Not exactly everything but still, there are some new details here and there since Sony's too scared to release the full specs of the console.
Despite continuing claims from some that the SoC must contain a higher-end Kaveri/Steamroller-class CPU, the tiny x86 cores implemented here are clearly based on Jaguar/Kabini. Each core is roughly 3.1 millimeters square — exactly the size AMD gave for that chip. The large (rather plaid) boxes in each quad-core arrangement are the L2 cache. Memory I/O wraps all three sides of the die, which makes sense — the SoC itself uses a GPU-style memory layout. It’s not clear from this diagram whether HSA is implemented on the chip or not, though it might be possible to identify the IOMMU unit that HSA requires with a close analysis.
![](https://www.gamespot.com/a/uploads/original/140/1403302/2389227-0631068686-ps4-r.jpg)
Die size on the chip is 328 mm sq, and the GPU actually contains 20 compute units — not the 18 that are specified. This is likely a yield-boosting measure, but it also means AMD implemented a full HD 7870 in silicon. According to Chipworks, the GPU is 88 mm sq, and takes up about a third of the total die. Looking at AMD’s published figures for the HD 7870, however, the Pitcairn GPU core is a 228 mm sq part.
The Wii U’s design was a bit prophetic
One of the interesting things about the PS4′s design is how closely it echoes the Wii U’s design. While the PS4 is far, far more powerful than the Wii U, Sony made very similar decisions about where to spend its transistor budget. As some of you may recall, the Wii U’s GPU is far larger than its CPU — the latter is a triple-core version of the Broadway core that powered the Wii (which was, itself, a higher-clocked version of the GameCube CPU). The GPU, while still underpowered by current standards, integrated far more computational horsepower than the old Hollywood GPU inside the Wii.
More Here
Log in to comment