Wishmaster92
Member
We in
http://www.vgleaks.com/more-exclusi...plementation-and-memory-enhancements-details/
Edit Added Direct X 11 support:
http://www.geek.com/games/sony-iimprove-directx-11-for-the-ps4-blu-ray-1544364/
----------------------------------------------------------------------------------------------------------
Basically an update on the implementation of hUMA from the prior thread...
http://www.neogaf.com/forum/showthread.php?t=662537&highlight=vgleaks
-----------------------------------------------------------------------------------------------------------
In multiple threads some of us where debating if it was thread worthy or not... I took the precautionary measures in making one still
Ha! showed you!... wait a minute
Dang... by the way in any sort of way or form... will this help out the CPU overall power as in give it a extra boost
since both the ps4 and xbox one have similar CPUs but not GPUs
So with PS4 having HuMa, GDDR5, more powerful GPU, and some other stuff I forgot.
How wide is the gap between Xbox One and PS4 in none technical terms.
My analysis is that the PS4 is clearly turbocharged, and the turbo has cycles, just like a washing machine.
So you want.... DBZ level?So with PS4 having HuMa, GDDR5, more powerful GPU, and some other stuff I forgot.
How wide is the gap between Xbox One and PS4 in none technical terms.
It doesn't help the CPU power in the traditional sense (like making it faster, for instance) but it helps with redundancies and this combined with GPU compute will allow the CPU to have more cycles to do what it does best - work on the more intense processes (like complex AI, physics, etc).
An incredibly simple example that will make Durante yell at me (which he probably will anyway) is using their water example above. Let's say we're making a jet ski game. Typically the water needs to be rendered in a straight line copying the data back and forth between the CPU and GPU. The CPU is saying "the jetski is making a wake" and the GPU draws the waves coming off of it. This system allows both to be done simultaneously without swapping back and forth - so it's happening in parallel instead of in a straight line.
So what does that mean? Well, if our jetski on a non-hUMA product takes 20% of the available resources to render the water and the real time waves created by the jetskis - it may now (and i'm pulling a number of my ass here, but the % isn't the point) may take 10%. So that's 10% "extra" that they have. Once you add everything... the AI, the lighting, all of the animations, the graphical effects, particles, etc... you have more overhead to add more because of the cycles you saved on the water rendering using hUMA. So the physics may be even more in depth... or the water particle effects may be EXTRA crazy.
So, yeah, it doesn't make the processor more powerful but it makes the entire system more efficient. Which in turns makes games better. So to the end user it will feel like more power - but it's not literally more power. Upclocking would *literally* be more power, but hUMA has nothing to do with that.
It doesn't help the CPU power in the traditional sense (like making it faster, for instance) but it helps with redundancies and this combined with GPU compute will allow the CPU to have more cycles to do what it does best - work on the more intense processes (like complex AI, physics, etc).
An incredibly simple example that will make Durante yell at me (which he probably will anyway) is using their water example above. Let's say we're making a jet ski game. Typically the water needs to be rendered in a straight line copying the data back and forth between the CPU and GPU. The CPU is saying "the jetski is making a wake" and the GPU draws the waves coming off of it. This system allows both to be done simultaneously without swapping back and forth - so it's happening in parallel instead of in a straight line.
So what does that mean? Well, if our jetski on a non-hUMA product takes 20% of the available resources to render the water and the real time waves created by the jetskis - it may now (and i'm pulling a number of my ass here, but the % isn't the point) may take 10%. So that's 10% "extra" that they have. Once you add everything... the AI, the lighting, all of the animations, the graphical effects, particles, etc... you have more overhead to add more because of the cycles you saved on the water rendering using hUMA. So the physics may be even more in depth... or the water particle effects may be EXTRA crazy.
So, yeah, it doesn't make the processor more powerful but it makes the entire system more efficient. Which in turns makes games better. So to the end user it will feel like more power - but it's not literally more power. Upclocking would *literally* be more power, but hUMA has nothing to do with that.
Okay thanks for clarifying it upIt doesn't help the CPU power in the traditional sense (like making it faster, for instance) but it helps with redundancies and this combined with GPU compute will allow the CPU to have more cycles to do what it does best - work on the more intense processes (like complex AI, physics, etc).
An incredibly simple example that will make Durante yell at me (which he probably will anyway) is using their water example above. Let's say we're making a jet ski game. Typically the water needs to be rendered in a straight line copying the data back and forth between the CPU and GPU. The CPU is saying "the jetski is making a wake" and the GPU draws the waves coming off of it. This system allows both to be done simultaneously without swapping back and forth - so it's happening in parallel instead of in a straight line.
So what does that mean? Well, if our jetski on a non-hUMA product takes 20% of the available resources to render the water and the real time waves created by the jetskis - it may now (and i'm pulling a number of my ass here, but the % isn't the point) may take 10%. So that's 10% "extra" that they have. Once you add everything... the AI, the lighting, all of the animations, the graphical effects, particles, etc... you have more overhead to add more because of the cycles you saved on the water rendering using hUMA. So the physics may be even more in depth... or the water particle effects may be EXTRA crazy.
So, yeah, it doesn't make the processor more powerful but it makes the entire system more efficient. Which in turns makes games better. So to the end user it will feel like more power - but it's not literally more power. Upclocking would *literally* be more power, but hUMA has nothing to do with that.
I couldn't fit the word exclusive in the OP title... it was either that or Vgleaks in the OP title and I choose to have the website reference name for better understanding of where this is coming fromAs the OP, you probably shoud've mentioned in the title "exclusive PlayStation 4 hUMA implementation and memory enhancements details".
Thats achieved not only through an modified DirectX 11.1 API, but also a secondary low-level API specifically for the PS4 hardware.
Is multiply really the right word? I'm asking because I honestly don't know if that was just a slip of the tongue, or if you're being literal. In the latter case...weak hardware redeemed.
I have no idea what anything the OP posted means, but I'll act like I do.
PS4 is more powwrfull but you'll only see a difference in first party games probably
Multiply in width, not speed. And maybe multiply isn't the right word - add is better.
Think of it as counting to ten.
One person has to go
1-2-3-4-5-6-7-8-9-10
But if you add width (more people) and do it simultaneously you can get to 10 quicker
1-2
3-4
5-6
7-8
9-10
All of those happening at the same time. You're done before the single person hits 3.
Multiply in width, not speed. And maybe multiply isn't the right word - add is better.
Think of it as counting to ten.
One person has to go
1-2-3-4-5-6-7-8-9-10
But if you add width (more people) and do it simultaneously you can get to 10 quicker
1-2
3-4
5-6
7-8
9-10
All of those happening at the same time. You're done before the single person hits 3.
So why is PS4 dx11.2+ and XBO dx11.1+ ??
It doesn't help the CPU power in the traditional sense (like making it faster, for instance) but it helps with redundancies and this combined with GPU compute will allow the CPU to have more cycles to do what it does best - work on the more intense processes (like complex AI, physics, etc).
An incredibly simple example that will make Durante yell at me (which he probably will anyway) is using their water example above. Let's say we're making a jet ski game. Typically the water needs to be rendered in a straight line copying the data back and forth between the CPU and GPU. The CPU is saying "the jetski is making a wake" and the GPU draws the waves coming off of it. This system allows both to be done simultaneously without swapping back and forth - so it's happening in parallel instead of in a straight line.
So what does that mean? Well, if our jetski on a non-hUMA product takes 20% of the available resources to render the water and the real time waves created by the jetskis - it may now (and i'm pulling a number of my ass here, but the % isn't the point) may take 10%. So that's 10% "extra" that they have. Once you add everything... the AI, the lighting, all of the animations, the graphical effects, particles, etc... you have more overhead to add more because of the cycles you saved on the water rendering using hUMA. So the physics may be even more in depth... or the water particle effects may be EXTRA crazy.
So, yeah, it doesn't make the processor more powerful but it makes the entire system more efficient. Which in turns makes games better. So to the end user it will feel like more power - but it's not literally more power. Upclocking would *literally* be more power, but hUMA has nothing to do with that.
Every PS4 has a Cerny inside.
there is cross talk in that one compute dispatch may forcé an invalidate or a premature flush of another dispatchs SC memory
Does this trump the infinite power of the cloud?
I miss the informative DBZ scale.
So how many rams does the ps4 have?
i didn't think that the PS4 was using DirectX though ?
11.2 is windows 8 only on PC, isn't it?
PS4 IS WINDOWS 8 BOX CONFIRMED!??!?!
I think we're somewhere around the part where the shounen protag says "Time to stop playing around, let me show you my real power!"
Maybe.
I think we need someone to translate the stuff, because I don't know what the stuff was that I just read.
alan666 said:i didn't think that the PS4 was using DirectX though ?
So with PS4 having HuMa, GDDR5, more powerful GPU, and some other stuff I forgot.
How wide is the gap between Xbox One and PS4 in none technical terms.
11.2 is windows 8 only on PC, isn't it?
PS4 IS WINDOWS 8 BOX CONFIRMED!??!?!
It doesn't help the CPU power in the traditional sense (like making it faster, for instance) but it helps with redundancies and this combined with GPU compute will allow the CPU to have more cycles to do what it does best - work on the more intense processes (like complex AI, physics, etc).
An incredibly simple example that will make Durante yell at me (which he probably will anyway) is using their water example above. Let's say we're making a jet ski game. Typically the water needs to be rendered in a straight line copying the data back and forth between the CPU and GPU. The CPU is saying "the jetski is making a wake" and the GPU draws the waves coming off of it. This system allows both to be done simultaneously without swapping back and forth - so it's happening in parallel instead of in a straight line.
So what does that mean? Well, if our jetski on a non-hUMA product takes 20% of the available resources to render the water and the real time waves created by the jetskis - it may now (and i'm pulling a number of my ass here, but the % isn't the point) may take 10%. So that's 10% "extra" that they have. Once you add everything... the AI, the lighting, all of the animations, the graphical effects, particles, etc... you have more overhead to add more because of the cycles you saved on the water rendering using hUMA. So the physics may be even more in depth... or the water particle effects may be EXTRA crazy.
So, yeah, it doesn't make the processor more powerful but it makes the entire system more efficient. Which in turns makes games better. So to the end user it will feel like more power - but it's not literally more power. Upclocking would *literally* be more power, but hUMA has nothing to do with that.
What does it mean......??
So why is PS4 dx11.2+ and XBO dx11.1+ ??
Mystic GohanWhat does it means in terms of DBZ?
i didn't think that the PS4 was using DirectX though ?
Excellent post, thanks for the example.It doesn't help the CPU power in the traditional sense (like making it faster, for instance) but it helps with redundancies and this combined with GPU compute will allow the CPU to have more cycles to do what it does best - work on the more intense processes (like complex AI, physics, etc).
An incredibly simple example that will make Durante yell at me (which he probably will anyway) is using their water example above. Let's say we're making a jet ski game. Typically the water needs to be rendered in a straight line copying the data back and forth between the CPU and GPU. The CPU is saying "the jetski is making a wake" and the GPU draws the waves coming off of it. This system allows both to be done simultaneously without swapping back and forth - so it's happening in parallel instead of in a straight line.
So what does that mean? Well, if our jetski on a non-hUMA product takes 20% of the available resources to render the water and the real time waves created by the jetskis - it may now (and i'm pulling a number of my ass here, but the % isn't the point) may take 10%. So that's 10% "extra" that they have. Once you add everything... the AI, the lighting, all of the animations, the graphical effects, particles, etc... you have more overhead to add more because of the cycles you saved on the water rendering using hUMA. So the physics may be even more in depth... or the water particle effects may be EXTRA crazy.
So, yeah, it doesn't make the processor more powerful but it makes the entire system more efficient. Which in turns makes games better. So to the end user it will feel like more power - but it's not literally more power. Upclocking would *literally* be more power, but hUMA has nothing to do with that.
Lets try not to get this thread locked...What does it means in terms of DBZ?