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

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