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mnk schrieb:interessant auch, dass die ps4 von der architektur her deutlich mehr auf gpgpu ausgerichtet ist. das könnte auf lange sicht für die ps4 ein weiterer vorteil sein, vor allem wenn sich gpgpu auch auf dem pc stärker durchsetzt.
Hana-Bi schrieb:Hatte mich schon gefragt, welche noch genaueren Specs ihr nach gestern gewollt hattet.![]()
.hack//Haseo schrieb:Einzige was man grad sieht ist das die PS4 in Sachen GPGPU wohl auch noch ne ecke besser ist als die One.
.hack//Haseo schrieb:Der Soundchip der One könnte dem der PS4 überlegen sein da wir von dem eigtl keinerlei Informationen haben.
Trayal schrieb:XBone
ROPs3216
Das sollte einen als PS4 Besitzer aber eigentlich überhaupt nicht freuen, denn damit sinken die Chancen erheblich, dass man die Compute Power der PS4 bei Multi-Plattformern jeweils wirklich erleben wird.
Cerny: The GPGPU for us is a feature that is of utmost importance. For that purpose, we’ve customized the existing technologies in many ways.
Just as an example…when the CPU and GPU exchange information in a generic PC, the CPU inputs information, and the GPU needs to read the information and clear the cache, initially. When returning the results, the GPU needs to clear the cache, then return the result to the CPU. We’ve created a cache bypass. The GPU can return the result using this bypass directly. By using this design, we can send data directly from the main memory to the GPU shader core. Essentially, we can bypass the GPU L1 and L2 cache. Of course, this isn’t just for data read, but also for write. Because of this, we have an extremely high bandwidth of 10GB/sec.
Also, we’ve also added a little tag to the L2 cache. We call this the VOLATILE tag. We are able to control data in the cache based on whether the data is marked with VOLATILE or not. If this tag is used, this data can be written directly to the memory. As a result, the entirety of the cache can be used efficiently for graphics processing.
This function allows for harmonization of graphics processing and computing, and allows for efficient function of both. Essentially “Harmony” in Japanese. We’re trying to replicate the SPU Runtime System (SPURS) of the PS3 by heavily customizing the cache and bus. SPURS is designed to virtualize and independently manage SPU resources. For the PS4 hardware, the GPU can also be used in an analogous manner as x86-64 to use resources at various levels. This idea has 8 pipes and each pipe(?) has 8 computation queues. Each queue can execute things such as physics computation middle ware, and other prioprietarily designed workflows. This, while simultaneously handling graphics processing.
This type of functionality isn’t used widely in the launch titles. However, I expect this to be used widely in many games throughout the life of the console and see this becoming an extremely important feature.
There are two types of coherency in the Durango memory system:
Fully hardware coherent
I/O coherent
The two CPU modules are fully coherent. The term fully coherent means that the CPUs do not need to explicitly flush in order for the latest copy of modified data to be available (except when using Write Combined access).
The rest of the Durango infrastructure (the GPU and I/O devices such as, Audio and the Kinect Sensor) is I/O coherent. The term I/O coherent means that those clients can access data in the CPU caches, but that their own caches cannot be probed.
When the CPU produces data, other system clients can choose to consume that data without any extra synchronization work from the CPU.
The total coherent bandwidth through the north bridge is limited to about 30 GB/s.
The CPU requests do not probe any other non-CPU clients, even if the clients have caches. (For example, the GPU has its own cache hierarchy, but the GPU is not probed by the CPU requests.) Therefore, I/O coherent clients must explicitly flush modified data for any latest-modified copy to become visible to the CPUs and to the other I/O coherent clients.
The GPU can perform both coherent and non-coherent memory access. Coherent read-bandwidth of the GPU is limited to 30 GB/s when there is a cache miss, and it’s limited to 10 – 15 GB/s when there is a hit. A GPU memory page attribute determines the coherency of memory access.
Trayal schrieb:Playstation 4 und hUMA...
http://www.vgleaks.com/playstation-4-includes-huma-technology/
Vorsicht, nur etwas für technisch Versiertere. Den Rest könnte es erschlagen. Dafür allerdings wirklich sehr interessant.
M4j0r K03nIg schrieb:Warum denn gleich 8 GByte? Was kann man mit dem Rest des speichers anfangen?
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