit to graphics beyond 14 CUs...?
They aren't "troublesome". It's just that you get performance penalties when using them on graphics after a certain point.
PMing you.
I remember hearing something similar with14 Cu being mentioned, I somehow got the idea that the other four are 'different' maybe optimized for GPGPU work?
Me too please.
And where is this magical point? I swear some people are being so disingenuous with this argument. Developers are not complaining about the number of CUs. Why are there people in here suggesting that 18 is somehow more of s problem than an advantage now?
Going to need more then 'Sony said it' before I believe what you are saying, the information you have received verbatim will suffice.
Your right were wrong to compare it to desktop parts, because its actually more advanced then desktop parts, therefore if it happens to the PS4 it probably happens to all AMD cards, unless you think that Sony specifically gimped it on purpose.
As I said, you need to give more information.
With PS4 going in as industry leader with a huge pre-order lead, devs will soon target PS4 as lead platform, maybe even drop xbone altogether as PS4 may be leading 2:1 in software leads so downporting to xbone would be a waste.
This has nothing to do with how advanced the GPUs are, I think. This probably has more to do with basic balance (I know, that word) and how the entirety of the two consoles have been built. I suspect it's a CPU related matter, not sure. I've heard criticism just in general about the CPUs, and how, while efficient, they may not be all that powerful, and I'm wondering if they're somehow a limiting factor for these consoles to a certain extent.
Keep in mind what we're more than likely packing on our desktops. We most likely have much more capable mid and high end Intel I series quad core cpus, which more than likely would never lead to us running into such a situation with our own computers and graphics chips. I'm flat out guessing right now when I talk about the CPUs possibly being a cause. Because with the latest info presented in that article, about how the games were CPU limited and with their having testing for 14 CUs, I've begun wondering if there's a lot more to this than we think. That's all.
Oh, the memories that graph brings....unearthed the Sony Devcon CU optimisation graph. I think Sony must be the red one
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Not to derail the thread, but the PS4 GPU balanced at 14 CUs thing is actually quite true. It's not something that was misinterpreted or made up. This doesn't mean that 14 CUs are somehow different from the other 4, no. The 18 CUs are identical, but there is specific information about the PS4 that needs to be understood. This was actual information presented by Sony at a devcon, so don't shoot the messenger.
It was something along the lines of given the rest of the PS4 design as a whole, the PS4 is heavily slanted towards ALUs, and so there is a performance curve after 14 Compute Units on the GPU. The exact information was that given the rest of the design there is a huge knee in the performance curve, and anything beyond that point there is a significant drop off in the apparent value that you get from additional ALU resources for graphics, and the PS4 is said to be well to the right of that knee. And so that's where the recommendation comes from that developers should be looking to use compute rather than graphics rendering to utilize those extra ALU resources, with 14 for graphics and 4 for compute being the recommended balance. This is also exactly where the VGleaks rumor comes from, when they initially said that the GPU was balanced at 14CUs. That was the meaning.
So, there you have it. That's actual real information. So you can't exactly say that Microsoft in that case is spreading misinformation, because Sony themselves actually said that to developers. To clarify, this doesn't mean that all 18 can't be utilized for graphics. They can. It's just been said that the value of doing so after 14 CUs apparently isn't rather high.
Not quite.
the 14+4 was only ever a rumour I think. The only thing I've ever heard Sony say publically was Mark Cerny saying that they have 'a little more ALU' in them than you would normally have.
Now, is he suggesting that each CU has more ALU power than a standard AMD CU to get more benefit from GPGPU? Or is he suggesting that the *overall architecture* has more ALU than it needs for graphics (which may possibly back up what senjutsusage is saying in that the 18 is useful for GPGPU, but can't be fully utilised for graphics)?
I lean towards the former but I'm open to arguments for the latter
This has nothing to do with how advanced the GPUs are, I think. This probably has more to do with basic balance (I know, that word) and how the entirety of the two consoles have been built. I suspect it's a CPU related matter, not sure. I've heard criticism just in general about the CPUs, and how, while efficient, they may not be all that powerful, and I'm wondering if they're somehow a limiting factor for these consoles to a certain extent.
Keep in mind what we're more than likely packing on our desktops. We most likely have much more capable mid and high end Intel I series quad core cpus, which more than likely would never lead to us running into such a situation with our own computers and graphics chips. I'm flat out guessing right now when I talk about the CPUs possibly being a cause. Because with the latest info presented in that article, about how the games were CPU limited and with their having testing for 14 CUs, I've begun wondering if there's a lot more to this than we think. That's all.
PMing you.
MS moneyhatting devs so they dont make multiplat titles superior in the PS4 version.
So the Xbone is more balanced.
There is no balance in xbone, only concessions.
60fps in MP in KZ:SF must be proven, because for now its 30-40 most of the time. And latest footage of singleplayer had drops to 20s in some heavier scenes.
I thought the former at the time of the comments, but leaning on the latter more recently.
And, again, this isn't about the hardware in general terms...you have to put it in a software context. It's not that the hardware 'has more ALU than it needs for graphics' - that depends on the game. There isn't a general rule soldered into the hardware here. But based on their benches of games today they're saying 'hey, there basically could be a spare 4 CUs a-begging here if your software shape matches our 'typical case', use them for basically free GPGPU for optimum impact'. But it's very much a ymmv thing...