How the PlayStation 4 is better than a PC

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Aikouka

Lifer
Nov 27, 2001
30,383
912
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In the PC world, developers do not spend many time on optimization because hardware is continuously evolving.

It's always seemed to me that the companies making the GPU drivers are the ones that end up iterating to improve performance. Although, to be fair, I don't have insider access to what goes on, and there's probably quite a bit of conversing between the studios and the hardware manufacturers to help increase performance.

If you ask me, hardware is evolving so fast those days that I doubt that the new consoles will survive for 7 years. I think that a 5 years span is more realistic.

Hardware has been evolving even during the last console generation, and that didn't stop them from squeezing as much life as they could from it.
 
Aug 11, 2008
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It's always seemed to me that the companies making the GPU drivers are the ones that end up iterating to improve performance. Although, to be fair, I don't have insider access to what goes on, and there's probably quite a bit of conversing between the studios and the hardware manufacturers to help increase performance.



Hardware has been evolving even during the last console generation, and that didn't stop them from squeezing as much life as they could from it.

I would actually argue that hardware is evolving a lot slower than it was at the beginning of the last console cycle, especially cpus.
 

toyota

Lifer
Apr 15, 2001
12,957
1
0
I would actually argue that hardware is evolving a lot slower than it was at the beginning of the last console cycle, especially cpus.
maybe for desktops but low power mobile tech is moving much faster. like I said earlier in the thread, phones/tablets will probably match the cpu power of the PS4 before it is half way through its cycle.
 
Aug 11, 2008
10,451
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maybe for desktops but low power mobile tech is moving much faster. like I said earlier in the thread, phones/tablets will probably match the cpu power of the PS4 before it is half way through its cycle.

They may, but I seriously doubt they will reach the graphics level of the PS4. The cpu of the PS4 is actually very weak, despite having 8 cores. Basically 8 tablet cores, but they can get away with it because they devoted the bulk of the budget and power envelope to the gpu.

I still think it will be very difficult to get the performance of the PS4 into a small form factor like that due to space, thermal and battery life limitations.

That is not to say I agree with the outrageous claims made here for the PS4 either. Just saying I doubt tablets or phones can catch up that quickly in overall performance.
 

galego

Golden Member
Apr 10, 2013
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For those that are interested, there are some publications about Killzone's tech over at Guerrilla Games's site

http://www.guerrilla-games.com/publications/

They only used 3GB RAM in killzone shadow fall.

Interesting as well the next interview emphasizing the performance:

I think we were running on all the different cores for all the different systems, including AI and gameplay which we’ve never done before. We’ve never utilised the CPU power we’ve had like this. We had about sixty guys running around in the demo which is far over what we’ve been able to do before – that’s about three or four times more.

Animation networking quality was much higher, I think it’s just basically been proven that the amount of time it takes AI programmers to get their code up and running in parallel is so much easier that it just enables us to do much more. Of course we were optimising towards 30fps, making sure we didn’t drop a frame – or that we dropped a few frames but not very many – basically just making sure it ran smooth. And this is a launch title, we’ve just got new hardware and we weren’t using some of the hardware acceleration for stuff like audio at the time we did the demo, which we have now done. So I think there’s a lot more left in the system.


http://www.edge-online.com/features/killzone-shadow-fall-and-the-power-of-playstation-4/
 

Enigmoid

Platinum Member
Sep 27, 2012
2,907
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They only used 3GB RAM in killzone shadow fall.

Interesting as well the next interview emphasizing the performance:




http://www.edge-online.com/features/killzone-shadow-fall-and-the-power-of-playstation-4/

Is that RAM or VRAM or both?

The relationship between ram and performance is not linear. They will likely hit a gpu bottleneck long before they ca use all that ram (8GB).

Crysis three RAM usage (sorry, site is in russian, this is something that is rarely tested).





So it looks like Crysis three is perfectly happy with around 3 GB RAM + VRAM at 1080p and low AA

This is just to say that the even the most visually stunning and demanding games can require surprisingly little memory.

Note: A 680 at 1080p Ultra with 4x SMAA gets around 38 fps.
 

2is

Diamond Member
Apr 8, 2012
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sontin

Diamond Member
Sep 12, 2011
3,273
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LOL...they used only 6 cores, and the audio was done in the CPU

looks like Sony should have axed some cores IMO, and a brought more shaders

They will and i believe can't use all cores because the OS and other things need their own threads. And with such a low power CPU like jaguar you can't run all of these stuffs on one Core.

BTW: Metro: Last Light uses less than 2GB for everything. So using much VRAM does not mean that it is necessary.
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
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Is that RAM or VRAM or both?

The relationship between ram and performance is not linear. They will likely hit a gpu bottleneck long before they ca use all that ram (8GB).
Nope, the more Vram there is, the less work GPU have to do. For example texture compression.

Most of the time something uses "only" x amount of ram is because that's all the ram it needs. It doesn't mean it's going to magically perform better if it used more.
Wrong. it uses 'x' amount of ram because it was developed with that in mind. You can offload more assets to ram...hell you can put whole game to ram and never read data from hdd. But average gamer doesn't have enough memory, and games being ported from console with 256MB RAM can't support such a thing.

BTW: Metro: Last Light uses less than 2GB for everything. So using much VRAM does not mean that it is necessary.
That may be the reason why it tanks so hard...
 

galego

Golden Member
Apr 10, 2013
1,091
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Is that RAM or VRAM or both?

3 GB of VRAM. 1.5 GB system memory.

The relationship between ram and performance is not linear. They will likely hit a gpu bottleneck long before they ca use all that ram (8GB).

Who said you anything about linear? Exact... nobody.

Try to run Crysis 2 on 256 MB of RAM + 256 MB VRAM (as in an old consoles) and then tell me about massive performance loss in PC.

Glad to see that you know more about the PS4 hardware than the people who developed and tested it. About bottlenecks:

"I think it was for more than a year that we knew the main ingredients and there was just discussion after discussion trying to find a bottleneck," he added. "We actually had parts of both Killzone 3 and very early Killzone 4 art assets running through simulators to try to find out how it would behave on our speculative hardware that didn’t exist – trying to find bottlenecks in the hardware that we could fix before we could even think about the chip."

And this resumes on the known statement about the final specs on the PS4:

Developers Won't find a Performance Bottleneck
 
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BallaTheFeared

Diamond Member
Nov 15, 2010
8,115
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Try to run Crysis 2 on 256 MB of RAM + 256 MB VRAM (as in an old consoles) and then tell me about massive performance loss in PC.

PC doesn't scale down as low as the console version, and Crysis 3 is DX11 only good luck finding a DX11 card with last decade specs.

PC isn't a PS3, they work differently, try to understand that PS3 isn't the same as the PS4, the PS4 is far closer to a PC than it is the PS3... No backward compatibility, hello?

A PC will have system resource overhead, because it's not just a gaming console it's everything the PS4 wishes it was.
 

Enigmoid

Platinum Member
Sep 27, 2012
2,907
31
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3 GB of VRAM. 1.5 GB system memory.

Who said you anything about linear? Exact... nobody.

No but when you post something like "They only used 3GB of RAM" then there is a strong implication that with more RAM they can get better performance. I'm just saying that is not necessarily the case.
 

Enigmoid

Platinum Member
Sep 27, 2012
2,907
31
91
Nope, the more Vram there is, the less work GPU have to do. For example texture compression.

Can you explain this to me? I always thought texture compression used very little resources (similar to how you can use ultra textures on a low end card as long as you have enough vram). Many reviews have shown no performance gain for gpus with additional vram unless vram is being maxed out (680 4GB performs the same as the 2GB version, 7850 1GB the same as the 2 GB version as long as you are not vram limited).
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
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Can you explain this to me? I always thought texture compression used very little resources (similar to how you can use ultra textures on a low end card as long as you have enough vram). Many reviews have shown no performance gain for gpus with additional vram unless vram is being maxed out (680 4GB performs the same as the 2GB version, 7850 1GB the same as the 2 GB version as long as you are not vram limited).

You just answered yourself.

you can use ultra textures on a low end card as long as you have enough vram)
with close to no performance penalty compared to 'high' textures as long as you can offload them without doing much of decompression. It works something like that:
you take matrix 'A' and multiply it by martix 'B'. A- is your compressed data, and B is decoding algorithm.
[A]x=[C]
Depending on size of matrix 'A' and 'B', the result matrix "C" have combined dimmensions:
Matrix A is 'n' by 'm'
Matrix B is 'm' by 'p'
then Matrix C is 'n' by 'p'
You want your matrix C to be bigger than A and B - decompressed. To achieve that dimensions have to be:
n>m and p>m.
If you have enough RAM (Video memory and system memory aswell) you don't have to process so much, because you can have already decompressed matrix C stored to memory.

Well... I don't speak English well enough to explain that better. I hope it is readable.

Here is a picture that explain what I'm talking about:
 
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Enigmoid

Platinum Member
Sep 27, 2012
2,907
31
91
You just answered yourself.


with close to no performance penalty compared to 'high' textures as long as you can offload them without doing much of decompression. It works something like that:
you take matrix 'A' and multiply it by martix 'B'. A- is your compressed data, and B is decoding algorithm.
[A]x=[C]
Depending on size of matrix 'A' and 'B', the result matrix "C" have combined dimmensions:
Matrix A is 'n' by 'm'
Matrix B is 'm' by 'p'
then Matrix C is 'n' by 'p'
You want your matrix C to be bigger than A and B - decompressed. To achieve that dimensions have to be:
n>m and p>m.
If you have enough RAM (Video memory and system memory aswell) you don't have to process so much, because you can have already decompressed matrix C stored to memory.

Well... I don't speak English well enough to explain that better. I hope it is readable.

Here is a picture that explain what I'm talking about:


Thanks, makes sense.

I'm guessing that games specifically have to be coded for this though (console) as pc doesn't seem to benefit at all from more vram is vram is not limiting.
 

dastral

Member
May 22, 2012
67
0
0
The gaming PC that Epic and other developers are targeting for the first demos of PS4 is an i7 + 16 GB + GTX-680 (2 GB)

Which makes a lot of sense, assuming Carmack was right (i don't see any reason to second guess him) and consoles just "double everything"' due to optimization, you'll get close the spec you posted if you double the PS4.

Basically a 500$ console, will perform like a 1000$ PC.
It's a fair trade considering the sacrifices you have to make : No Steam + No Upgrades + Zero Flexibility

I do not see why anyone should doubt (or be troubled) by this fact.

Saying "years ahead" (in performance) is PR bull**** and we all know it.
Maybe HUMA is the future (in design) but it's not "years ahead" in performance.


PS : That quote you love so much for x10 "the PC can actually show you only a tenth of the performance if you need a separate batch for each draw call".... Did you notice it's only "IF you need a separate batch" ?
 

Cerb

Elite Member
Aug 26, 2000
17,484
33
86
You just answered yourself.
Texture compression, however, is standardized, uses small fixed-size blocks, and has dedicated hardware in modern GPUs, all inside the chips. At this point, it is free bandwidth savings, except for the pixel-level quality loss (which is generally not perceivable).
 

PrincessFrosty

Platinum Member
Feb 13, 2008
2,301
68
91
www.frostyhacks.blogspot.com
Remember that texture compression (or any compression) is a trade off between size and computation.

You're sacrificing computational time to compress/decompress textures to save space in memory.

Here's the thing though, frame rate scales linearly with computational resources, the more you decrease your spare GPU cycles the slower the game runs, it's very much an analogue relationship between the two.

However memory has more of a binary performance characteristic, either you have enough or you don't, once you have enough adding more memory doesn't improve performance. If you run out and you're having to swap data in and out of memory the performance pentalties become absolutely massive, to the point where modern games can go from perfectly smooth to unplayable with a tiny change.

The fixed hardware of consoles and the very small amount of memory available to them forces developers making multi-platform titles to heavily trade off memory space for computational power using texture compression and alike, or invent newer systems like idTech5's megatexture technology to overcome the problems of small amounts of memory.

These aren't ideal for the PC which in modern computers has vastly more memory available, 16Gb of System RAM and 2Gb of vRAM are common for new "average" gaming builds today.
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
101
Texture compression, however, is standardized, uses small fixed-size blocks, and has dedicated hardware in modern GPUs, all inside the chips. At this point, it is free bandwidth savings, except for the pixel-level quality loss (which is generally not perceivable).

Of course it is standardized. And there are many methods offering different effects.
We had dedicated hardware do texture compression - pixel shader. Now everything uses unified architecture, where every shader can be anything is needed at that moment. If there is heavy texture decompression required there may be huge chunk of core assigned to that.
Bandwidth and capacity is very tied together. To efficiently use high capacity much bandwidth is needed.
 
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