PS4 and 720 to be revealed in MARCH!! PS4 out the door first!

Rekkapryde

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^^^^^^^^^^^^^^^^^^^

:whoo::whoo::whoo:
@Fatboi1


Additional Ether:
FXAA creator comments on Orbis, Durango - NeoGAF


"Working assuming the Eurogamer Article is mostly correct with the exception of maybe exact clocks, amount of memory, and number of enabled cores (all of which could easily change to adapt to yields)....
PS4
The real reason to get excited about a PS4 is what Sony as a company does with the OS and system libraries as a platform, and what this enables 1st party studios to do, when they make PS4-only games. If PS4 has a real-time OS, with a libGCM style low level access to the GPU, then the PS4 1st party games will be years ahead of the PC simply because it opens up what is possible on the GPU. :whoo: Note this won't happen right away on launch, but once developers tool up for the platform, this will be the case. As a PC guy who knows hardware to the metal, I spend most of my days in frustration knowing damn well what I could do with the hardware, but what I cannot do because Microsoft and IHVs wont provide low-level GPU access in PC APIs. One simple example, drawcalls on PC have easily 10x to 100x the overhead of a console with a libGCM style API....:ld:"



Xbox720
Working here assuming the Eurogamer Article is close to correct. On this platform I'd be concerned with memory bandwidth. Only DDR3 for system/GPU memory pared with 32MB of "ESRAM" sounds troubling....If this GPU is pre-GCN with a serious performance gap to PS4, then this next Xbox will act like a boat anchor, dragging down the min-spec target for cross-platform next-generation games.
mysmilie_1864.gif


My guess is that the real reason for 8GB of memory is because this box is a DVR which actually runs "Windows" (which requires a GB or two or three of "overhead"), but like Windows RT (Windows on ARM) only exposes a non-desktop UI to the user. There are a bunch of reasons they might ditch the real-time console OS, one being that if they don't provide low level access to developers, that it might enable a faster refresh on backwards compatible hardware. In theory the developer just targets the box like it was a special DX11 "PC" with a few extra changes like hints for surfaces which should go in ESRAM, then on the next refresh hardware, all prior games just get better FPS or resolution or AA. Of course if they do that, then it is just another PC, just lower performance, with all the latency baggage, and lack of low level magic which makes 1st party games stand out and sell the platform.


We aint done yet...

"A fast GDDR5 will be the desired option for developers. All the interesting cases for good anti-aliasing require a large amount of bandwidth and RAM. A tiny 32MB chunk of ESRAM will not fit that need even for forward rendering at 1080p. I think some developers could hit 1080p@60fps with the rumored Orbis specs even with good AA. My personal project is targeting 1080p@60fps with great AA on a 560ti which is a little slower than the rumored Orbis specs. There is no way my engine would hit that target on the rumored 720 specs. Ultimately on Orbis I guess devs target 1080p/30fps (with some motion blur) and leverage the lower latency OS stack and scan out at 60fps (double scan frames) to provide a really great lower-latency experience. Maybe the same title on 720 would render at 720p/30fps, and maybe Microsoft is dedicating a few CPU hardware threads to the GPU driver stack to remove the latency problem (assuming this is a "Windows" OS under the covers)."
 
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Loose

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with 14 + 4 and the decrease from 192-176 ram speed puts things in a different perspective these things are going to be incredibly close.
 

Loose

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"About 14 + 4 balance:

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

- Minor boost if used for rendering"

If it's minor it implies it is largely reserved/optimized for compute behavior, since I wouldn't consider a 28% increase minor.

^^^

This which says its reserved at 1.4
1.843 Tflops,

and this dont make sense


Closes the GPU gap incredibly
 

Rekkapryde

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^^^

This which says its reserved at 1.4


and this dont make sense


Closes the GPU gap incredibly

The memory though is still severely in the ps3 favor if they run with that DDR5. :mjpls:

But I would like to see the retail console numbers. These are still targets/dev kits info they are passing.
 

MeachTheMonster

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The memory though is still severely in the ps3 favor if they run with that DDR5. :mjpls:

But I would like to see the retail console numbers. These are still targets/dev kits info they are passing.

All the rumors keep saying that Microsoft has "something" to combat the bandwidth deficiency, but they don't say what that "something" is.

I'm excited to see the real numbers too, and some screenshots. I remember drooling over the sweat rolling down the faces of nba live players before the Xbox 360 came out. I wonder what gimmick they will use to show off the processing power this time.
 

Crakface

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Microsoft was never focused on making a gaming console.

This is why they lost already.
 

Prince Akeem

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^^^

This which says its reserved at 1.4


and this dont make sense


Closes the GPU gap incredibly

People seem to be freaking out about the 14+4 compute units. Unless they gimped the segregated 4, or artificially prevent them from rendering, those extra 4 should be equally adept at rendering graphics as the other 14. They're just separated in order to make it easier for a programmer to load balance GPGPU work and general graphics work. They might also have their own local cache in order to improve GPGPU performance. Basically gofreak summed it up:

They're not being reserved.

They just have to be used more explicitly in your code. If I'm writing my rendering code, I make library calls, and the library and hardware take care of the rest. The GPU splits the work up per vertex or per group of fragments, or whatever, and schedules the threads and executes them.

These 4 CUs won't operate under that regime. They won't mix in 'automagically' to the work you do through the graphics libraries. You'll have to set up the work explicitly, separately, for those 4 CUs.

The work could be whatever you want that a CU can do - graphics or GPGPU. So they're not being 'reserved' per se, they're not being prescribed for any one particular use. However the motivation for splitting the CUs out of a hardware managed regime is so that if you want to do GPGPU, you don't have to leave the scheduling and context switching up to a hardware balancer that might not do things optimally when mixing graphics and compute tasks.

"I think"
 

Rekkapryde

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Microsoft was never focused on making a gaming console.

This is why they lost already.

Yup, getting rid of all the mufukkaz who cared about gaming is gonna cost them. These suits they got in their place are fukking up big time. Focus on gaming and not all that other bullshyt they trying to put in there. fukk I need a cable box as part of my console for? :heh:


It's a wrap for these nikkaz mayne. :salute:
 

Crakface

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360 stans scrambling like roaches trying to find a way to spin it.

*well for the most part the games will be comparable and we can play kinect*
Yea, but your system is a piece of shyt. Its crazy when stanning gets to a point where you're willing to accept an inferior product just so you dont have to bow down to the competition. The Playstation 4 is here to save you but you have Stockholm Syndrome.
 

Crakface

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All the rumors keep saying that Microsoft has "something" to combat the bandwidth deficiency, but they don't say what that "something" is.

I'm excited to see the real numbers too, and some screenshots. I remember drooling over the sweat rolling down the faces of nba live players before the Xbox 360 came out. I wonder what gimmick they will use to show off the processing power this time.

Special sauce. I think its called bullshyt.
 
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