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舊 06-28-13, 04:06 AM   #1001
SHCEHUK
Game Master
 
註冊日期: Jan 2009
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PSN  IDcshhenry
制作時間少咗,同PS3質素一樣的GAME投資金額相應會少咗(人工費),
開發GAME快左,賺錢機會多左

此篇文章於 06-28-13 04:08 AM 被 SHCEHUK 編輯。
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舊 06-28-13, 07:30 AM   #1002
( ゚ω゚)?
God of Gamer
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註冊日期: Dec 2010
文章: 9,253
用 Unified 176GB/s GDDR5 RAM 好處係developer無需考慮/亦都無得考慮點提高RAM讀取速度,因為本身已經係最高速,而用eDRAM做緩衝就要考慮用咩方法使用eDRAM,相對較複雜.

http://www.gamechup.com/ps4-sony-ear...edram-1088gbs/
PS4: Sony Earlier Thought About Slow GDDR5 + eDRAM (1088GB/s)

By Alex Schmitz on June 27, 2013



The PS4 has a super fast memory architecture in GDDR5 which is capable of 176GB/s bandwidth, however, Mark Cenry has mentioned that they had thought about an alternative memory architecture.





As you can see in the above image on the right, one of the so called memory architecture they had thought of was going with was GDDR5 memory with 88GB/s bandwidth which is slower than the one they finally went with, along with a small amount of eDRAM which provides a bandwidth of over 1000GB/s. That sounds great doesn’t it? But Cerny said that it would have been difficult to code for it in a straightforward way and developers had to come up with a separate technique to take full advantage of it.
The Xbox One features a small amount of eSRAM and offers the same functionality of high bandwidth to make up for the slow DDR3 RAM.
That’s the main reason Sony chose the memory architecture on the left of the image. The high bus and a unified memory at a 176GB/s would have made it really easy for developers to code for and it was their philosophy to provide a simple architecture with the PS4. Cerny said that the 256-bit bus GDDR5 bandwidth at 176GB/s ”is quite a lot”.
He revealed that the third-parties had demanded a unified memory architecture with a powerful GPU. This is in complete contrast with the PS3 which had a fairly weak GPU in the RSX and a divided XDR memory. Sony had originally planned to go with just 4GB GDDR5 but certain third-party developers managed to convince them that it was a really bad idea.
He revealed this information at GameLab presentation in Barcelona which has just concluded now. However, you can catch up on it here.


__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.

此篇文章於 06-28-13 07:58 AM 被 ( ゚ω゚)? 編輯。
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舊 06-29-13, 11:13 AM   #1003
( ゚ω゚)?
God of Gamer
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註冊日期: Dec 2010
文章: 9,253
http://gamingbolt.com/mark-cerny-exp...ell-in-the-ps4

Mark Cerny Explains Why The Cell Processor Was Not Included In The PS4

He researched 30 years of x86′s history!




Yesterday’s Gamelab had Mark Cerny as a special guest. Cerny is the lead architect on the PlayStation 4 and is one of the important figures behind the development of Sony’s next gen console.
At one point during his presentation he talks about how he came to the conclusion that the PS4 did not needed a Cell processor but something more standard i.e. the x86 architecture.
“After the PlayStation 3 shipped, the hardware team immediately started working on reducing the manufacturing costs of the console. And in 2007 they also began a post modern analysis of PlayStation 3. What had worked and what had’nt, with the goal of beginning of the basic direction to take with the next console,” he said during the presentation.
He talks about how he had two ways in approaching the CPU for the PS4. Either make the Cell more powerful or go for the x86 architecture.
“In other words this was the initial step in creation of PlayStation 4. And for the first time in Sony Computer Entertainment’s history, this process was inclusive and collaborative, the ICE team, the other tools, the other technology teams were invited to participate. Now the most obvious path though was to continue using CELL. Though the learning curve was steep, it was clear that mastery of SPUs was leading to some amazing titles like Uncharted: Drake’s Fortune, so it was an definitely was an option to continue using CELL. Perhaps even enhancing it to make it more powerful or easier to use. But there were other options too, we can move to a more conventional architecture with just a CPU and a GPU. If we went with that approach, choosing a CPU will be a very big deal because that will determine which vendor we work with and thereby determine pretty much every aspect of our project. Timeline, business structure, development cost in a way. So there were two main possibilities for the CPU, the power PC architecture that we used in the PS3 and the CELL, and the x86 architecture used in pretty much every modern PC.”
“The conventional wisdom as expressed by the number of first party game programmers was that the x86 architecture was unusable in a games console. Now I took this very seriously and thought that a console needs to be competitive with a much more powerful PC and if game programmers need straight forward power PC architecture to make that happen. I understand. I just wondered whether this is true, cause the potential design space for the PlayStation 4 was going to pretty limited for using the x86 CPU.”
He then talks about how he spent his holidays researching 30 years of x86′s history and finally concluded that this is something that programmers can embrace.
“So I spent my 2007 holiday in researching the 30 some year history of the x86, all the way from its creation in the 1970′s to the recent enhancements. My conclusion was that the conventional wisdom had been correct but progressive enhancements by Intel and AMD have finally resulted into something console programmers can embrace. And then I started thinking. I just sacrificed my holiday to investigate some philosophical points of a console that I am not really assigned to be working on and won’t be releasing for another 5 years. That’s passion, that’s enthusiasm and may be I should consider working on this project more deeply.”
He then talks about his skill sets and expertise and how he met Shuhei Yoshida and Masa Chitani to eventually become the lead system architect on the PlayStation 4.


__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.

此篇文章於 06-29-13 11:16 AM 被 ( ゚ω゚)? 編輯。
( ゚ω゚)? 目前離線  
舊 06-29-13, 12:44 PM   #1004
( ゚ω゚)?
God of Gamer
Volks初音已接收
 
註冊日期: Dec 2010
文章: 9,253
http://gnn.gamer.com.tw/5/82225.html

PS4 架構規劃者馬克‧瑟尼透露 PS4 設計初期曾考慮採用高速內嵌記憶體

(GNN 記者 Sam 報導) 2013-06-28 16:13:24
  
擔任 PlayStation 4 主機架構規劃的馬克‧瑟尼(Mark Cerny),日前在西班牙巴塞隆納舉辦的「Gamelab 2013」活動中,透露 PS4 設計初期曾考慮採用較低頻寬外部記憶體搭配超大頻寬內嵌記憶體的架構。

  目前 PS4 採用的是 256bit 匯流排、頻寬 176GBps 的 8GB GDDR5 記憶體,頻寬約相當於 PC 中高階繪圖卡等級,容量則是超越目前所有 PC 頂級繪圖卡,不過因為 PS4 採用的是統合主記憶體與繪圖記憶體的統一記憶體架構,因此 8GB 容量必須負擔所有處理與繪圖需求,與 PC 主記憶體搭配獨立繪圖記憶體的組態不同。

  • 馬克‧瑟尼

  馬克‧瑟尼透露,在 PS4 架構規劃初期,曾經曾考慮過採用 128bit 匯流排、頻寬 88GBps 的 GDDR5 外部記憶體搭配頻寬超過 1000GBps 的小容量內嵌動態記憶體(eDRAM)的記憶體架構,藉以提升生產性節省整體成本,再透過 eDRAM 的超高頻寬來彌補外部記憶體頻寬的不足。



  馬克‧瑟尼接著指出,雖然超過 1000GBps 的頻寬看似很大,但該記憶體架構會增加程式開發難度,開發者必須採用不同方法才能充分發揮該記憶體架構的優勢。因此最後 SCE 決定不採用該記憶體架構,而採用較為單純的統一記憶體架構,讓開發者更容易進行程式開發,這也是 SCE 在 PS4 上所秉持的 簡單架構 理念。他表示,256bit 匯流排、176GBps 頻寬算是 相當大的



  另外,馬克‧瑟尼還透露,第三方協力廠商要求的是統一記憶體架構搭配強大的繪圖處理器(GPU),這正好與 PS3 偏弱的 GPU 以及主記憶體與繪圖記憶體各自獨立的分離記憶體架構背道而馳。原本 SCE 只打算在 PS4 上配備 4GB GDDR5 記憶體,不過某些第三方協力廠商成功說服 SCE、讓 SCE 了解這是個欠佳的決策,於是最後替 PS4 配備多達 8GB 的 GDDR5 記憶體。



  由於競爭平台的 Xbox One 正好就是採用頻寬較低的 8GB DDR3 外部記憶體搭配高頻寬的 32MB 內嵌靜態記憶體(eSRAM)設計,因此馬克‧瑟尼這番話除了解釋為何 PS4 沒有採用高頻寬內嵌記憶體設計之外,多少也帶有暗指 Xbox One 的記憶體架構會增加開發難度的叫陣意味在。



__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
( ゚ω゚)? 目前離線  
舊 06-29-13, 12:56 PM   #1005
王小虎
God of Gamer
 
註冊日期: Apr 2002
文章: 7,807
Soul Saga reaches Wii U, Vita & PS4 Kickstarter stretch goals
http://www.allgamesbeta.com/2013/06/...-vita-ps4.html

第一隻kickstarter PS4/WiiU/Vita game?不過完全搵唔到製作人Mark Gale的資料,有可能係第一隻game的indie developer。

王小虎 目前離線  
舊 06-29-13, 01:04 PM   #1006
SHCEHUK
Game Master
 
註冊日期: Jan 2009
文章: 2,413
PSN  IDcshhenry
delete

此篇文章於 06-29-13 03:51 PM 被 SHCEHUK 編輯。
SHCEHUK 目前離線  
舊 06-29-13, 01:26 PM   #1007
now_loading
God of Gamer
VanHelsing
 
註冊日期: Jan 2005
文章: 9,134
PSN  IDN0W_L0ADlNG
XBox Live Gamertagdiabloex2
如果係 indie game 算不錯了..
引用:
Toggable combat mode that allows for strategic Turn Based combat similar to Final Fantasy 10, or a more decision intensive ATB system found in classics like Final Fantasy 7.
now_loading 目前離線  
舊 06-29-13, 01:27 PM   #1008
( ゚ω゚)?
God of Gamer
Volks初音已接收
 
註冊日期: Dec 2010
文章: 9,253
http://game.people.com.cn/BIG5/n/201...-22017950.html


微軟和索尼在新一代游戲機中都不約而同的使用了來自AMD的定制版APU處理器和統一尋址內存,這使得Xbox One與PS4從硬件方面看起來更加的PC化,因此關於這種破天荒的設計到底能為未來的游戲機帶來什麼好處,一直是開發者所關注的焦點。 近日,索尼PS4硬件架構師Mark Cerny在巴薩羅納召開的GameLab博覽會上發表了主題演講,表示索尼硬件團隊已經從PS3的研發工作中吸取教訓,採用了更加高效的硬件設計,降低的游戲工作室的開發技術門檻,縮減開發成本,提高游戲開發速度。

  Mark Cerny在演講中提到,由於第一代PlayStation家庭游戲機(PS1)的圖形硬件性能有限,因此硬件架構對於游戲開發速度的影響並不明顯。那時,工作室開發一款PS1作品的時間非常短,大概是1-2個月。
  然后,當擁有更強圖形表現的PlayStation 2(PS2)游戲機到來時,硬件架構對游戲開發效率的影響開始顯現,大部分PS2游戲的開發周期被延長至了3-6個月,甚至更長。
  因此,Mark Cerny在2004年的PlayStation 3(PS3)硬件開發會議上向當時索尼電腦娛樂(SCE)的負責人久?良木健(Kutaragi)提出希望從PS3開始改變以往的游戲機硬件設計思路,採用更高效的解決方案。
  但遺憾的是,久?良木健當時拒絕了Mark Cerny的建議,因此讓PS3成為了歷代索尼游戲機中硬件架構最為復雜的產品。往往一個工作室想要開發一款PS3游戲,都需要付出6-12個月的辛勤勞動。對此,就連很多索尼第一方游戲工作室都叫苦不迭。
  Mark Cerny強調,現在的PlayStation 4(PS4)已經避免了此類問題,他曾在2007年花了很長時間來考証將X86硬件引入到游戲機設計中的可能性,並在2008年正式向第三方游戲廠商發出問卷,征詢關於下一代游戲機的設計意見。
  從調查訪問的結果來看,來自全球30多個國家地區的開發團隊都一致要求索尼為PS4加入統一內存來提升運行效率。
  Mark Cerny透露,PlayStation的硬件研發團隊曾一度試圖為PS4加入eDRAM內存來進一步提高數據存儲速度,但這也意味著整個硬件架構將變得更加復雜,會增加游戲開發者的負擔,所以公司最終拋棄了這種想法。
  目前已經正式發布的PS4游戲機重新為開發者提供了高效的游戲開發平台,一部游戲作品的開發周期將與PS One時期相當,1-2個月便可成型。這將在目前這種“時間就是金錢”的市場環境中就意味這開發者,尤其是那些獨立開發者可以在相同的時間內制作更多的游戲作品,並從中獲利。
  另一方面,對於索尼來說也能很好的解決游戲作品不足的問題。




  Mark Cerny列出了歷代PlayStation家庭游戲機游戲開發周期





__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
( ゚ω゚)? 目前離線  
舊 06-29-13, 11:32 PM   #1009
蝦片人
Insane Gamer
 
註冊日期: Jul 2006
文章: 525
無追post
請問可唔可以玩返ps2/3既game?
蝦片人 目前離線  
舊 06-29-13, 11:55 PM   #1010
王小虎
God of Gamer
 
註冊日期: Apr 2002
文章: 7,807
引用:
作者: 蝦片人 查看文章
無追post
請問可唔可以玩返ps2/3既game?
唔可以。其實第一頁你按ctrl-f去搵"PS2"已經有講。
王小虎 目前離線  
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