Thursday, April 25, 2013

In spite of the fact that Sony uncovered its PlayStation 4 prior in the not so distant future, there are still a great deal of inquiries gamers have observing the comfort, one of which is what precisely will it look like. Since Sony isn't ready to divulge its PlayStation 4 yet, the association has been gradually yet definitely discharging extra qualified information observing its new DualShock 4 controller. Another movie produced by Sony takes another take a gander at its upcoming controller.

The new motion picture characteristics various well-known Sony designers as they portray the DualShock 4, its new characteristics and its for the most part feel. The artists discuss the DualShock 4′s light bar and its various capacities, one of which is knowing where the players are constantly, indeed, going the extent that updating the position of a part screen diversion to conform to players modifying their position. The touchpad, speaker and impart catch all get their particular time throughout the movie which assists in clarifying what every does and how visionaries arrangement to use the aforementioned characteristics in their recreations.
PS4 Specifications:

I/O Super-SpeedUSB(USB3.0),AUX
HardDiskDrive Built-in
Memory GDDR58GB
Ports USB(MicroB),ExtentionPort,StereoHeadsetJack
Wirelesscommunication Bluetooth®Ver2.1+EDR
OtherFeatures LightBar,Vibration,Built-inMonoSpeaker
TouchPad 2PointTouchPad,ClickMechanism,CapacitiveType
Weight Approx.210g(tentative)
CaptureRange 30cm~∞
Field-of-View 85°
Microphone 4ChannelMicrophoneArray
ConnectionType PS4dedicatedconnector(AUXconnector)
Lens DualLenses,Fvalue/F2.0fixedfocus
VideoFormat RAW,YUV(uncompressed)
VideoPixel (Maximum)1280x800pixelx2
Weight Approx.183g(tentative)

Sony described its upcoming PlayStation 4 as a "supercharged" PC. Powered by familiar x86 architecture manufactured by AMD, PS4 is more like a gaming PC than any previous Sony console. However, while it may use many parts found in high-end gaming PCs, PS4 system architect Mark Cerny argues that PS4 has many unique features that separate it from today's PCs.

"The 'supercharged' part, a lot of that comes from the use of the single unified pool of high-speed memory," Cerny said, pointing to the 8GB of GDDR5 RAM that's fully addressable by both the CPU and GPU. "If a PC had 8 gigabytes of memory on it, the CPU or GPU could only share about 1 percent of that memory on any given frame. That's simply a limit imposed by the speed of the PCIe. So, yes, there is substantial benefit to having a unified architecture on PS4, and it's a very straightforward benefit that you get even on your first day of coding with the system."

According to Cerny, PS4 addresses the hiccups that can come from the communication between CPU, GPU, and RAM in a traditional PC. "A typical PC GPU has two buses," Cerny told Gamasutra in a very detailed technical write-up. "There's a bus the GPU uses to access VRAM, and there is a second bus that goes over the PCI Express that the GPU uses to access system memory. But whichever bus is used, the internal caches of the GPU become a significant barrier to CPU/GPU communication--any time the GPU wants to read information the CPU wrote, or the GPU wants to write information so that the CPU can see it, time-consuming flushes of the GPU internal caches are required."

PS4 addresses these concerns by adding another bus to the GPU "that allows it to read directly from system memory or write directly to system memory, bypassing its own L1 and L2 caches." The end result is that it removes synchronization issues between the CPU and GPU. "We can pass almost 20 gigabytes a second down that bus," Cerny said, pointing out that it's "larger than the PCIe on most PCs!"

"The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, we've worked with AMD to increase the limit to 64 sources of compute commands," Cerny said. According to Cerny, the reason for the increase is that middleware will have a need to use compute as well. "Middleware requests for work on the GPU will need to be properly blended with game requests, and then finally properly prioritized relative to the graphics on a moment-by-moment basis."