I hate to say it, but you're probably right.It's not Zen people. lol
At a recent press conference, AMD CEO Lisa Su is quoted saying they will work closely with Microsoft and Sony to jointly develop new custom-design SoCs that would be out in 2018. For now, the PS4 Pro and the upcoming Xbox Scorpio will use AMD’s latest 14nm graphics chip coupled with the existing CPU core.
I hate to say it, but you're probably right.
Like its predecessor, Jaguar is a 64-bit, out-of-order microprocessor that decodes and issues 2 instructions and dispatches 6 operations per cycle. A cluster of four Jaguar cores share an L2 cache and larger configurations can be built using an internal fabric
I could see it go either way. The problem with quite a few games currently is that they are held up by the lowest common denominator, the PS4 with it's 8 x 1.6ghz processor which will limit how much programmer can add to the games for the next few years AI wise. Although a healthy boost to the CPU (8 core low clock zen - SMT) could ensure 60fps on every game for Scorpio and 30fps on older consoles. This could also be done with a shrunken 2.4-2.6ghz Jag too. As far as the GPU side, I'd have to think they would go Vega UNLESS it's too much of a deviation from GCN. What ever combo it is I gladly welcome it, most of my friends/family have completely ditched PC gaming so I'm stuck with XBox for 75% of my gaming.
It wouldnt because for a console it s much better to have threads of equal strength, so Zen could be used only as 4C/4T, and they dont need its massive FP throughput, that s a waste of silicon.
Given the CPU power budget that is less than 20W they have the following options if they use 14nm for all designs :
8 Jaguar cores at 3GHz
8 XV cores at 2.6GHz
4 Zen cores at 2.8GHz
The bigger INT throughput and perf/watt are provided by the first and second options...
It's not Zen APU ie Raven, simply because even zen haven't launched, how can Zen base SOC be ready and in massive production in Q3 2017?
I'm apprehensive about the specs jumping so high. Not only would it cost a lot, but it will cause a huge segmentation of Xbox users. Some games just will not work well on the original Xbox one, which is still being sold today. I don't trust developers to scale up and down for two different systems for the same game.
Why do you think?I mean what do they really need to know other than tdp and dimensions so that they know that it will fit in the power budged and in the case?I think its unlikely we see Zen in Scorpio. It would have been just too far out at 1.5-2 year ago mark when they started the design process.
Why do you think?I mean what do they really need to know other than tdp and dimensions so that they know that it will fit in the power budged and in the case?
As long as it's still x86 and GCN there is nothing I can think of that could influence the rest of the hardware.
Maybe they designed everything else and in the APU space they just drew a box saying "place (any) APU here" ,as long as there is enough space to draw all the traces it shouldn't really matter if they knew the cpu specs or if it would be out yet or even what cpu they'd drop in as long as it's the same arch.Timing. I dont think Zen was far enough along early enough for inclusion
Microsoft is running Xbox 360 games decently on Xbox One. Switching from Jaguar to Zen almost certainly wouldn't be a problem (heck, both are x86 CPUs). I'd be extremely disappointed if they would use Jaguar cores.
Devs don't even do this for (window) PCs anymore,no way they'll do it for the consoles,that's why some games run so incredibly bad on windows.Different versions of the executable for different versions of the console but only for backwards compatibility. And the games store hides the differences for you. It just queries the console to find out what hardware.
Devs don't even do this for (window) PCs anymore,no way they'll do it for the consoles,that's why some games run so incredibly bad on windows.
I think there is zero amount of synchronization other then the jaguar cores maxing out at some point...The main difference would be how the game engine runs and synchronizes all threads. And if some threads are used for specific timings.
If the from console to pc port is setup very conservative, there is probably a very conservative use of thread synchronization used.
All they would have to do would be to follow the common rules of programming for a multitasking OS.And optimizing for the pc is difficult i would think. Because this person has a 2M/4T, that person has a 4C/8T cpu. Person 3 has a 4 core cpu. Another just 2 cores. I can imagine that they would not optimize it for the pc.
A typical strategy is to use THREAD_PRIORITY_ABOVE_NORMAL or THREAD_PRIORITY_HIGHEST for the process's input thread, to ensure that the application is responsive to the user.
* Background threads, particularly those that are processor intensive, can be set to THREAD_PRIORITY_BELOW_NORMAL or THREAD_PRIORITY_LOWEST, to ensure that they can be preempted when necessary.
However, if you have a thread waiting for another thread with a lower priority to complete some task, be sure to block the execution of the waiting high-priority thread. To do this, use a wait function, critical section, or the Sleep function, SleepEx, or SwitchToThread function. This is preferable to having the thread execute a loop. Otherwise, the process may become deadlocked, because the thread with lower priority is never scheduled.
I think there is zero amount of synchronization other then the jaguar cores maxing out at some point...
Zero amount of porting from consoles to PC other then menu and bolting on as many filters as they can find for cheap.
All they would have to do would be to follow the common rules of programming for a multitasking OS.
* "Background threads, particularly those that are processor intensive" for games is rendering the graphics since that workload can be split up into as many cores as available and can block your cpu,for consoles it's split up into up to 4 threads almost always because of the 2x4 cores you mentioned.
They run them at higher priorities on the consoles,probably so that they get scheduled to run on their own without interference, because of weak cores or because of some console OS quirk.
I'm not talking about once-in-a-while really badly optimized games like mafia 3,I'm talking about a lot of games that perform well but stutter or hitch even on systems that are well over the recommended requirements.
Or even completely freeze on duals.
All you need is to find and adjust the problematic threads so that every thread can finish their work on time without dead locks,this should be happening in the game code itself but you can do this through windows as well,thing is you shouldn't have to, this should be done by the devs.
Youtube links in the spoiler,don't open if you consider this promotion/click bait or whatever.
https://www.youtube.com/watch?v=tVj_KvVa6nc DeusEx:MD thread fix
https://www.youtube.com/watch?v=lUsPOTv_pu8 The division thread fix
https://www.youtube.com/watch?v=VN-mdoMDuSQ GTA V thread fix
https://www.youtube.com/watch?v=J8DQl_VRiPw GTA V loading times
https://www.youtube.com/watch?v=DWTk7J5qdcg AC:S thread fix