Posts Tagged ‘Leaked’

The Last of Us Multiplayer Footage Leaked

Written by Gradly on . Posted in blog, Games, PS3, Reviews, Sony

The Last of Us Multiplayer Footage Leaked

The Last of Us Multiplayer Footage Leaked

The Last of Us multiplayer previews embargo lifted yesterday, and you can check some of them by visiting the links below:

The Last of Us Multiplayer Footage Leaked

The Last of Us Multiplayer Footage Leaked

Now some footage of the game’s online mode has surfaced. Watch it here:

More on Sony’s Next-gen PS4 Specs Revealed

Written by Gradly on . Posted in blog, Consoles, Gadgets, Games, PS4, Rumors, Sony

More on Sony's Next-gen PS4 Specs Revealed

More on Sony’s Next-gen PS4 Specs Revealed

Following our previous PlayStation 4, PS4, leaked specs, new information regarding the SoC devkit has surfaced. Below are all the details courtesy of VGLeaks.

LIVERPOOL SOC
  • Custom implementation of AMD Fusion APU Architecture (Accelerated Processing Unit)
  • Provides good performance with low power consumption
  • Integrated CPU and GPU
  • Considerably bigger and more powerful than AMD’s other APUs
PS4 Liverpool SoC Diagram

PS4 Liverpool SoC Diagram

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 instructions/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
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 bandwidth
  • 8 Render backends:
    • 32 color ops/cycle
    • 128 depth ops/cycle
    • Can utilize full memory bandwidth

Pin It on Pinterest