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Freeman_Cruz

[Hilo Recopilatorio] PlayStation 4

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Killer Diosas de Oro

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Yo creo que es mejor comprar solo la consola y tirar del Plus mas los F2P que son bastantes jugosos que ir a por packs....
Queda poco
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Detalles de hUMA en VGLeaks
Esta en ingles, si alguien pudiera traducirlo mejor que mejor :D
Spoiler
- If many of these sorts of compute shaders are being run simultaneously, there is cross talk in that one compute dispatch may forcé an invalidate or a premature flush of another dispatchs SC memory

- As a result of this (and other factors), it may be optimal to bypass either the L1, or the L2, or both

Bypassing all caches for the accesses to the shared CPU-GPU memory (effectively making the data UC rather than SC) will remove the need for the invalidates and writebacks of L1 and L2
At the same time, there will be more perhaps much more traffic to and from system memory
- It is possible to change the V# and T# definitions on a dispatch by dispatch basis when exploring these issues and tuning the application

- However, in order to allow for a more stable and debugable programming approach

Two override bits have been added to the draw call and dispatch controls
The L1 bypass bit specifies that operations on GC and SC memory bypass the L1 and go directly to L2
The L2 bypass bit specifies that operations on SC memory bypass the L2, using the new Onion+ bus
This allows the application programmer to use same shader code and V#/T# definitions, and then run the shaders with several different cache flush strategies. No recompilation or reconfiguration is required


Four Memory Buffer Usage Examples

1) Simple Rendering

- Vertex shader and pixel shader only; the pixel shader does not direct memory accesses

- Vertex buffers (RO)

- Textures (RO)

- Color and depth buffers are written using dedicated hardware mechanisms, not memory buffers

2) Raycast

- In order to compute visibility (can the enemy see the player) or sound effect volume (is there a direct path from audio source to player), sets of 64 rays are compared against large triangle databases

- Triangle databases (RO)

- Input rays (SC)

- Output collisions (SC)

- The raycast probably doesnt use much SC data and could potentially entirely bypass L2

3) Procedural Geometry (e.g. water surface)

- The CPU maintains a high level state of the water (ripples, splashes coming for interactions with game objects). The GPU generates the detailed water mesh, with is used only for rendering

- Input: water state as maintained by CPU (SC)

- Output: detailed water surface (GC)

4) Chained compute shaders

- Compute shaders write semaphores for the CP to read, enabling other compute dispatches (and perhaps draw calls) to run. They also add packets to compute pipe queues (perhaps packets that kick off more compute dispatches)

- Various buffers (RO, PV, GC, SC)

- Semaphores (UC)

- Compute pipe queue (UC)

- NOTE that CP does not have access to the GPU L2, so semaphores and queue contents must either be assigned the SC memory type (visible to the CP only after a L2 writeback) or the UC memory type (which bypases the L2)

- Using UC can allow for greater flexibility, e.g. a compute dispatch can have several stages that send and receive semaphores. Using SC requires the dispatch to terminate before the semaphore is visible externally

Strategies for Scalar Loads

- In addition to the gather read and scatter write loads into VGPRs (Vector GPRs), the R10xx core also supports scalar reads and writes into SGPRs (Scalar GPRs)

Typically, scalar reads are used to load T#, V#, and S# structures, as well as any other data that applies to the wavefront as a whole (as opposed to the vector reads that load data on a thread-by-thread basis)
- These read operations use the L2, but instead of the L1 they use a different cache called the K-cache. There is one 16 KB K-cache for each three CUs

The K-cache must be invalidated when there is the possibility that it may contain stale data, e.g. a later draw call or dispatch uses the same location in the T# (etc) ring buffer as an earlier call
K-cache invalidation takes 1 cycle but dumps all data, resulting in a high cost
The most straightforward way of reducing the invalidation count is to use larger ring buffers for the scalar input data to the draw calls and dispatches


Performance

- Performance of the L2 cache operations is much better on Liverpool than on R10xx

- The L2 invalidate typically takes 300-350 cycles

All in-flight memory transactions must settle before the invalidate can be completed
A small overhead (about 75 cycles) is required to locate and invalidate the lines
This results in the direct cost listed above. There is also an indirect cost, in that invalidated SC data must potentially be reloaded
- The cost of an L2 writeback depends on the amount of data that must be written back to system memory

The Onion bus can support 10GB/sec, which means 12.5 bytes/cycle (0.2 lines/cycle)
If we attribute 160 GB/sec of the Garlic bus to the GPU, the bus can support 200 bytes/cycle (3.125 lines/cycle)
- If there is only a little SC dirty data present in the L2, the writeback is fairly fast

4K bytes worth of dirty Onion SC lines will take perhaps 500 cycles (Onion bottleneck PLUS small overhead to locate lines PLUS latency to system memory)
20K bytes worth of dirty Garlic SC lines will take about the same time
- Worst case L2 writeback cost is basically the Onion or Garlic cost of writing 512 KB (about 40,000 cycles and 3,000 cycles respectively)



Additional Optimizations

- There are additional further optimizations in the L1 and L2 caches

- The L2 cache has dirty state tracking

If the L2 has performed no reads from SC memory since the last invalidate, it will ignore any requests to invalidate
If the L2 has performed no writes to SC memory since the last writeback, it will ignore any requests to perform a writeback
This will help performance in the situation where multiple pipes are requesting invalidates and writebacks, e.g. several compute pipes are separately dispatching compute shaders that use SC memory
- The L1 cache can be invalidated once per CU

A dispatch may send multiple wavefronts to a single CU
Using this option, the invalidate of GC/SC occurs only on the first wavefront of the dispatch
http://www.vgleaks.com/more-exclusive-playstation-4-huma-implementation-and-memory-enhancements-details/

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Grucho Hunter

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Ains.

UP.

El señor Yoshida confirma que la toma 3.5mm del DS4 no solo sirve para el Chat de voz sino que podemos seleccionar su propósito,por ejemplo el cambio de chat de voz a audio del juego (alguno lo agradecera para jugar por las noches).

Tambien comento otras cosillas sobre la plataforma, los juegos de Disco de PS4 se podran instalar completamente en el HDD de la consola pero para poder jugar desde ahi es necesario que el Disco este insertado (cosa bastante lógica),tambien se refirio a que no se pueden usar unidades externas en la consola para instalar juegos,estos solo se podran instalar en el HDD interno (el HDD interno se puede cambiar).

Sobre otras cosas y ya dejando de lado a Yoshida pues Jim Ryan de Sony Computer Entertainment Europe hablo un poco sobre GAIKAI,dijo que esta estaria disponible en norteamerica en el 2014 en PS4,antes que dirigirse a Vita y PS3,de primeras ofrecera un servicio de streaming que permitira servicios de Ps3 inicialmente para ser descargados en primer lugar PS4 y luego PS Vita y PS3. Comento que no se hablo del servicio en la Gamescom porque este es un evento para el público europeo y aun no hay fecha o periodo concreto para el lanzamiento en estas tierras.

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shito Lord Boros

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Espero que anuncien un pack con Battlefield 4. De momento es al que más ganas le tengo. Hice la reserva hace un mes en ECI y me dijeron que cuando se anuncien oficialmente los packs me pase por allí y les diga cual me guardan.

Carambola a la derecha carambola a la izquierda carambola al frente lucha con la tormenta.

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Sir_Dekar Emblema de Fuego

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PAX: Lords of the Fallen Preview & Impressions
01 September 2013 Last Updated on 01 September 2013 Nick Pinkerton

Following the release of its Gamescom trailer, City Interactives Lords of the Fallen has turned some heads with its Dark Souls flavor of action-RPG combat. Having seen a gameplay demo from co-developers CI Games Warsaw and Deck13 Interactive at PAX Prime, were excited for Lords of the Fallens tactics-heavy, dynamic gameplay, and see it as a next-gen foray worth our time.

LOTF-Boss

Creator and Destroyer of Worlds, Hear My Vow!

Lords of the Fallen takes place thousands of years after a war between a tyrannical gods army and humankind. After defeat, the god fell beneath the earth (think Nordic folklore) but has recently resurfaced now raising an army of Lords, or in-game bosses, more powerful than before.

Players choose between three classes: Warrior, Rogue, and Cleric. The classes only vary in their initial weapon and magical powers, but once you make the path-defining choice, you have a lot of freedom to play how you want; Ill share more about this later.

Lords of the Fallen is not an open world game. There will be moments in an environment when you can choose which route to take in order to reach a boss, but the game intends to keep you moving through the storyline in a guided fashion. Still, youll have the chance to revisit environments and explore, so its not entirely linear, either.

No Button-Mashing Here

If youve played other action RPGs like the Elder Scrolls and Kingdoms of Amalur, youve probably had a guilty moment or two of button-mashing your way to victory. As Executive Producer Tomasz Gop showed us in his Lords of the Fallen demo, such a tactic will get you killed by just about any enemy.

Similar to timing attacks and cautious movements in Dark Souls combat, Lords of the Fallen encourages carefully thought-out reactions to enemy combatants. To succeed in Lords of the Fallen, players must study their enemies and counter with timely, appropriate attacks. Watch your enemy lunge at you, then dodge to the side to catch her off guard; test which of your enemys attacks your shield can block, then come back with a three-hit combo. The overall melee combat dynamic is fairly fluid: every enemy has at least three attack types and, depending on your position and maneuver, you will develop different ways to use your attacks in each battle.

Although rooted in melee, Lords of the Fallen breaks up the clanging of swords and shields with spells, which are a permanent derivative of your character class like a ray of light shot from our demo PCs cleric.

The Rhogar and their Lords

LOTF-warrior

One the main ways Lords of the Fallen breaks away from action-RPG conventions is through its boss battles. This is done primarily by information conveyance, battle staging, and preparing the player for battle. For starters, any time theres a boss battle, there are indicators in your surrounding environment (like a pile of corpses outside a door), conveying to the player that it may be time to re-equip and focus. Its a small feature, but it makes a huge impact on the players experience.

Boss battles are broken down into multiple stages that vary the strengths and weaknesses of each boss. In the demo, the boss lost some of his shield at every stage. Once the shield was completely broken, it wielded a powerful two-handed twirling attack that Gop made sure to steer clear of and for good reason: You usually want to do that when your enemys weapon starts glowing with fire.



Throughout Lords of the Fallen, youll be fighting an army of Rhogar, demon-like soldiers that are captained by Lords. There are several varieties of Rhogar in Lords of the Fallen, but rather than make enemies more difficult by increasing their level and/or HP, Deck13 and CI Games have varied the same enemy types by equipment and abilities. For example, the same Templar from earlier in the game could be much more challenging now that he has learned a different strike or uses a heavier armor. The product of this is heightened planning heading into each confrontation and reduced chance of repetition. You definitely wont be fighting the same bad guy over and over.

Player Progression and Upgrades

For class-specific progression, you earn and improve specific spells and abilities through a skills tree (somewhat standard), but the rest of progression is fairly loose. Lords of the Fallen is more about letting you control how you want to fight. After running around as a Cleric in heavy armor, Gop swapped out his Cleric hammer and armor for some lighter Rogue armor and dual daggers. As a result, he moved quicker, struck quicker, and in the case of his sneak attack from behind, killed quicker. Being able to swap gear on the fly is absolutely critical to your pre-battle strategy, and being able to do this at any point during your exploration should keep the gameplay fresh.

More to Come

CI Games and Deck13 have revealed little about Lords of the Fallen, which is partially due to the games appearance on next-gen systems PS4, Xbox One, and the always next-gen PC. But taking it from Gop, who was the executive producer of The Witcher 2 and worked on Skyrim and Kingdoms of Amalur, were sure the coming months will reveal more about the depth behind Lords of the Fallen, its dynamic strategy, and its lore.

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Fuente: Gamernexus

Sala Cytube para Direct 13 Febrero 2019:

https://cytu.be/r/Direct_2019

Fire Emblem Three Houses POST OFICIAL

http://meristation.a.../topic/2940795/

 

gs-thumb-500x500.jpg

 

Spoiler
Summon_Judgement.gif?resize=240%2C160

 

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pikutara HARENA TIGRIS

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¿Tendrá retrocompatibilidad? Es que me dijeron que no :S

 

NO tiene.

 

Los juegos de PS3 NO valen para PS4.

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elros09 Antediluvian

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¿Tendrá retrocompatibilidad? Es que me dijeron que no :S

 

NO tiene.

 

Los juegos de PS3 NO valen para PS4.

 

Ni ps4 ni xbox one es retrocompatible solo wiiu

 

dicho esto este hilo esta comatoso o directamente muerto, una lastima que al final entre los fanaticos de uno y otro bando se hayan ido a la mierda los dos hilos oficiales de las consolas next-gen, un aplauso para nacho ortiz y su inestimable aportacion

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yateret King

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Parece que algo grande se cuece desde hace tiempo en Sony.

Un posible megatón, un verdadero bombazo!! Sony presentaría su propio Oculus Rift

yateret.png

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Zep King

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Hola

¿Me puede alguien explicar qué ha pasado con este hilo que ha quedado abandonado? ¿Dónde se han metido los más asiduos? Sé que hubo revuelta en el foro hace algunos días, no sé si es por eso.

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Ferreira El Jefe de Pep

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Más de 1 mes sin un mensaje en este hilo,increíble.

Me da mucha pena por la gente que se ha ido y tenía aquí su rincón donde vivir con ilusión la llegada de la next gen.

Una auténtica pena lo que ha pasado en los hilos pirmero de XBOX One y segundo de este...

Faithferry.png

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danidonkey Rey de los Piratas

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Yo creo que para que el hilo tuviera mas actividad lo deberia crear Nacho Ortiz

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