Sony just announced the PlayStation 4, along with some high level system specifications. The high level specs are what we've heard for quite some time:

  • 8-core x86-64 CPU using AMD Jaguar cores (built by AMD)
  • High-end PC GPU (also built by AMD), delivering 1.84TFLOPS of performance
  • Unified 8GB of GDDR5 memory for use by both the CPU and GPU with 176GB/s of memory bandwidth
  • Large local hard drive

Details of the CPU aren't known at this point (8-cores could imply a Piledriver derived architecture, or 8 smaller Jaguar cores—the latter being more likely), but either way this will be a big step forward over the PowerPC based general purpose cores on Cell from the previous generation. I wouldn't be too put off by the lack of Intel silicon here, it's still a lot faster than what we had before and at this level price matters more than peak performance. The Intel performance advantage would have to be much larger to dramatically impact console performance. If we're talking about Jaguar cores, then there's a bigger concern long term from a single threaded performance standpoint.

Update: I've confirmed that there are 8 Jaguar based AMD CPU cores inside the PS4's APU. The CPU + GPU are on a single die. Jaguar will still likely have better performance than the PS3/Xbox 360's PowerPC cores, and it should be faster than anything ARM based out today, but there's not huge headroom going forward. While I'm happier with Sony's (and MS') CPU selection this time around, I always hoped someone would take CPU performance in a console a bit more seriously. Given the choice between spending transistors on the CPU vs. GPU, I understand that the GPU wins every time in a console—I'm just always an advocate for wanting more of both. I realize I never wrote up a piece on AMD's Jaguar architecture, so I'll likely be doing that in the not too distant future. Update: I did.

The choice of 8 cores is somewhat unique. Jaguar's default compute unit is a quad-core machine with a large shared L2 cache, it's likely that AMD placed two of these together for the PlayStation 4. The last generation of consoles saw a march towards heavily threaded machines, so it's no surprise that AMD/Sony want to continue the trend here. Clock speed is unknown, but Jaguar was good for a mild increase over its predecessor Bobcat. Given the large monolithic die, AMD and Sony may not have wanted to push frequency as high as possible in order to keep yields up and power down. While I still expect CPU performance to move forward in this generation of consoles, I was reminded of the fact that the PowerPC cores in the previous generation ran at very high frequencies. The IPC gains afforded by Jaguar have to be significant in order to make up for what will likely be a lower clock speed.

We don't know specifics of the GPU, but with it approaching 2 TFLOPS we're looking at a level of performance somewhere between a Radeon HD 7850 and 7870. Update: Sony has confirmed the actual performance of the PlayStation 4's GPU as 1.84 TFLOPS. Sony claims the GPU features 18 compute units, which if this is GCN based we'd be looking at 1152 SPs and 72 texture units. It's unclear how custom the GPU is however, so we'll have to wait for additional information to really know for sure. The highest end PC GPUs are already faster than this, but the PS4's GPU is a lot faster than the PS3's RSX which was derived from NVIDIA's G70 architecture (used in the GeForce 7800 GTX, for example). I'm quite pleased with the promised level of GPU performance with the PS4. There are obvious power and cost constraints that would keep AMD/Sony from going even higher here, but this should be a good leap forward from current gen consoles.

Outfitting the PS4 with 8GB of RAM will be great for developers, and using high-speed GDDR5 will help ensure the GPU isn't bandwidth starved. Sony promised around 176GB/s of memory bandwidth for the PS4. The lack of solid state storage isn't surprising. Hard drives still offer a dramatic advantage in cost per GB vs. an SSD. Now if it's user replaceable with an SSD that would be a nice compromise.

Leveraging Gaikai's cloud gaming technology, the PS4 will be able to act as a game server and stream the video output to a PS Vita, wirelessly. This sounds a lot like what NVIDIA is doing with Project Shield and your NVIDIA powered gaming PC. Sony referenced dedicated video encode/decode hardware that allows you to instantaneously record and share screenshots/video of gameplay. I suspect this same hardware is used in streaming your game to a PS Vita.

Backwards compatibility with PS3 games isn't guaranteed and instead will leverage cloud gaming to stream older content to the box. There's some sort of a dedicated background processor that handles uploads and downloads, and even handles updates in the background while the system is off. The PS4 also supports instant suspend/resume.

The new box heavily leverages PC hardware, which is something we're expecting from the next Xbox as well. It's interesting that this is effectively how Microsoft entered the console space back in 2001 with the original Xbox, and now both Sony and MS have returned to that philosophy with their next gen consoles in 2013. The PlayStation 4 will be available this holiday season.

I'm trying to get more details on the CPU and GPU architectures and will update as soon as I have more info.

Source: Ustream

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  • medi01 - Thursday, February 21, 2013 - link

    PS3 is Linux based, what on Earth could PS4 be based on? Windows 8? Reply
  • ionis - Thursday, February 21, 2013 - link

    I thought PS3 games used tasks. If it was Linux based, wouldn't it use threads? Reply
  • medi01 - Thursday, February 21, 2013 - link

    API used by game devs is completely irrelevant (and considering what a strange CPU Cell is, no wonder there are "tasks"), the OS itself is Linux based. Reply
  • ionis - Thursday, February 21, 2013 - link

    Tasks and threads aren't APIs. But there are plenty of OS specific APIs that would allow someone to figure out the OS just by the API. I haven't been able to find anything online saying the PS3 OS is Linux based. Reply
  • powerarmour - Friday, February 22, 2013 - link

    The PS3 currently uses a custom 'Nix based OS, and the main (or rather the best performing) API is LibGCM which is very low level compared to OpenGL/DirectX etc. Reply
  • versesuvius - Thursday, February 21, 2013 - link

    Just as Quadro and Firepro cards use the same silicon as the ordinary gaming cards do, yet produce considerable performance advantage over the gaming cards, the custom made CPU and GPU in this unit will benefit from the same kind of treatment. Rest assured that AMD can tweak its products to deliver next gen performance with this years silicon. It is only a matter of the volume that is guaranteed to be purchased that teases a company like AMD or NVIDIA to do so or not, and the potential sales volume for the console, any console, is always very high. At least when it comes to companies with an established developer and software base like Sony and Microsoft. In short, don't worry. The performance will most probably blow your mind. Reply
  • gruffi - Thursday, February 21, 2013 - link

    Jaguar is a low-power core and the successor of Bobcat. Everything that Intel has in this market is Atom. And Atom is pure sh** compared to Jaguar. Btw, benchmarks say nothing most of the time. Even the bigger AMD processors are good, but most of the time slowed by poor software optimization under Windows. Reply
  • iwod - Thursday, February 21, 2013 - link

    Most Software, Library, and Other tools are written with Intel x86 in mind. Not AMD's x86. And Software Optimization is key to performance. I guess with MUCH closer to metal programming, tuning, AMD'S CPU isnt as bad as some of those benchmarks made out to be.

    ( That doesn't mean that it will out perform Intel. is just that there are still quite a bit more to squeeze out from AMD )
    Reply
  • zlatan - Thursday, February 21, 2013 - link

    It's not a problem. The PS4 is designed to offload the data parallel workloads to the iGPU. A throughput optimized processor (just like a GCN multiprocessor) is more optimal for physics and AI calcuraltion, or just any kind of sorting, culling or asset decompression. Even you can simulate physics on the iGPU, and copy the results back to the CPU in the same frame, so you can create smoke particles that affect the AI. Reply
  • medi01 - Thursday, February 21, 2013 - link

    AMD's APU is several generations ahead of Intel, which makes it up nicely, doesn't it?
    So who went for AMD's APU:

    1) Sony
    2) Microsoft
    3) Valve (SteamBox)

    It's also a huge win for AMD on another front => games (nearly the only application that needs much computing power that we run on PC) will tend to be multi-threaded from the beginning, so there goes Intel's single thread performance advantage.
    Reply

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