William Gaatjes
Lifer
Lot of interesting posts :
https://forum.beyond3d.com/threads/...pio-reveal-2017-04-06-2017-04-11.60013/page-2
https://forum.beyond3d.com/threads/...pio-reveal-2017-04-06-2017-04-11.60013/page-2
DigitalFoundry said:"Typically for CPU, the top two items are frequency and memory latency. If the CPU has data, the faster it can process it, the quicker the result, but it also means that if it doesn't have the data, it sits there idle, so latency is a big component. On frequency, we pushed it up to 2.3GHz" explains Nick Baker "On the latency, a couple of the areas we tackled, one was all the queues coming back from the memory interface, we sped those up as well. Specifically, within the core, because we're running a virtualised OS environment, we wanted to optimise how memory translation operations happen so there are some key changes inside the core to speed those things up. The end result is that not only does the CPU run faster, it also runs more efficiently meaning more power for you at the end."
...According to Goossen, some performance optimisations from the upcoming AMD Vega architecture factor into the Scorpio Engine's design, but other features that made it into PS4 Pro - for example, double-rate FP16 processing - do not. However, customisation was extensive elsewhere. Microsoft's GPU command processor implementation of DX12 has provided big wins for Xbox One developers, and it's set for expansion in Scorpio.
"We essentially moved Direct3D 12," says Goossen. "We built that into the command processor of the GPU and what that means is that, for all the high frequency API invocations that the games do, they'll all natively implemented in the logic of the command processor - and what this means is that our communication from the game to the GPU is super-efficient."
Processing draw calls - effectively telling the graphics hardware what to draw - is one of the most important tasks the CPU carries out. It can suck up a lot of processor resources, a pipeline that traditionally takes thousands - perhaps hundreds of thousands - of CPU instructions. With Scorpio's hardware offload, any draw call can be executed with just 11 instructions, and just nine for a state change.
"It's a massive win for us and for the developers who've adopted D3D12 on Xbox, they've told us they've been able to cut their CPU rendering overhead by half, which is pretty amazing because now the driver portion of that is such a tiny fraction," adds Goossen.
[UPDATE 7/4/17 20:44: Microsoft's Andrew Goossen has been in touch to clarify that D3D12 support at the hardware level is actually a part of the existing Xbox One and Xbox One S too. "Scorpio builds on the Command Processor capability present in the original Xbox One," we're told. "Our implementation of D3D12 supports all Xbox Ones, and games have already shipped that use it. When a game using D3D12 starts up, we reprogram the GPU's Command Processor front-end. The 50 per cent CPU rendering overhead improvement was reported by shipping games. The amount of win is dependent on the game engine and content, and not all games will see that size of improvement. Scorpio's Command Processor provides additional capability and programmability beyond what Xbox One/Xbox One S can do. We plan to take advantage of this in the future."]
To be clear, then: Project Scorpio doesn't feature Ryzen cores, but the Xbox team are not so concerned about this. "On the CPU side of things, we could still meet our design goals with the custom changes we made," Kevin Gammill points out. "At the end of the day we are still a consumer product. We want to hit the price-points where consumers want to purchase this. It's about balancing the two."
Wow, thank you for this response 🙂
But at one point, MS and Sony will have to move to new (x86) architecture and break compatibility with current consoles. Just like before. I know it was important to keep XB1 and PS4 alive since users would be very angry if those were disconitnued only 3-4 years after release. But when their EOL come, PS4 Pro and Scorpio will still be quite new. And since consoles use semi-custom chips, couldn't MS and Sony ask AMD to make modified/custom Zen core with all the same instructions as Jaguar?
Zen has much better IPC and it is also very efficient bellow 3 GHz. So even if some Jaguar optimized code runs slower than Zen optimized would, it should still be faster on Zen. Or at least as much as fast as on Jaguar?
To be clear, then: Project Scorpio doesn't feature Ryzen cores, but the Xbox team are not so concerned about this. "On the CPU side of things, we could still meet our design goals with the custom changes we made," Kevin Gammill points out. "At the end of the day we are still a consumer product. We want to hit the price-points where consumers want to purchase this. It's about balancing the two."
scorpio supports 4k! if it costs just $500, doesn't this make all the gaming pcs in the sub $1000 range irrelevant?
Oh no, it's native 4k.I should note, if you would take a high end pc like
Well, it is a kind of trickery.
$1000 dollar pc within a few months can actually render all the pixels on a 4k screen. Consoles use a trick.
https://en.wikipedia.org/wiki/Checkerboard_rendering
https://www.extremetech.com/gaming/235274-how-sonys-playstation-4-pro-does-4k-without-delivering-4k
I assume scorpio will also use some sort of checkerboarding.
Oh no, it's native 4k.
https://www.google.com/amp/s/www.fo...pio-native-4k-60-fps-with-power-to-spare/amp/
This console pretty much murders all the flagship GPUs and $1000+ pc of two gen ago(starting at 780ti and older) and will compete with the performance of $500-1000 gaming pc for years to come.
So... they did some changes in the jaguar core, but the claims are so evasive...
"Less memory latency" could just mean a new IMC.
A Translation lookaside buffer (TLB) is a memory cache that is used to reduce the time taken to access a user memory location.[1][2] It is a part of the chip’s memory-management unit (MMU). The TLB stores the recent translations of virtual memory to physical memory and can be called an address-translation cache. A TLB may reside between the CPU and the CPU cache, between CPU cache and the main memory or between the different levels of the multi-level cache. The majority of desktop, laptop, and server processors include one or more TLBs in the memory management hardware, and it is nearly always present in any processor that utilizes paged or segmented virtual memory.
The TLB is sometimes implemented as content-addressable memory (CAM). The CAM search key is the virtual address and the search result is a physical address. If the requested address is present in the TLB, the CAM search yields a match quickly and the retrieved physical address can be used to access memory. This is called a TLB hit. If the requested address is not in the TLB, it is a miss, and the translation proceeds by looking up the page table in a process called a page walk. The page walk is time consuming when compared to the processor speed, as it involves reading the contents of multiple memory locations and using them to compute the physical address. After the physical address is determined by the page walk, the virtual address to physical address mapping is entered into the TLB. The PowerPC 604, for example, has a two-way set-associative TLB for data loads and stores.[3] Some processors have different instruction and data address TLBs.
Oh no, it's native 4k.
https://www.google.com/amp/s/www.fo...pio-native-4k-60-fps-with-power-to-spare/amp/
This console pretty much murders all the flagship GPUs and $1000+ pc of two gen ago(starting at 780ti and older) and will compete with the performance of $500-1000 gaming pc for years to come.
Some of that is also efficiency on the CPU end. The new Jaguars are clocked higher but I bet also use less power.Now that we know RX 580 is a glorified 185W Polaris card, I'm more impressed that Microsoft managed to pack 44 EUs (40 EUs active) at relatively high clocks in their Scorpio Engine. 245W power supply for the entire system, including 12GB of GDDR5.
1060. It's basically a little bit of a boost in processing units of a 480, but probably down on clocks.So what is the most comparable GPU in the scorpio? 1080? 1070?
I also wonder about the L2 cache. We know that the L2 cache in Polaris got an overhaul over GCN 1.2 and that the Scorpio's has 4x the L2 GPU cache over the One. Is the 4x increase in L2 GPU cache just result of moving to Polaris or is it an additional customization?
It is built to run anything that runs on Xbox One, only at 4K.Some games will be native 4k, some will use checkerboarding or other techniques.
The scorpio gpu is more advanced and powerful than a Polaris 10, it has more cache, double the rops, probably 2x fp 16? a better command processor, higher flops vs rx 480, much more bandwidth (polaris is very bandwidth sensitive) and likely many other small improvements.So what is the most comparable GPU in the scorpio? 1080? 1070?
It is built to run anything that runs on Xbox One, only at 4K.
Microsoft is very clear in marketing it as a "true 4K" console.
I would guess it's a deliberately requested change. Render targets are getting 4X bigger for 4K, makes sense to quadruple the cache.