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Een diepere duik in de Scorpio processor architectuur

Project Scorpio

We krijgen steeds meer te horen over Microsoft haar Project Scorpio. Zo weten we al dat de console te zien gaat zijn op de E3 van Microsoft en vandaag hebben we meer nieuws te melden over de processor.

Eurogamer heeft de primeur op de kracht van de Scorpio en plaatst hierover artikelen. Vandaag over de processor van de console. Hierover hebben ze het volgende te zeggen:

“Typically for CPU, the top two items are frequency and memory latency. If the CPU has data, the faster it can process it, the quicker the result, but it also means that if it doesn’t have the data, it sits there idle, so latency is a big component. On frequency, we pushed it up to 2.3GHz” explains Nick Baker “On the latency, a couple of the areas we tackled, one was all the queues coming back from the memory interface, we sped those up as well. Specifically, within the core, because we’re running a virtualised OS environment, we wanted to optimise how memory translation operations happen so there are some key changes inside the core to speed those things up. The end result is that not only does the CPU run faster, it also runs more efficiently meaning more power for you at the end.”

E3

Daarnaast werd er ook nog kort ingegaan op de GPU van de console:

According to Goossen, some performance optimisations from the upcoming AMD Vega architecture factor into the Scorpio Engine’s design, but other features that made it into PS4 Pro – for example, double-rate FP16 processing – do not. However, customisation was extensive elsewhere. Microsoft’s GPU command processor implementation of DX12 has provided big wins for Xbox One developers, and it’s set for expansion in Scorpio.

Het lijkt er dus op dat er onder de kap van de console veel gebeurd. De Scorpio zelf zullen we tijdens de E3 zien. Ben jij er klaar voor? 

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