The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, we've worked with AMD to increase the limit to 64 sources of compute commands - the idea is if you have some asynchronous compute you want to perform, you put commands in one of these 64 queues, and then there are multiple levels of arbitration in the hardware to determine what runs, how it runs, and when it runs, alongside the graphics that's in the system.
If you look at the portion of the GPU available to compute throughout the frame, it varies dramatically from instant to instant. For example, somethi… - Mark Cerny
If you look at the portion of the GPU available to compute throughout the frame, it varies dramatically from instant to instant. For example, somethi…
- Mark Cerny
So, what we do as the game accesses the Blu-ray disc, is we take any data that was accessed and we put it on the hard drive. And if then if there is … - Mark Cerny
So, what we do as the game accesses the Blu-ray disc, is we take any data that was accessed and we put it on the hard drive. And if then if there is …
The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, we've worked with AMD to… - Mark Cerny
The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, we've worked with AMD to…
It's possible to do computing in the Cloud, PlayStation 4 can do computing in the Cloud. We do something today: Matchmaking is done in the Cloud and … - Mark Cerny
It's possible to do computing in the Cloud, PlayStation 4 can do computing in the Cloud. We do something today: Matchmaking is done in the Cloud and …
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