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Senior Member
![]() ![]() ![]() 加入日期: Sep 2003
文章: 1,458
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引用:
你不知道PS5是鎖30FPS嗎? 且是初期開發機. 製作組的目標是60FPS. PS5張數可更高,且PS5的CPU性能可能是不如那筆電的, 所以沒有可比性,因為有變因. |
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Golden Member
![]() ![]() ![]() ![]() 加入日期: Jul 2012
文章: 2,590
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不能60乾脆鎖30
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公司用擋簽名檔帳號 |
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Major Member
![]() 加入日期: Oct 2001
文章: 184
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引用:
這是宣傳騙小白用的,PS4的jaguar沒有HSA架構只能叫UMA而不是hUMA,Kaveri才有HSA設計。 |
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*停權中*
加入日期: Apr 2017
文章: 2,836
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引用:
反正人家就是稱作Unified Memory 至於你所謂"需要在CPU分配區跟GPU分配區搬來搬去"永遠看不到資料來源 下面Mark Cerny很明確點出,CPU跟GPU都可以對8GB的GDDR5進行完全尋址 那麼一份資料既然CPU跟GPU都可以去讀取,又何必搬來搬去複製成2份??? https://www.gamasutra.com/view/feat...rk_.php?print=1 "The 'supercharged' part, a lot of that comes from the use of the single unified pool of high-speed memory," said Cerny. The PS4 packs 8GB of GDDR5 RAM that's easily and fully addressable by both the CPU and GPU. If you look at a PC, said Cerny, "if it had 8 gigabytes of memory on it, the CPU or GPU could only share about 1 percent of that memory on any given frame. That's simply a limit imposed by the speed of the PCIe. So, yes, there is substantial benefit to having a unified architecture on PS4, and it’s a very straightforward benefit that you get even on your first day of coding with the system. The growth in the system in later years will come more from having the enhanced PC GPU. And I guess that conversation gets into everything we did to enhance it." The CPU and GPU are on a "very large single custom chip" created by AMD for Sony. "The eight Jaguar cores, the GPU and a large number of other units are all on the same die," said Cerny. The memory is not on the chip, however. Via a 256-bit bus, it communicates with the shared pool of ram at 176 GB per second. "One thing we could have done is drop it down to 128-bit bus, which would drop the bandwidth to 88 gigabytes per second, and then have eDRAM on chip to bring the performance back up again," said Cerny. While that solution initially looked appealing to the team due to its ease of manufacturability, it was abandoned thanks to the complexity it would add for developers. "We did not want to create some kind of puzzle that the development community would have to solve in order to create their games. And so we stayed true to the philosophy of unified memory." In fact, said Cerny, when he toured development studios asking what they wanted from the PlayStation 4, the "largest piece of feedback that we got is they wanted unified memory." --- 另外老是有某些人說我捧PS捧上天 請看清楚,Unified Memory並沒有提升性能,只是方便開發 記憶體性能主要還是來自於頻寬、容量 所以PC顯卡依然可以輕鬆超越,我也認同UE5在PC上表現會更好 此文章於 2020-05-17 11:51 PM 被 aya0091 編輯. |
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Senior Member
![]() ![]() ![]() 加入日期: Sep 2003
文章: 1,458
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引用:
計畫是60,但目前做不到,為穩定鎖30. 老黃說次世代主機不如筆電版2080, 情報應該是UE5 PS5版這邊來的, 可惜XSX比老黃想像的還強, 就看今年AMD的RDNA2能不能降低NV的信仰值 ![]() |
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Major Member
![]() 加入日期: Oct 2001
文章: 184
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引用:
XSX的規格就表明沒有異構統一循址,10GB的VRAM 頻寬560GB/s ,6GB系統用為頻寬 336GB/s,各自獨立運用,PS5也是規劃系統和圖型用的記憶體空間各自使用,早從PS4 及XB1時代就就是如此了。 從Kaveri APU後,APU開始統一記憶體控制器,像天蠍座的APU就跟PS4的不一樣,雖統一了 記憶體控制器,使CPU、GPU的快取一致性提高,但為了減輕那點互訪延遲的性能損失, 而重寫開發語言產生的成本反而得不償失,不如直接增加頻寬加大記憶體容量來的簡單有效。 異構統一循址hUMA是當時AMD為提高APU話提性而提出的,一直以來共用記憶體UMA就 有共用快取的設計,XBOX360時代已有底層最佳化的經驗,hUMA需要硬體、驅動、軟體 的一起配合,但對性能來說付出太多得到太少,現在已經沒人在強調了。 |
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Major Member
![]() 加入日期: Oct 2001
文章: 184
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引用:
這是常識,跟UMA或hUMA沒什麼關係,不需要什麼資料來源。 遊戲從硬碟載入到記憶體後,CPU再去處理這一堆封裝檔案分出程式、音訊還是 貼圖、頂點資訊,然後分別解壓到顯示記憶體或主記憶體,開始進行遊戲。 硬碟或SSD並沒有記憶體控制器,無法跳過APU而直接將資料放到記憶體中,而且 遊戲進行時資料清除載入記憶體的過程一直不斷重複,這都需要CPU去處理。 CPU跟GPU就算用同一記憶體控制器,這個流程也不會改變,封裝的資料和解封的資料 不同,沒什麼為何要搬來去複製成2份,因為必需如此。 此文章於 2020-05-18 07:24 PM 被 alucardlin 編輯. |
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*停權中*
加入日期: Apr 2017
文章: 2,836
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所謂常識是指PC那套,但PS4可不是
https://forum.gamer.com.tw/G2.php?bsn=60596&sn=221 |
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Junior Member
![]() ![]() ![]() 加入日期: Jun 2015
文章: 854
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引用:
覺得還是等市售機發售 和媒體有遊戲評測會比較準確 當年PS4也是這樣說了一大堆技術 還主推異步功能 目前異步也只有在EPIC自家的遊戲上才有 例如戰爭機器5和戰爭機器戰略板等等 但是最後還是不及硬體效能瓶頸的天花板 https://www.youtube.com/watch?v=9OE2iI7OLh8 |
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Senior Member
![]() ![]() ![]() 加入日期: Sep 2001 您的住址: 淡水
文章: 1,213
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是阿,雖然 SONY 的工藝比軟體出身的微軟好,
但微軟每次以雄厚的財力直接堆料,常常效能不輸。 索尼常常在上市前吹過頭,上市後...就改談遊戲陣容... 一個工匠,一個土豪... |
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