zarx said:
A few other notes, while the PS360's GPUs were very limited in terms of IPC compared to PC CPUs of the time (honestly in terms of IPC they were closer to the NetBurst than anything IIRC) but they actually held their own in terms of FLOPS. Especially the CELL, which actually held it's own even against top end CPUs at the time. Which is why PS3s were used as cheap supercomputers, and why it contributed so much to Folding@Home back in the day. No one is doing to the metal programming for the CPU in games in this day and age. Engines are written in C++ for the most part on all platforms, and actual game code is done in high level scripting languages for the most part. As for API overhead that does have in impact sure but games can still be CPU heavy for example
Non-Rendered Civ V AI benchmark should have next to 0 API overhead, A10 gets absolutly crushed.
And this is why you haven't herd complaints about the CPUs in the PS360 " The first point relates to all of the things that are usually handled by the CPU and the second point relates to things that are traditionally processed by the GPU. Over the successive platform generations the underlying technology has changed, with each generation throwing up its own unique blend of issues:
In all of these generations it was difficult to maintain a steady frame-rate as the amount happening on-screen would cause either the CPU or GPU to be a bottleneck and the game would drop frames. The way that most developers addressed these issues was to alter the way that games appeared, or played, to compensate for the lack of power in one area or another and maintain the all-important frame-rate." on the PS4/XBOne "Removing these "bubbles" in the CPU pipeline combined with removing some nasty previous-gen issues like load-hit stores means that the CPUs Instruction Per Cycle (IPC) count will be much higher. A higher IPC number means that the CPU is effectively doing more work for a given clock cycle, so it doesn't need to run as fast to do the same amount of work as a previous generation CPU. But let's not kid ourselves here - both of the new consoles are effectively matching low-power CPUs with desktop-class graphics cores. So how will all of this impact the first games for the new consoles? Well, I think that the first round of games will likely be trying to be graphically impressive (it is "next-gen" after all) but in some cases, this might be at the expense of game complexity. The initial difficulty is going to be using the CPU power effectively to prevent simulation frame drops and until studios actually work out how best to use these new machines, the games won't excel. They will need to start finding that sweet spot where they have a balanced game engine that can support the required game complexity across all target consoles. This applies equally to both Xbox One and PlayStation 4, though the balance points will be different, just as they are with 360 and PS3." |
That's a good article. That's what I got from it (which I already knew).
-The CPU performance has increased over the last generation significantly but not by a magnitude.
-The GPU performance has increased by many magnitudes (which people have been contesting)
-Because there is ample CPU in place now, we may run into situation where GPGPU may be needed (again nothing unknown)
-The CPU performance is limited (as expected) but it does not hinder the GPU performance (this is how & why developers lean onto the graphics & rendering more heavily)
At the end of the day, the article gave me nothing (although I enjoyed reading) except that it confirmed that the CPU performance is NOT the bottleneck to the GPU. Yes, it is limited for brute CPU operations, but games simply DON'T NEED BETTER CPUs for 1080p fps graphics on a console (maybe on a PC, but definitely not on a console). Think about it, XB1 and PS4 basically have very similar CPUs but one has a much beefier GPU and faster RAM, and this leads to a huge difference in gaming. Again, here is the...
Question, "why is there such a huge gap between XB1 and PS4?"
=> The answer : "Because of the GPU and faster RAM"...
Question, "But don't we also need faster CPU along with a better GPU to utilize that performance?"
=> The answer : "In CPU bounds scenarios, yes, although to a lesser extent on consoles, but obviously the majority of games, even on PC, are not CPU bound. Therefore, as in the XB1-PS4 comparison, both of which use the same CPU, one has a much better performance JUST BECAUSE OF THE GPU AND THE FASTER RAM, so the additional CPU benefit would be negligble."
And BY THE WAY, You VERY CONVENIENTLY again posted possibly the one of the MOST CPU BOUND games, A STRATEGY GAME with lots of AI elements etc. That's an unbelievably INCONVENIENT example for a console, where strategy games are once in a million. My goodness, a perfect example of how people want to see the world and really bend to their :) Funny...
| 4lc0h0l said: I am with Lucidium on this one, the original poster just goes with the numbers that have the single most higher % value which is stupid... learn to sum % think a little and then construct a better argument... |
Before calling something stupid, first UNDERSTAND it. What single "most higher value"? What is this, English? Is that a superlative or a comparative? Learn to sum % of what? I am speaking 5 languages, but not this one! All the numbers, I believe you are referring to, are taken from Steam's Website, and the memory amounts are calculated accordingly with the weighted averages. Before speaking against, FYI, I am an economics professor, with bachelors in architecture and economics, dealing with econometrics, statistics, non-parametric analysis such as DEA, and linear programming on a daily basis, so I know what I am doing. But you don't seem to know what you're talking about... just saying.
Playstation 5 vs XBox Series Market Share Estimates
Regional Analysis (only MS and Sony Consoles)
Europe => XB1 : 23-24 % vs PS4 : 76-77%
N. America => XB1 : 49-52% vs PS4 : 48-51%
Global => XB1 : 32-34% vs PS4 : 66-68%








