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发表于 2020-4-23 19:20 · 浙江
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Lumi-Kumi 发表于 2020-4-23 19:11 
这边我觉得马克塞尼就是打算用一个共享的TPU来控制SOC的发热了
所以不可能都满载的这是绝不可能的 ...
塞尔尼实际上改动了满载的定义
他的满载不是理论上的晶体管全运作,应该也不是那种双烤鸡
他的方法是直接看游戏设计中,CPU和GPU在完全使用的时候,系统是怎么一个状况。要质疑的话,可能就是质疑塞尔尼找的参考场景,是不是有足够的预见性和代表性。我在之前的帖子里说过,塞尔尼实际上是一种实用**定义,现在的可能质疑是,他是不是太实用了——对设计者很实用,对开发者很不实用。
"So, when I made the statement that the GPU will spend most of its time at or near its top frequency, that is with 'race to idle' taken out of the equation - we were looking at PlayStation 5 games in situations where the whole frame was being used productively. The same is true for the CPU, based on examination of situations where it has high utilisation throughout the frame, we have concluded that the CPU will spend most of its time at its peak frequency." Put simply, with race to idle out of the equation and both CPU and GPU fully used, the boost clock system should still see both components running near to or at peak frequency most of the time. Cerny also stresses that power consumption and clock speeds don't have a linear relationship. Dropping frequency by 10 per cent reduces power consumption by around 27 per cent. "In general, a 10 per cent power reduction is just a few per cent reduction in frequency," Cerny emphasises.
实际上DF向塞尔尼询问过你说的满载问题,但是被塞尔尼给挡回去了。塞尔尼直接说游戏开发中正常来说不会有这样的情况。如果我们不刻意放大塞尔尼的言论,我觉得他的发言在逻辑上是说得通的。
But what if developers aren't going to optimise specifically to PlayStation 5's power ceiling? I wondered whether there were 'worst case scenario' frequencies that developers could work around - an equivalent to the base clocks PC components have. "Developers don't need to optimise in any way; if necessary, the frequency will adjust to whatever actions the CPU and GPU are performing," Mark Cerny counters. "I think you're asking what happens if there is a piece of code intentionally written so that every transistor (or the maximum number of transistors possible) in the CPU and GPU flip on every cycle. That's a pretty abstract question, games aren't anywhere near that amount of power consumption. In fact, if such a piece of code were to run on existing consoles, the power consumption would be well out of the intended operating range and it's even possible that the console would go into thermal shutdown. PS5 would handle such an unrealistic piece of code more gracefully."
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