VGleaks: Orbis (PS4) Specs Unveiled


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LIVERPOOL SOC

Custom implementation of AMD Fusion APU Arquitecture (Accelerated Processing Unit)

Provides good performance with low power consumtion

Integrated CPU and GPU

Considerably bigger and more powerful than AMD?s other APUs

PU:

Orbis contains eight Jaguar cores at 1.6 Ghz, arranged as two ?clusters?

Each cluster contains 4 cores and a shared 2MB L2 cache

256-bit SIMD operations, 128-bit SIMD ALU

SSE up to SSE4, as well as Advanced Vector Extensions (AVX)

One hardware thread per core

Decodes, executes and retires at up to two intructions/cycle

Out of order execution

Per-core dedicated L1-I and L1-D cache (32Kb each)

Two pipes per core yield 12,8 GFlops performance

102.4 GFlops for system

GPU:

GPU is based on AMD?s ?R10XX? (Southern Islands) architecture

DirectX 11.1+ feature set

Liverpool is an enhanced version of the architecture

18 Compute Units (CUs)

Hardware balanced at 14 CUs

Shared 512 KB of read/write L2 cache

800 Mhz

1.843 Tflops, 922 GigaOps/s

Dual shader engines

18 texture units

8 Render backends

Memory:

4 GB unified system memory, 176 GB/s

3.5 available to games (estimate)

Storage:

- High speed Blu-ray drive

single layer (25 GB) or dual layer (50 GB) discs

Partial constant angular velocity (PCAV)

Outer half of disc 6x (27 MB/s)

Inner half varies, 3.3x to 6x

- Internal mass storage

One SKU at launch: 500 GB HDD

There may also be a Flash drive SKU in the future

Networking:

1 Gb/s Ethernet, 802.11b/g/n WIFI, and Bluetooth

Peripherals:

Evolved Dualshock controller

Dual Camera

Move controller

Extra:

Audio Processor (ACP)

Video encode and decode (VCE/UVD) units

Display ScanOut Engine (DCE)

Zlib Decompression Hardware

Source: http://www.vgleaks.com/world-exclusive-orbis-unveiled/

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That's the devkit.

These seem to be the final specs.

either way, i just want the dang thing to be released already :p

I'm forgetful at times, but I wouldn't repost the same thing twice :p

lol now I feel derp :rofl:
UPDATE: some people is confused about the GPU, here you have more info about it:

Each CU contains dedicated:

- ALU (32 64-bit operations per cycle)

- Texture Unit

- L1 data cache

- Local data share (LDS)

About 14 + 4 balance:

- 4 additional CUs (410 Gflops) ?extra? ALU as resource for compute

- Minor boost if used for rendering

Dual Shader Engines:

- 1.6 billion triangles/s, 1.6 billion vertices/s

18 Texture units

- 56 billion bilinear texture reads/s

- Can utilize full memory bandwith

8 Render backends:

- 32 color ops/cycle

- 128 depth ops/cycle

- Can utilize full memory bandwith

Source: http://www.vgleaks.com/world-exclusive-orbis-unveiled/

Wish they would get someone who was at least proficient in English.

So its an 18CU GPU but only 14CUs are the actual GPU cores, the extra 4CUs are just APUs for physics and the like?

I'm guessing the extra compute units can be used to process physics or assist in rendering. I was under the impression that it would have 18 compute units and something extra for physics. The dedicated audio processor is nice but the memory bandwidth is lower than the dev kit (192 GB/s vs. 176 GB/s).

The rest of the GPU specs don't make any sense. How can it only have 18 texture units and 8 raster opreations pipelines? It should be 72 texture units and 32 ROPs.

I'm guessing the extra compute units can be used to process physics or assist in rendering. I was under the impression that it would have 18 compute units and something extra for physics. The dedicated audio processor is nice but the memory bandwidth is lower than the dev kit (192 GB/s vs. 176 GB/s).

The rest of the GPU specs don't make any sense. How can it only have 18 texture units and 8 raster opreations pipelines? It should be 72 texture units and 32 ROPs.

Apparently

attention: for some reason the ROPS and the texture units are devided by 4.

8 backends x 4 ROPs per backend = 32 ROPs.

18 texture units * 4 = 72 texture units.

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