PS4 Final Specifications Unveiled, GPU Details Updated
today the purported PS4 final specifications have been unveiled with more details about GPU
Ca (I-Newswire) January 29, 2013 - Here is the PS4 final specifications released by VGLeaks.com, the info maybe changed by Sony in future.
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
liverpool
CPU:
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:
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
800 Mhz
1.843 Tflops, 922 GigaOps/s
Dual shader engines
18 texture units
8 Render backends
Memory:
4 GB unified system memory, 176 GB/s
3.5 available to games (estimate)
Storage:
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
Networking:
1 Gb/s Ethernet, 802.11b/g/n WIFI, and Bluetooth
Peripherals:
Evolved Dualshock controller
Dual Camera
Move controller
Extra:
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)
Texture Unit
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
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TechnologyPublished On:
January 29, 2013Print Release:
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