What Does 'Supercharged' Mean, Anyway?
The PlayStation 4's architecture looks very familiar, at first blush -- and it is. But Cerny maintains that his team's work on it extends it far beyond its basic capabilities.
For example, this is his take on its GPU: "It's ATI Radeon. Getting into specific numbers probably doesn't help clarify the situation much, except we took their most current technology, and performed a large number of modifications to it."
To understand the PS4, you have to take what you know about Cerny's vision for it (easy to use, but powerful in the long term) and marry that to what the company has chosen for its architecture (familiar, but cleverly modified.) That's what he means by "supercharged."
"The 'supercharged' part, a lot of that comes from the use of the single unified pool of high-speed memory," said Cerny. The PS4 packs 8GB of GDDR5 RAM that's easily and fully addressable by both the CPU and GPU.
If you look at a PC, said Cerny, "if it had 8 gigabytes of memory on it, the CPU or GPU could only share about 1 percent of that memory on any given frame. That's simply a limit imposed by the speed of the PCIe. So, yes, there is substantial benefit to having a unified architecture on PS4, and it's a very straightforward benefit that you get even on your first day of coding with the system. The growth in the system in later years will come more from having the enhanced PC GPU. And I guess that conversation gets into everything we did to enhance it."
The CPU and GPU are on a "very large single custom chip" created by AMD for Sony. "The eight Jaguar cores, the GPU and a large number of other units are all on the same die," said Cerny. The memory is not on the chip, however. Via a 256-bit bus, it communicates with the shared pool of ram at 176 GB per second.
"One thing we could have done is drop it down to 128-bit bus, which would drop the bandwidth to 88 gigabytes per second, and then have eDRAM on chip to bring the performance back up again," said Cerny. While that solution initially looked appealing to the team due to its ease of manufacturability, it was abandoned thanks to the complexity it would add for developers. "We did not want to create some kind of puzzle that the development community would have to solve in order to create their games. And so we stayed true to the philosophy of unified memory."
In fact, said Cerny, when he toured development studios asking what they wanted from the PlayStation 4, the "largest piece of feedback that we got is they wanted unified memory."
The three "major modifications" Sony did to the architecture to support this vision are as follows, in Cerny's words:
- "First, we added another bus to the GPU that allows it to read directly from system memory or write directly to system memory, bypassing its own L1 and L2 caches. As a result, if the data that's being passed back and forth between CPU and GPU is small, you don't have issues with synchronization between them anymore. And by small, I just mean small in next-gen terms. We can pass almost 20 gigabytes a second down that bus. That's not very small in today's terms -- it's larger than the PCIe on most PCs!
- "Next, to support the case where you want to use the GPU L2 cache simultaneously for both graphics processing and asynchronous compute, we have added a bit in the tags of the cache lines, we call it the 'volatile' bit. You can then selectively mark all accesses by compute as 'volatile,' and when it's time for compute to read from system memory, it can invalidate, selectively, the lines it uses in the L2. When it comes time to write back the results, it can write back selectively the lines that it uses. This innovation allows compute to use the GPU L2 cache and perform the required operations without significantly impacting the graphics operations going on at the same time -- in other words, it radically reduces the overhead of running compute and graphics together on the GPU."
- Thirdly, said 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 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."
Another thing the PlayStation 4 team did to increase the flexibility of the console is to put many of its basic functions on dedicated units on the board -- that way, you don't have to allocate resources to handling these things.
"The reason we use dedicated units is it means the overhead as far as games are concerned is very low," said Cerny. "It also establishes a baseline that we can use in our user experience."
"For example, by having the hardware dedicated unit for audio, that means we can support audio chat without the games needing to dedicate any significant resources to them. The same thing for compression and decompression of video." The audio unit also handles decompression of "a very large number" of MP3 streams for in-game audio, Cerny added.
At the New York City unveiling of the system, Cerny talked about PlayGo, the system by which the console will download digital titles even as they're being played.
"The concept is you download just a portion of the overall data and start your play session, and you continue your play session as the rest downloads in the background," he explained to Gamasutra.
However, PlayGo "is two separate linked systems," Cerny said. The other is to do with the Blu-ray drive -- to help with the fact that it is, essentially, a bit slow for next-gen games.
"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 idle time, we go ahead and copy the remaining data to the hard drive. And what that means is after an hour or two, the game is on the hard drive, and you have access, you have dramatically quicker loading... And you have the ability to do some truly high-speed streaming."
To further help the Blu-ray along, the system also has a unit to support zlib decompression -- so developers can confidently compress all of their game data and know the system will decode it on the fly. "As a minimum, our vision is that our games are zlib compressed on media," said Cerny.
There's also another custom chip to put the system in a low-power mode for background downloads. "To make it a more green hardware, which is very important for us, we have the ability to turn off the main power in the system and just have power to that secondary custom chip, system memory, and I/O -- hard drive, Ethernet. So that allows background downloads to happen in a very low power scenario. We also have the ability to shut off everything except power to the RAMs, which is how we leave your game session suspended."
Sounds Good, But... Bottlenecks?
One thing Cerny was not at all shy about discussing are the system's bottlenecks -- because, in his view, he and his engineers have done a great job of devising ways to work around them.
"With graphics, the first bottleneck you're likely to run into is memory bandwidth. Given that 10 or more textures per object will be standard in this generation, it's very easy to run into that bottleneck," he said. "Quite a few phases of rendering become memory bound, and beyond shifting to lower bit-per-texel textures, there's not a whole lot you can do. Our strategy has been simply to make sure that we were using GDDR5 for the system memory and therefore have a lot of bandwidth."
That's one down. "If you're not bottlenecked by memory, it's very possible -- if you have dense meshes in your objects -- to be bottlenecked on vertices. And you can try to ask your artists to use larger triangles, but as a practical matter, it's difficult to achieve that. It's quite common to be displaying graphics where much of what you see on the screen is triangles that are just a single pixel in size. In which case, yes, vertex bottlenecks can be large."
"There are a broad variety of techniques we've come up with to reduce the vertex bottlenecks, in some cases they are enhancements to the hardware," said Cerny. "The most interesting of those is that you can use compute as a frontend for your graphics."
This technique, he said, is "a mix of hardware, firmware inside of the GPU, and compiler technology. What happens is you take your vertex shader, and you compile it twice, once as a compute shader, once as a vertex shader. The compute shader does a triangle sieve -- it just does the position computations from the original vertex shader and sees if the triangle is backfaced, or the like. And it's generating, on the fly, a reduced set of triangles for the vertex shader to use. This compute shader and the vertex shader are very, very tightly linked inside of the hardware."
It's also not a hard solution to implement, Cerny suggested. "From a graphics programmer perspective, using this technique means setting some compiler flags and using a different mode of the graphics API. So this is the kind of thing where you can try it in an afternoon and see if it happens to bump up your performance."
These processes are "so tightly linked," said Cerny, that all that's required is "just a ring buffer for indices... it's the Goldilocks size. It's small enough to fit the cache, it's large enough that it won't stall out based on discrepancies between the speed of processing of the compute shaders and the vertex shaders."
He has also promised Gamasutra that the company is working on a version of its performance analysis tool, Razor, optimized for the PlayStation 4, as well as example code to be distributed to developers. Cerny would also like to distribute real-world code: "If somebody has written something interesting and is willing to post the source for it, to make it available to the other PlayStation developers, then that has the highest value."