• PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS


    PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS

    PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS

    In the wake of recent rumors, and outrage, regarding PlayStation 4′s Direct and Flexible memory, Sony has issued an official statement about the console’s RAM debacle:

    We would like to clear up a misunderstanding regarding our “direct” and “flexible” memory systems. The article states that “flexible” memory is borrowed from the OS, and must be returned when requested – that’s not actually the case.

    The actual true distinction is that:

    • “Direct Memory” is memory allocated under the traditional video game model, so the game controls all aspects of its allocation
    • “Flexible Memory” is memory managed by the PS4 OS on the game’s behalf, and allows games to use some very nice FreeBSD virtual memory functionality. However this memory is 100 per cent the game’s memory, and is never used by the OS, and as it is the game’s memory it should be easy for every developer to use it.

    We have no comment to make on the amount of memory reserved by the system or what it is used for.

    By not commenting on the amount of RAM reserved by the system or available to developers, Sony might implicitly confirm the previous figures.

    Eurogamer, originally reporting on the PS4′s memory, now thinks that there is 4.5GB of Direct RAM available to developers, along with OS-controlled 1GB of memory, therefore the amount of memory the games will have 100% access would be 5.5GB leaving 2.5GB reserved for the OS.

    We understand that this is a 1GB virtual address space, split into two areas – 512MB of on-chip RAM is used (the physical area) and another 512MB is “paged”, perhaps like a Windows swap file. But to be clear, of the 8GB of GDDR5 on PS4, our contention is that 5GB of it is available to developers.

    The good news is that the amount is static and not dictated by OS functions as we stated in our original post, making it a lot easier for developers to work with.

  • Sony Teases PS4 Reveal on February 20th


    Sony Teases PS4 Reveal on February 20th

    Sony Teases PS4 Reveal on February 20th

    Sony PlayStation is holding an event set for February 20th at 6pm EST under the tagline “See the future“. We believe the invites were sent to the media for the upcoming Sony next-gen console, PlayStation 4 reveal.

    Earlier this month, we reported that the announcement of PS4 is expected prior to E3 with an official launch later this year. Rumors suggested that the heart of PS4 will be made by AMD. More on PS4 (codenamed Orbis) specs leaked can be found here.

    Citing“people familiar with the matter,” the Wall Street Journal confirms that the event is indeed for PS4 reveal and the new PlayStation console will incorporate more social features, this comes in line with what rumored before that the new controller (upgraded DualShock?) will have a dedicated “Share” button.

    The WSJ also claims that Microsoft’s new console will be released before the end of 2013, with announcement made before E3. More on Xbox 720 (codenamed Durango) specs can be found here.

  • More on Sony’s Next-gen PS4 Specs Revealed


    More on Sony's Next-gen PS4 Specs Revealed

    More on Sony’s Next-gen PS4 Specs Revealed

    Following our previous PlayStation 4, PS4, leaked specs, new information regarding the SoC devkit has surfaced. Below are all the details courtesy of VGLeaks.

    LIVERPOOL SOC

    • Custom implementation of AMD Fusion APU Architecture (Accelerated Processing Unit)
    • Provides good performance with low power consumption
    • Integrated CPU and GPU
    • Considerably bigger and more powerful than AMD’s other APUs
    PS4 Liverpool SoC Diagram

    PS4 Liverpool SoC Diagram

    CPU:

    • Orbis contains eight Jaguar cores at 1.6 Ghz, arranged as two “clusters”
    • Each cluster contains 4 cores and a shared 2MB L2 cache
    • 256-bit SIMD operations, 128-bit SIMD ALU
    • SSE up to SSE4, as well as Advanced Vector Extensions (AVX)
    • One hardware thread per core
    • Decodes, executes and retires at up to two instructions/cycle
    • Out of order execution
    • Per-core dedicated L1-I and L1-D cache (32Kb each)
    • Two pipes per core yield 12,8 GFlops performance
    • 102.4 GFlops for system

    GPU:

    • GPU is based on AMD’s “R10XX” (Southern Islands) architecture
    • DirectX 11.1+ feature set
    • Liverpool is an enhanced version of the architecture
    • 18 Compute Units (CUs)
    • Hardware balanced at 14 CUs
    • Shared 512 KB of read/write L2 cache
    • 800 Mhz
    • 1.843 Tflops, 922 GigaOps/s
    • Dual shader engines
    • 18 texture units
    • 8 Render backends

    Memory:

    • 4 GB unified system memory, 176 GB/s
    • 3.5 available to games (estimate)

    Storage:

    – High speed Blu-ray drive

    • single layer (25 GB) or dual layer (50 GB) discs
    • Partial constant angular velocity (PCAV)
    • Outer half of disc 6x (27 MB/s)
    • Inner half varies, 3.3x to 6x

    – Internal mass storage

    • One SKU at launch: 500 GB HDD
    • There may also be a Flash drive SKU in the future

    Networking:

    • 1 Gb/s Ethernet, 802.11b/g/n WIFI, and Bluetooth

    Peripherals:

    • Evolved Dualshock controller
    • Dual Camera
    • Move controller

    Extra:

    • Audio Processor (ACP)
    • Video encode and decode (VCE/UVD) units
    • Display ScanOut Engine (DCE)
    • Zlib Decompression Hardware

    Each CU contains dedicated:

    • ALU (32 64-bit operations per cycle)
    • Texture Unit
    • L1 data cache
    • Local data share (LDS)
    • About  14 + 4 balance:
      • 4 additional CUs (410 Gflops) “extra” ALU as resource for compute
      • Minor boost if used for rendering
    • Dual Shader Engines:
      • 1.6 billion triangles/s, 1.6 billion vertices/s
    • 18 Texture units
      • 56 billion bilinear texture reads/s
      • Can utilize full memory bandwidth
    • 8 Render backends:
      • 32 color ops/cycle
      • 128 depth ops/cycle
      • Can utilize full memory bandwidth
  • Sony’s Next-gen Console, PlayStation 4 ‘PS4’ Specs Leaked


    Sony's Next-gen Console, PlayStation 4 'PS4' Specs Leaked

    Sony’s Next-gen Console, PlayStation 4 ‘PS4’ Specs Leaked

    Following Microsoft‘s Xbox 720 specs leaked recently, It’s time to turn our attention to Sony’s offering with the new Game console, PS4.

    Sony‘s Next-gen console, PS4, codenamed Orbis, is said to be powered by an 8-core CPU based on “Jaguar” technology by AMD. According to VGLeaks, there are 3 iterations of devkits make the evolution of Orbis through the years.

    Details of each devkit are listed below:

    1- R10 Board (with special BIOS) assemble in a Generic PC

    • Requires Windows 7 64 bit edition
    • Recommend
    • Sandy Bridge (Intel) or Bulldozer (AMD)
    • Minimum 8 GB RAM (system memory)
    • 650 Watt PSU
    • VS2010 SP1
    • DWM (Desktop Windows Manager) must be turned off
    • Application will use Windows services for everything except GPU interface
    • SCE will provide “Gnm”, a custom GPU interface
    DVKT-KS000K system block diagram

    DVKT-KS000K system block diagram

    2- DVKT-KS000K (“Initial 1″)

    • Runs Orbis OS
    • CPU: Bulldozer 8-core, 1.6 Ghz
    • Graphics Card: R10 with special BIOS
    • RAM: 8 GB (system memory)
    • BD Drive
    • HDD: 2.5 ” 160 GB
    • Network Controller
    • Custom South Bridge allows access to controller prototypes

    3- SoC Based Devkit

    • Available January 2013
    • CPU: 8-core Jaguar
    • GPU: Liverpool GPU
    • RAM: unified 8 GB for devkit (4 GB for the retail console)
    • Subsystem: HDD, Network Controller, BD Drive, Bluetooth Controller, WLAN and HDMI (up to 1980×1080@3D)
    • Analog Outputs: Audio, Composite Video
    • Connection to Host: USB 3.0 (targeting over 200 MB/s),
    • ORBIS Dualshock
    • Dual Camera