Nieuw artikel van EG/DF.
https://www.eurogamer.net...mark-cerny-tech-deep-dive
Zal even kijken of ik er wat dingen kan uitlichten. Deze is natuurlijk interessant voor de mensen die vrezen dat de koeling niet op orde is.
Interestingly, in his presentation, Mark Cerny acknowledged the difficulties of cooling PlayStation 4 and suggested that having a maximum power budget actually made the job easier. "Because there are no more unknowns, there's no need to guess what power consumption the worst case game might have," Cerny said in his talk. "As for the details of the cooling solution, we're saving them for our teardown, I think you'll be quite happy with what the engineering team came up with."
The CPU and GPU each have a power budget, of course the GPU power budget is the larger of the two," adds Cerny. "If the CPU doesn't use its power budget - for example, if it is capped at 3.5GHz - then the unused portion of the budget goes to the GPU. That's what AMD calls SmartShift. There's enough power that both CPU and GPU can potentially run at their limits of 3.5GHz and 2.23GHz, it isn't the case that the developer has to choose to run one of them slower.
Without duplication, drive performance drops through the floor - a target 50MB/s to 100MB/s of data throughput collapsed to just 8MB/s in one game example Cerny looked at. Duplication massively increases throughput, but of course, it also means a lot of wasted space on the drive. For Marvel's Spider-Man, Insomniac came up with an elegant solution, but once again, it leaned heavily on using RAM.
"Telemetry is vital in spotting issues with such a system, for example, telemetry showed that the city database jumped in size by a gigabyte overnight. It turned out the cause was 1.6MB of trash bags - that's not a particularly large asset - but the trash bags happened to be included in 600 city blocks," explains Mark Cerny. "The Insomniac rule is that any asset used more than four hundred times is resident in RAM, so the trash bags were moved there, though clearly there's a limit to how many assets can reside in RAM."
It's another example of how the SSD could prove transformative to next-gen titles. The install size of a game will be more optimal because duplication isn't needed; those trash bags only need to exist once on the SSD - not hundreds or thousands of times - and would never need to be resident in RAM. They will load with latency and transfer speeds that are a couple of orders of magnitude faster, meaning a 'just in time' approach to data delivery with less caching.
Behind the scenes, the SSD's dedicated Kraken compression block, DMA controller, coherency engines and I/O co-processors ensure that developers can easily tap into the speed of the SSD without requiring bespoke code to get the best out of the solid-state solution. A significant silicon investment in the flash controller ensures top performance: the developer simply needs to use the new API. It's a great example of a piece of technology that should deliver instant benefits, and won't require extensive developer buy-in to utilise it.
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Verder nog wat in-depth info over de audio. Echt heel tof dat ze daar zo vol op inzetten. Dat is het enige wat tot nu toe in verhouding echt achterblijft.
Straks dus games die zo klinken. Luisteren met hoofdtelefoon.
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