SighTurtle
[H]ard|Gawd
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Inside PlayStation 4 Pro: How Sony made the first 4K games console
Eurogamer sits down with Mark Cerny, lead architect of the PS4 and Vita. Lots of info especially on the GPU side (where the most improvements take place, explanation of the work to reaching 4K)
Lots of insights, and I'm especially interested in the writer's perception of the console market, while MS turns towards PC and creating its own Xbox brand there, Sony is doubling down on the Playstation.
Eurogamer sits down with Mark Cerny, lead architect of the PS4 and Vita. Lots of info especially on the GPU side (where the most improvements take place, explanation of the work to reaching 4K)
(Merely a Summary of Improvements)
At a glance: what Mark Cerny told us about PS4 Pro
The tech session with Mark Cerny was signposted as far back as the PlayStation Meeting at the beginning of September, and it didn't fail to deliver a treasure trove of new information on the hardware make-up of the new machine and the ethos behind it. The highlights are as follows.
- Additional 1GB of DDR3 RAM - used to swap out non-games apps (eg Netflix) from the 8GB of GDDR5
- 512MB available to developers for 4K render targets and framebuffers
- Another 512MB utilised for handling a 4K version of the dynamic menu front-end
- New ID buffer for tracking triangles and objects, opening the door to advanced spatial and temporal anti-aliasing
- 4K framebuffers either created from simpler geometry-only rendering or more advanced checkerboarding
- Some developers - eg the developers of Spider-Man and For Honor - producing their own 4K techniques based on four million pixel framebuffers
- Double the compute units, laid out like a mirror of the original PS4's GPU. Half the CUs deactivate when running in base PS4 mode
- 2.13GHz CPU and 911MHz GPU in Pro mode, running at 1.6GHz and 800MHz respectively in base PS4 mode in order to lock back-compat with the standard model
- AMD Polaris energy efficiency improvements enabling more power in a console form factor
- Delta colour compression technology arrives in PS4 Pro, maximising memory bandwidth. Not seen in PS4
- Primitive discard accelerator culls triangles from the scene that aren't visible
- Enhanced 16-bit half-float support
- Improvements for running multiple wavefronts on the compute units - more work per CU
- New features from AMD roadmap - the ability to run two FP16 operations concurrently instead of one FP32, plus the integration of a work scheduler for increased efficiency
- Advanced multi-resolution support for increased performance in VR titles
How Sony views the Console market
But perhaps the biggest takeaway I had from the meeting with Mark Cerny was the insight into how Sony views the console generations. PS4 Pro and Project Scorpio have been seen as the beginning of the end of the jump to a new, more capable wave of hardware in favour of intermediate upgrades. What's clear is that Sony isn't buying into this. Cerny cites incompatibility problems, even moving between x86 CPU and AMD GPU architectures. I came away with the impression that PS5 will be a clean break, an actual generational leap as we know it. I do not feel the same about Project Scorpio, where all the indications are that Microsoft attempts to build its own Steam-like library around the Xbox brand, with games moving with you from one console to the next - and eventually, maybe even to the PC.
Lots of insights, and I'm especially interested in the writer's perception of the console market, while MS turns towards PC and creating its own Xbox brand there, Sony is doubling down on the Playstation.