This is for all you gamers who love the scientific side of console technology.
PlayStation 4 lead architect Mark Cerny attended Gamelab 2013 and spoke in great detail about what Sony's new system offers. Specifically, he addressed the GPU , which doesn't merely push graphics, but also handles various "complex processes" that are normally 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 went on to say that developers will be able to create richer and more dynamic worlds, provided they can unlock the hardware's true potential. We've heard Sony say something like this before, but this is the first time where accessibility shouldn't be an issue. With past PlayStation consoles, that was a huge stumbling block at the start of each generation.
Added Cerny:
"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."
So, who's excited?