44w ago - Following up on the previous PlayStation 4 rumor, today the purported PS4 / Orbis final specifications have been unveiled alongside updated GPU details below.
To quote via VGLeaks.com (linked above): LIVERPOOL SOC:
Custom implementation of AMD Fusion APU Arquitecture (Accelerated Processing Unit)
Provides good performance with low power consumption
Integrated CPU and GPU
Considerably bigger and more powerful than AMD’s other APUs
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 intructions/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 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
1.843 Tflops, 922 GigaOps/s
Dual shader engines
18 texture units
8 Render backends
4 GB unified system memory, 176 GB/s
3.5 available to games (estimate)
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
1 Gb/s Ethernet, 802.11b/g/n WIFI, and Bluetooth
Evolved Dualshock controller
Audio Processor (ACP)
Video encode and decode (VCE/UVD) units
Display ScanOut Engine (DCE)
Zlib Decompression Hardware
Update: Some people is confused about the GPU, here you have more info about it:
Each CU contains dedicated:
ALU (32 64-bit operations per cycle)
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 bandwith
8 Render backends:
32 color ops/cycle
128 depth ops/cycle
Can utilize full memory bandwith
All this info is subject to change in the future by Sony. We will give more detailed information about each component in future articles.
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Even at 3.5GB shared over the system, that's considerably more than what the PS3 has and should allow developers to breathe a lot more than they have before on console games.
I'm expecting faster loading now, and higher quality textures. Hopefully the 500MB system reserved memory is enough to let us multitask like we wanted to do on the PS3 but never really got it due to RAM limitations (Think in-game XMB limitations and how long it took to even get it).
PC games are only going to look better on a high end gaming PC, not just your average PC. That means a PC costing at least $1,000 compared to a console that will cost around $500. People don't want to spend insane amounts of money on a closed system that can't be upgraded which will be overshadowed by the next generation system about 7 years later. The PS3 launch was evidence of that with it's $600 price tag.
Now I'm all for better hardware specs, but I don't think people are willing to pay enough to get what you are looking for in a console. People with money build a gaming PC, people with a lower upfront budget will probably be happy with a console. There are two different niches there, and it wouldn't really make sense for consoles to try to be a direct competitor to PC since PC would obviously win due to the nature of how consoles are (closed system, no upgrade path).
If you really want that premium experience, you're going to have to buy premium PC parts and build your own PC, and be willing to shell out a greater amount of upfront money (assuming you don't already own a gaming machine to upgrade just certain parts).
With all that said, just the fact the memory is unified and much larger than before should be heaven for developers coming from the PS3.
i get your point, but the PS3/4 just wont so much RAM, the ps3 has 256 mb ram for games and 256 mb ram for the system, and you wont have any lagg, and the ps4 gonna have 500 mb to the system memory and 3.5 GB for game RAM, the ps3/4 uses their RAM way more efficient than a PC
Dont forget Sony are good ar dropping specs before its released. They did it with the PS3 and keep doing it with every update of the PS3 and the Vita was first announced with twice the amount of memory its got now.
Just coz they say this is what it will have the final retail version wont have this. Some parts will be shrunk and some will just be missing. then with every update to the console more and more will be removed.
Thats why I'm going to boycott Sony for as long as I can, till they release a game I want to play and only if its not on another console will I get one.
And I dont understand why they make it with 4GB ram? The PC is using a lot more ram and struggling with some games. They really need to look at PCs and see what is needed for the latest games then add that or more so over the years its not looking crap or left behind like it is with the PC.
Oh it looks like 3.5GB ram for games and it looks like thats going to be shared ram between CPU and GPU. MOST PC games will crap out at those specs. So even when the PS4 is released the PC will still be better. I would've expected it to be better than the PC but with those specs it wont be.