Power of the cloud??? no ...not really, the ps4 pulls away in power using something called HUMA

ItWasWritten

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Article from Germany's biggest and very reputable IT news site, found by Junior W!CKED:

http://www.heise.de/newsticker/meldu...t-1939716.html

My translation:

Although both upcoming game consoles Xbox One and PlayStation 4 are based on AMD hardware, only PlayStation 4 incorporates hUMA [Heterogeneous Uniform Memory Access] for supporting a shared memory space. This was explained by AMD's Senior Product Marketing Manager Marc Diana to c't [big German IT magazine] at gamescom. This should put the 3D-performance of PlayStation 4 much farther ahead of Xbox One than many have expected so far. AMD sees hUMA as a key element for drastic performance improvements in combined processors. AMD's upcoming Kaveri desktop processors support hUMA as well.

Behind the scenes, c't could hear from developers that the 3D-performance of PlayStation 4 is very far ahead of Xbox One.

Back in April, AMD manager Phil Rogers explained to c't that hUMA improves 3D-performance in particular. "Game developers have been eager to use very large textures for years. Until now they had to resort to tricks in order to package parts of larger textures into smaller textures. That is because today a texture has to be located in a special place of physical memory before the GPU can process it. With hUMA, applications can work with textures much more efficiently". AMD will give more details on hUMA at its upcoming developer conference in November.

Update 1:

hUMA: Heterogeneous Uniform Memory Access
http://arstechnica.com/information-t...ear-in-kaveri/

Even with the integration of GPUs and CPUs into the same chip, GPGPU is quite awkward for software developers. The CPU and GPU have their own pools of memory. Physically, these might use the same chips on the motherboard (as most integrated GPUs carve off a portion of system memory for their own purposes). From a software perspective, however, these are completely separate.

This means that whenever a CPU program wants to do some computation on the GPU, it has to copy all the data from the CPU's memory into the GPU's memory. When the GPU computation is finished, all the data has to be copied back. This need to copy back and forth wastes time and makes it difficult to mix and match code that runs on the CPU and code that runs on the GPU.

The need to copy data also means that the GPU can't use the same data structures that the CPU is using. While the exact terminology varies from programming language to programming language, CPU data structures make extensive use of pointers: essentially, memory addresses that refer (or, indeed, point) to other pieces of data. These structures can't simply be copied into GPU memory, because CPU pointers refer to locations in CPU memory. Since GPU memory is separate, these locations would be all wrong when copied.

hUMA is the way AMD proposes to solve this problem. With hUMA, the CPU and GPU share a single memory space. The GPU can directly access CPU memory addresses, allowing it to both read and write data that the CPU is also reading and writing.

hUMA is a cache coherent system, meaning that the CPU and GPU will always see a consistent view of data in memory. If one processor makes a change then the other processor will see that changed data, even if the old value was being cached.

As well as being useful for GPGPU programming, this may also find use in the GPU's traditional domain: graphics. Normally, 3D programs have to use lots of relatively small textures to apply textures to their 3D models. When the GPU has access to demand paging, it becomes practical to use single large textures—larger than will even fit into the GPU's memory—loading the portions of the texture on an as-needed basis. id Software devised a similar technique using existing hardware for Enemy Territory: Quake Wars and called it MegaTexture. With hUMA, developers will get MegaTexture-like functionality built-in.

Update 2:

Originally Posted by zomgbbqftw

Our guy on the ground has heard this as well from multiplatform developers and publishers. Their PS4 game builds are significantly outperforming the Xbox One game builds.

Update 3:

Well explained:

Originally Posted by W!CKED

On a classical system you have a RAM pool and a VRAM pool that are physically speperated. Copying data from one pool to the other creates latency. The GPU is very good ad hiding latency. What it needs most is high bandwidth. The CPU on the other hand is extremely sensitive to latency. The CPU needs extremely low latency to work efficiently. Copying data from the RAM (CPU) to the VRAM (GPU) creates latency, but that's okay for the GPU. Copying data from RAM (CPU) to VRAM (GPU) and back to the RAM (CPU) creates even more latency. It's too much for the CPU. The copying alone takes longer than the computation wich makes this roundtrip highly ineffective.

Xbox360 and older APUs have a unified RAM. This means that the RAM is no longer physically seperated, but even though it's the same RAM chips, the system still distincts between memory partition for the differenct processors. You still need to copy the data between CPU partition and GPU partition, but this will be much more efficient than copying it between physically seperated pools. But it's still too much latency for a CPU, GPU, CPU roundtrip.

PS4 will have hUMA wich means that you no longer need a distinction between CPU partition and GPU partition. Both processors can use the same pieces of data at the same time. You don't need to copy stuff and this allows for completely new algorithms that utilize CPU and GPU at the same time. This is interesting since a GPU is very strong, but extremely dumb. A CPU is extremely smart, but very weak. Since you can utilize both processors at the same time for a single task you have a system that is extremely smart and extremely strong at the same time.

It will allow for an extreme boost for many, many algorithms and parts of algorithms. On top of that it will allow for completely new classes of algorithms. This is a game changer.

Update 4:

Further evidence: Sony joined the HSA (Heterogeneous System Architecture) Foundation originally co-founded by AMD while Microsoft has not:
http://hsafoundation.com




jhdd07.jpg
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Coming november 15th folks.





 

Dwight Howard

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the power of the PS4 is really the reason Im copping it over the Xbox. That coupled with their in-house developers should make some insane titles down the line.
 

daze23

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Part of the speculation here is that the lack of hUMA might negatively impact the XB1's CPU latency (well, actually, the suggestion is moving data about between the GPU and CPU will cause latency, but because the XB1 is not properly optimized for it, it probably won't be implemented in that way). However, many of the big improvements in the APU used in both consoles (Jaguar/Kabini) compared to the previous iteration (Bobcat/Zacate) are very helpful in dealing with CPU latency, which occurs whenever there's a cache miss. A chief improvement concerns Out-of-Order (OoO) computations: if a computation stalls the system can move on to do other calculations to prevent wasting resources. A second change was the L2 cache, it was redesigned to be inclusive and grew in size. There were also some less notable, relevant changes (e.g. ROB improvement, general CPU to CPU latency is down, etc.). * Edit: Wicked's comment on NeoGAF explains why GPU->CPU->GPU won't happen on Microsoft's console.

Also note that there is no clear causal link between the suggested PS4 performance supremacy and the use of hUMA, they just happened to be placed next to each other in this thread and attached article. There are plenty of reasons why Sony's console could outperform the competition, but there's also a rather strong suggestion that at this moment in time Sony's SDK is much more mature and stable than XB1's, which would significantly affect current performance, but would necessarily reflect launch or future performance.

Of course the design decisions in the PS4 reflect a very strong emphasis on a GPGPU future, partly due to hUMA but also some custom hardware choices like altered cache unique to the platform and some improvements to very effectively employ GPGPU computations during GPU stalling, which happens quite a lot. I doubt those choices would reflect current performance though, it's more something to improve graphics in a later stage of the console.

PS4 most likely uses an off-the shelf jaguar core so the hUMA was built in. This saves Sony money on re-engineering a chip and fabrication. Pretty smart move by them.

XB1 went with a re-engineered chip that integrates eSRAM. To reduce the die size, they probably removed the hUMA element since the bottlnecks hUMA was designed for were removed by the eSRAM.

Edit: I just want to point out that the integration of eSRAM is also the route Intel are taking with the IGP in the upper end Haswell processors. Really cool tech, and cool solutions from AMD and Intel to the same problem.

it's all rather technical. as the news comes out of gamescom, we should see what people say about the performance of multiplat games

and I think cats should show some humility, and not run to the gaf to find stories for a little while :sitdown:
 

MeachTheMonster

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So were moving on from gddr5:gladbron: to HUMA

You stans can't help but to reach for some reason to buy a waitstation.

Playstation needs HUMA to deal with latency concerns for the CPU. Since its using gddr5 memory

Latency was already less of a concern for xbox due to the type of ram being used. Xbox has other solutions for both latency and texture performance as well

The games show that Xbox One is a very capable next gen machine and they look/perform better than comparable ps4 games. The proof is in the games:manny:
 

Dwight Howard

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So were moving on from gddr5:gladbron: to HUMA

You stans can't help but to reach for some reason to buy a waitstation.

Playstation needs HUMA to deal with latency concerns for the CPU. Since its using gddr5 memory

Latency was already less of a concern for xbox due to the type of ram being used. Xbox has other solutions for both latency and texture performance as well

The games show that Xbox One is a very capable next gen machine and they look/perform better than comparable ps4 games. The proof is in the games:manny:
PS4 is more powerful. period.
 

Liquid

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Oh, you mean to tell me that the almighty cloud is not supposed to turn my static hardware into a supercomputer? I has been fooled :stopitslime:
 

daze23

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hUMA blast processing gonna run all those indie games at like 1000 fps :win:
 

Fatboi1

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killzone and infamous outclassed everything on Xbox none way back in Feb. xbots won't admit that though.
 

el_oh_el

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Most of this technical stuff is way above the posters on this boards head
 
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