Mark Cerny Explains The PS4’s GPU – Can Perform Asynchronous Complex Processes

Mark Cerny talks a bit more more about the PS4’s GPU.

Posted By | On 30th, Jun. 2013 Under News | Follow This Author @GamingBoltTweet

A couple of days back, Mark Cerny, the lead architect on the PlayStation 4, attended Gamelab 2013, a developer conference which took place in Barcelona. At the conference he spoke in great length about the PS4 and its set of features.

He also spoke about how the PS4’s GPU is not only limited to handling the graphics but also complex processes which is traditionally handled by the CPU.

“We have worked hard to ensure that the console has a rich feature set, which will allow it to grow over the years and support the overall evolution of gaming. And our work there on that rich feature was to focus on making sure that for those teams that were interested in investing time, the GPU could be used for far more conventional graphics. Principally, we enhanced the GPU to make the use of asynchronous fine grained compute practical on the platform. So the asynchronous refers to the GPU doing many tasks which is not directly related to graphics.”

He believes that the developers will be able to develop richer worlds if they are able to unlock the true potential of this feature set.

“Physics simulation, collision detection, ray casting for audio, decompression and the like. And these operations are fine grained meaning that there will be many small world simulation tasks running on the GPU simultaneously alongside rendering of the game scenes. So the concept is that as game developers learn to use these techniques later on in the console life cycle, we will see richer and even more interactive worlds.”

The presentation also had a slide which gave more details about the PS4 GPU and it’s capabilities:

ps4 gpu capability

As you can see from the image above, the PS4’s GPU can also handle some of the CPU based tasks like collision detection and simulation.

  • Decompression
  • Raycasting of Audio
  • Physics Simulation
  • Collision Detection
  • World Simulation

On Friday we had reported on why the Cell processor was not included in the PS4. You can read that report over here. Additionally, you should check out Mark Cerny’s brilliant 49 minute long presentation over here. Trust me, you won’t be disappointed.

Let us know your thoughts in the comments section below.

Awesome Stuff that you might be interested in

  • Kamille


    • Dr Vanderlane

      Hate to say it, Killzoned, but I think you have some repressed butt pirate tendencies as evidenced by your love of dong pics.

    • Guest

      I think he is a pissed off by anything guy

  • Mark Thom


  • Nintendo Fan 4 Lif3

    What is ray casting? I’ve honestly never heard this term before.

    • Hmm

      In raytracing you trace the rays. Perhaps in raycasting you cast them but dont trace becouse hardware is to weak 😉

    • Jared

      It’s raycasting of audio. What does that have to do with anything about graphics?

    • raytracing is when you see a reflection on an object like a car showing reflection of the road on it’s paint.

      raycasting is when you make a 3d view in a 2d map like wolfenstien or doom. Because the models of those characters are 2d, the map is in 3d. but everything you see are in 2D but you move in a 3D map. That’s ray casting.

      so ray casting in audio? probably all mono or stereo sounds will feel like 5.1 (my guess)

  • PantherCrane

    Nothing the XBO can’t do. XBO FTW!

    • luvthesnapper

      Eat a dick sandwich.

  • Pingback: inFamous Second Son’s Particle Effects Compile Directly On PS4′s GPU, Does Not Involve CPU At All « Video Game News, Reviews, Previews and Blog()


Copyright © 2009-2017 All Rights Reserved.