Several Next Generation Techniques at GDC 2013
Game Development Conference is a place for us to talk about how to design a game, how to attract players and show off some new stuffs titled "high technique", and so forth. Anyway, we could not belittle those things, because it really gives us a surprise, broads our horizon and brings a more immersive experience for us in the game. Today, I want to introduce several objects that presented at GDC 2013, including PS4, Oculus Rift, Mind Wave, Project Shield and Game Stick.
PlayStation 4 is collecting a lot of cutting edging technique in one body. It will feature a 64-bit x86 architecture, with what Sony refers to as minimal power consumption, eight cores and hardware threads with 2MB L2 cache for each of the four-core groups. Sony is building its CPU on an extended DirectX 11.1+ feature set, including extra debugging support that is not available on PC platforms.
The system is also set up to run graphics and computational code synchronously, without suspending one to run the other. Sony has worked to carefully balance the two processors to provide maximum graphics power of 1.843 teraFLOPS at an 800Mhz clock speed while still leaving enough room for computational tasks.
The 176 gigabytes of total bandwidth provided by that GDDR5 RAM are much more efficient than the 40 gigabytes a second provided by the standard DDR3 RAM used in most current computer systems.
The DualShock 4 has one small motor and one large motor, much like the DualShock 3. The L2 and R2 buttons on the Dual Shock 4 have been redesigned to be more comfortable and to ignore accidental pressure when players place the controller down on a coffee table, for instance.