what is the L2 linking to? (in bottom pic)
quoting myself but im guessing memory controller
the one thing i'm not sure about is if this core is compute capable. has "compute commands" on the side, but these are still listed as shader cores
what is the L2 linking to? (in bottom pic)
it certainly doesnt look like gcn
I think VGleaks does their own diagrams using leaked docs.
Could we get a link to this?
Have they released a diagram of PS4?
Really? The hell, is it based on older tech?
it certainly doesnt look like gcn
except they have 4 texture filter units per SIMD on this GPU?
View-Space Positioning = texture filter?
edit:^^^^ isn't it only 4 SIMDs?
Do you guys honestly have any idea what this all means?
I'm a senior IT guy with a lot of hardware experience, soldered my fair share of mainframe and server boards and have absolutely no freaking idea what all those colored squares actually are or do.
There's supposed to be an article surrounding them, I just thought it would be fun to speculate
Do you guys honestly have any idea what this all means?
I'm a senior IT guy with a lot of hardware experience, soldered my fair share of mainframe and server boards and have absolutely no freaking idea what all those colored squares actually are or do.
So which one is right? They are both slightly different.
Top has 4 vector (SIMD) units.
Bottom has 8.
Top has 16 texture fetch/store units.
Bottom has 8.
Four Os per VSP. Four VSPs per SIMD. Four SIMDs per SC. Twelve SCs in total.
That's 768 Os. That's right: Real-time blast processing. None of that pre-computed shit like back in the Genesis days.
i dunno about the texture units
but there's def only 4 SIMD units
So which one is right? They are both slightly different.
Top has 4 vector (SIMD) units.
Bottom has 8.
Top has 16 texture fetch/store units.
Bottom has 8.
Bottom has 4 SIMD units, they're illustrated in that way to show that they're composed of 16 ALUs each.
VSP = vector SIMD processor
So which one is right? They are both slightly different.
Top has 4 vector (SIMD) units.
Bottom has 8.
Top has 16 texture fetch/store units.
Bottom has 8.
I think the layered squares are just supposed to abstractly illustrate the fact that there are multiples of those units. 16 Vector SIMDs, or 4 Texture Fetch units. Don't read too much into it.
Looks like GCN, though. L1 cache is too big for VLIW4 or 5.
Mk. so 16 in each CU?
So GCN confirmed pretty much. I don't really see anything difference between a "SC" and a "GCN" CU.
VSP = vector stream processor
DB = depth block
CB = color block
LSM = local store
GSM = global store
Depth/color block was something hinted at by "insiders". Are they modified render back-ends?
Most interesting part: Distinct Compute and Graphics sheduling hardware. Not unlike Orbis, perhaps? Could be half and half, could be 4/8, could be fully dynamic, but that may solve our Orbis question as well...
VSP = vector stream processor
DB = depth block
CB = color block
LSM = local store
GSM = global store
Depth/color block was something hinted at by "insiders". Are they modified render back-ends?
Oh I see. So you are saying that if this is similar to Orbos then maybe the those 4 dedicated compute CUs don't have a graphics command hardware but just the compute command.
Probably not, actually. It was pointed out to me GCN already has dedicated Compute Command units called ACEs that take care of that. It could be segmented specifically like Orbis in some fashion, but not neccessarily. You can see them in this image:
Depth and Color buffers are a standard part of a GPU's ROPs, but if we assume each block shown represents 4 Render Out Processor it looks like Durango may have only 16 compared to the rumored 32 in Orbis. That would mean half the fill rate.
VSP = vector stream processor
DB = depth block
CB = color block
LSM = local store
GSM = global store
If it's half the ROPS.. that... I don't think that's true. =S
So you think that's what they are? VG leaks needs to explain their stuff soon.
If it's half the ROPS.. that... I don't think that's true. =S
Depth block and color block sounds like units to help with kinect processing.
Something has to process the infrared data, and something has to processes the RGB data on the connect. To keep lag at a minimum, this might be it.
Or maybe not. But I'm sure they wouldn't want 200+ms latency for kinect responses like this gen. And assuming they are using cameras with resolutions and frame rates that aren't ass, these might be it.
so no GPU secret sauce, how surprising /s
The depth/color block it is IMHO. It gives you free 4xMSAA + FP16.
lets hope.The depth/color block it is IMHO. It gives you free 4xMSAA + FP16.