PS4 Playstation 4

Kauft ihr die PS4 direkt zum launch?


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Inside the PlayStation 4 With Mark Cerny

"For me, this all started in late 2007," said Cerny, remembering how he embarked on the road to becoming lead architect of the PlayStation 4.

Realizing how passionate he was about the PlayStation 4 project, after Thanksgiving, Cerny went to Sony's then-execs Phil Harrison and Masa Chatani, "and asked if I could lead the next generation effort. And to my great surprise, they said yes."

"The launch lineup for PlayStation 4 -- though I unfortunately can’t give the title count -- is going to be stronger than any prior PlayStation hardware. And that's a result of that familiarity," Cerny said. But "if your timeframe is 2015, by another way of thinking, you really need to be doing that customization, because your competition will be doing that customization."

So while it takes "weeks, not months" to port a game engine from the PC to the PlayStation 4 according to Cerny, down the road, dedicated console developers can grasp the capabilities of the PlayStation 4, customize their technology, and really reap the benefits.
 
Über die Unified Memory Architektur von Cerny

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."
 
Über die Unified Memory Architektur von Cerny

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Hört sich gut an, Sony hat gutes daran getan Cerny als Lead Designer zu nehmen.
 
Hätte das Interview lieber als Video gehabt. Cerny zuzuhören ist irgendwie geil.
 
Hab gerade nach aktuellen Sony BluRay-Playern gegooglet. Das Design vom Flagschiff 2013 kennt ja jeder (mit dem prismaartigen Design), aber ich find den hier noch schicker:

mitsubishi-82-3d-dlp-1080p-hdtv-sony-blu-ray-player-a-d-00010101000000~220015_alt4.jpg


Einfach ein PS4-Logo draufklatschen und gut ist. :scan:
 
PlayStation DUALSHOCK®4 Controller
PS Blog Video: Developers talk about the Dual Shock 4

[video=youtube;wPeBWguyGjM]http://www.youtube.com/watch?v=wPeBWguyGjM[/video]

Ähnelt der ps3 aber zu sehr.
Das könnte füverqirrung sorgen bei uninformierten kunden.

Abgesehen davon, dass das imo überhaupt nicht wie ne PS3 aussieht, wird es bei nem konventionalen Namen wie PlayStation 4 bestimmt keine Verwechslung mit der PS3 geben. ;)
 
Chris Roberts zur PS4:

The PC is not the only possible platform for Star Citizen; Roberts' reaction to the PS4 is positive. "It's a nice piece of hardware, but I think it's going to be hard for them to go much less than $400 without taking a massive loss on it," he said. "The good news is that it's essentially a PC, so that means PC owners will get much better ports of console games. I'm not a PC elitist by any means; if I could be on the PS4, and they were open, and I could do the updating and all the sort of stuff we're trying to do on Star Citizen, then I would definitely consider putting it on PS4, because it's essentially a PC with a friendlier operating system."

Quelle: gamesindustry.biz
 
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