Sony. Sony ( ) , . , . Sony promotion PS4, .
Sony. Sony ( ) , . , . Sony promotion PS4, .
PS4 has no performance bottlenecks, claims Killzone developer
Everything is balanced out, says Michiel Van Der Leeuw, technical director at Guerrilla Games.
The PlayStation 4 has been so carefully designed that developers won't find a performance bottleneck, Michiel Van Der Leeuw, technical director at Guerrilla Games, has told Edge.
"The fact that the best pieces of hardware are also devised from, or optimised versions of, the stuff we find in PCs doesn't make it any less a console," Van Der Leeuw explained. "A PC is a number of parts that also [have] bridges in-between, where there are inefficiencies that may [come in if they're not] exactly the right match."
But with the PS4, Sony has - allegedly - been able to ensure these inefficiencies don't exist.
Van Der Leeuw continued: "We've got the right amount of memory, video card; everything's balanced out. It was a very conscious effort to make sure that – with the speed of the memory, the amount of compute units, the speed of the hard drive – there would not be any 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. Take a look at this design; try to find the bottleneck."
PlayStation 4 is expected to launch later this year, with Killzone: Shadow Fall expected to be a launch title.
http://www.videogamer.com/ps4/killzo...developer.html
^^ M 4 680GTX 32 , medium spec PC, PS4...
PS4's 8GB RAM was kept secret from third-party devs until console reveal
Third-party studios were told PlayStation 4 would only include 4GB DDR5 prior to console announcement.Third-party developers were not aware that PlayStation 4 would include 8GB of GDDR5 RAM until Sony's reveal event in February - despite having received development kits long before the console's announcement.
Speaking with VideoGamer.com, Just Add Water's CEO Stewart Gilray - who is developing a mystery title for PlayStation 4 - revealed that third-parties were initially told that the console would feature only 4GB of RAM, and were left happily surprised when the system's lead architect Mark Cerny discussed the console's specs on stage.
"We were told [PS4] was 4GB originally," Gilray told us, "and we first knew it had 8GBs when Mark said at the event's stage, 'And it has 8GB of memory.' We'd had kits at that point for a good while."
Gilray suspects that only "a couple of really close first-parties" knew PS4 would feature 8GB prior to the console's announcement, "but I think most third-parties, if not all third-parties were like, 'Yeah, 4GB, awesome, can't wait.'
"It's a fantastic amount of memory," he continues, "especially DDR5 memory, because it's so fast you don't have to have everything there at once. You can swap it in and out instantly, effectively. But when they said 8GB it was like, 'Ooookay.'"
Leaked systems specs for PlayStation 4 - back when it was still going under its codename 'PlayStation Orbis' - also suggested that the console would only include 4GB of RAM.
An "added bonus" of PS4's memory is that Sony has "already ring-fenced the system memory away from the game memory," Gilray adds, "so there's none of this business that we had with PS3 of having to share memories.
"When you press the PlayStation button on a PS3 game, you get the basic XMB up [but] to do anything you have to quit the game, because of the memory for it. With PS4 we don't have that because the system memory is already ring-fenced for itself."
Gilray's comments suggest that third-party developers could have been developing PS4 games targeting lower system requirements than the console's actual capability - which could go some way to explaining the suspected 30fps cap on the Unreal Engine 3-powered Thief.
PlayStation 4 is expected to launch worldwide later this year.
( NeoGAF) 4GB 8GB motherboard:
8 8 . 16 , chips .
chips 8Gbit (1GB), 16 8, .
8 (32-bit * 8 = 256-bit memory bus), PS3 GDDR3 chips RSX 4 (32-bit * 4 = 128-bit).
. point . PC, PC user "PC" "bottlenecks" , :
http://www.ps3forums.gr/vb/showthrea...l=1#post438237
quote ... ( specs PS4 ) .
PS4 isnt just a high-end PC, says Guerrilla Games
wow... Guerilla PS4... ... Guerilla hardware!Guerrilla Games technical director Michiel Van Der Leeuw has dismissed the notion that PS4 is little more than a high-end PC, suggesting that those describing the console that way are trolls and fanboys.
Speaking in an interview to be published in E253, on sale Thursday, Van Der Leeuw explained that his studio was heavily involved in the creation of PS4s arcitecture, and while it might be more PC-like than its predecessor, it is still very much a games console.
Referring to those calling PS4 a PC in a fancier box, he said: “Thats difficult because people are trolling, right. What do you say to a troll? You dont feed the trolls, thatll make them grow.”
“I mean, it has always been a piece of high-end hardware that we put in a box, we find exactly the right components that complement each other and make a really good gaming experience. This is exactly the same thing – it is a console. The fact that the best pieces of hardware are also devised from, or optimised versions of, the stuff we find in PCs doesnt make it any less a console. I can imagine if you find people with a vested interest to say PC gaming has won, they will find lots of great arguments in the fact that we use some of the same parts. But you know thats just fanboys on the internet, I guess.”
Van Der Leeuw went on to explain the differences between PS4 and a high-powered PC. “A PC is a number of parts which also has bridges in between where there are inefficiencies that may not be exactly the right match. Weve got the right amount of memory, video card, everything balanced out. I know it was a very conscious effort to make sure that, with the speed of the memory, the amount of compute units, the speed of the hard-drive that we put in, that there would not be any bottlenecks. So the amount of pixel-pushers that you have, the amount of memory, the speed of your compute units make sure that you dont hit any of the weakspots of the hardware.”
This balancing of PS4s architecture and the use of complementary components make it simpler to work with, said Van Der Leeuw. “Whereas if you have a PC very often your buffs, or your express buffs are very slow compared to your video RAM which is GDDR5 and your main RAM then is even slower than that, but you compensate by sticking buffers in there… theres a lot of things to contemplate in the fact that it is a replaceable-parts architecture. This [PS4] is where all of the parts are designed to work together, naturally.”
He added that Guerrilla was part of a constant iteration process with PS4′s innards. Guerrilla made at least five different major changes to the graphics chip, CPU and on the bandwidth between the different components, to define and then eliminate any disruption in performance.
“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 didnt exist – trying to find bottlenecks in the hardware that we could fix before we could even think about the chip.”
Naughty Dog Santa Monica , PS4.
Last edited by Valkyre; 10-04-2013 at 12:21.
Guerilla " 8 gb gddr5" ", , " 8 gb, code devkits.
Yoshida: "We hate to see all PS4 games being FPS"
Sony has proven itself over the course of the PS3's lifecycle that it's not afraid to try something different and target different markets.
ModNation Racers, LittleBigPlanet, MAG and the likes of Journey or Tokyo Jungle on the PSN Store are all names that - while not huge sellers like Uncharted - show that Sony is willing to try new things.
This will remain for the PS4, it seems, with Sony's Worldwide Studios president Shuhei Yoshida claiming in an interview in the latest issue of Edge that not all games will be targeted at FPS players.
When asked about why the importance of the PS4 reveal's first game being decidely cutesy game Knack, Yoshida said "Yeah, it was pretty intentional.
"Mark's idea was like, "What about a Crash Bandicoot for PS4?" When he suggested the concept of Knack, we were like, "Yeah, we hate to see all the PS4 games being FPS or action-adventure or very photorealistic" - you know, big-budget blockbuster games."
Yoshida added, "We know that people like these games, but these are not the only kinds of games that people can have fun with."
We're glad to see Sony isn't losing that sense of inventiveness with the PS4 then.
http://www.nowgamer.com/news/1880716...s_yoshida.html
, first party .
real time meeting
googling..please wait...
In an interview with CVG Hulst told the site that it was Sony first-party studios who built the new PlayStation, unlike past generations.
“This was the first time we did this with PlayStation,” Hulst said, “where you get the entire group of core developers together and consistently give very deep, profound feedback on everything system-related, and thats really awesome.”
“The guys who made [the system] are no longer in an ivory tower in Tokyo, its shared with us and not just with us, but with Evolution, Santa Monica, Naughty Dog, everybody and together weve built the machine.”
.... hardware ( / ) devs. studios Sony .
Satan has left his killing floor
PS4
SVOGI UE4 too much ?? ? ...
Link to post in UDK forum
Fully dynamic lighting and precomputed lighting are just two tools in our UE4 toolbox. We have games being made like Fortnite that are using fully dynamic lighting, no lighting build times, and the game has full flexibility to change what it desires at runtime. In the case of Fortnite, this is used to great effect with building and harvesting of resources. We don't yet have a solution for dynamic GI in the fully dynamic lighting path, this is something we hope to address in the future.
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