Caporegime
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- 9 Nov 2009
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It's not better than what's in the ps4. The gpu in the ps4 is in between a 7850 and 7870. What you are seeing in bf4 for ps4 was an after thought ported to the console. Early games on new release consoles are usually not great.
Its a bit different too.
TR said:A 256-bit interface links the console's processor to its shared memory pool. According to Cerny, Sony considered a 128-bit implementation paired with on-chip eDRAM but deemed that solution too complex for developers to exploit. Sony has also taken steps to make it easier for developers to use the graphics component for general-purpose computing tasks. Cerny identifies three custom features dedicated to that mission:
An additional bus has been grafted to the GPU, providing a direct link to system memory that bypasses the GPU's caches. This dedicated bus offers "almost 20GB/s" of bandwidth, according to Cerny.
The GPU's L2 cache has been enhanced to better support simultaneous use by graphics and compute workloads. Compute-related cache lines are marked as "volatile" and can be written or invalidated selectively.
The number of "sources" for GPU compute commands has been increased dramatically. The GCN architecture supports one graphics source and two compute sources, according to Cerny, but the PS4 boosts the number of compute command sources to 64.
If developers take advantage of the PS4's apparently robust support for mixed GPU workloads, we could see more compute tasks being offloaded to the GPU in PC games. Let's hope developers don't rely too much on Sony's customizations, though.
It basically has the same number of shaders as the Pitcairn XT GPU,ie, 1280 like in the R9 270 series. However,it has one cluster disabled and hence has 1152 shaders.
Plus it appears compute has been significantly enhanced and it has features which increase memory bandwidth even more than the R9 270 has I suspect.
On top of this the lead consoles for BF4 were the PS3 and XBox360.
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