If you look at the portion of the GPU available to compute throughout the frame, it varies dramatically from instant to instant. For example, something like opaque shadow map rendering doesn't even use a pixel shader, it's entirely done by vertex shaders and the rasterization hardware - so graphics aren't using most of the 1.8 teraflops of ALU available in the CUs. Times like that during the game frame are an opportunity to say, 'Okay, all that compute you wanted to do, turn it up to 11 now.'
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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