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Pemalite said:
taus90 said:

the lowest common denominator here is Xbox one, although it has faster clock speed compared to base PS4, even PS4 can offload the general purpose CPU task onto GPU (GPGPU) freeing up resources on CPU. Also sony has lot of restriction for developers, developing on PRO

So far i havent heard anything that scorpio will support gpgpu. So the point still stand @2.3ghz the gain in framerate compare to pro will be minimal.

The lowest common denominator in terms of CPU performance is not the Xbox One. It is the Playstation 4. (1.75Ghz vs 1.6Ghz.)

The Xbox One has DDR3 and eSRAM which does assist the CPU in keeping latencies low (GDDR5 is higher latency), which means if there is a mispredict, there is less of a performance penalty.

The Xbox One is also capable of GPU compute as is Scorpio. It's been a feature of PC GPU's for over a decade now.

No.. What does memory bandwith for meant for assests has to do with CPU profiling and scheduling... Dude both of them are on same die, and in this topic of conversation it doesnt matter what their latency is in terms of bandwidth to the cpu to the ram.. Maybe you confused it with L1 and L2 cache. eSRAM is to offset the bandwidth constraint of DDR3 not help offload cpu commands over to gpu.

In Simple terms. Xbox one doesnt support GPGPU framework of  GCN 1.1 on Bonaire (xbox GPU). Bonaire has two (ACE) or stream processor, X1 does use those 2 AC engine but with a custom compiler, which is not as efficient as GPGPU based in OpenCL,  But in MS defence that was not the focus of Durango, instead MS focus was to offset CPU related task to the cloud, I Hope you remember "Cloud power" (DirectX 12 does take advantage of ACE to perform GPGPU task, but xbox one boinaire SoC doesnt have the openCL framework to support it).

On the other hand Mark cerny was all in for asynchronous compute, thats why Sony and AMD heavily modified Bonaire with 8 ACE, 64 Command Queue and 18 CU, and to help in Asynchronous compute Sony adopted amd's GPGPU technique, coz cerny believed that it has a learning curve and will be benificial in improving games in years to come, which also lead them to down clock the CPU. so basically physics, world simulation, colision detection, decompression etc can be offset to GPU while rendering GFX at the same time. Also there is a dedicated additional 20Gbs bus bypassing L1 and L2 cache to help increase synchronization efficiency.

Just to sum-up, I m a part of small Studio and we are looking into developing a small 3d Platformer using Unity for X1, PS4 and PC. I would say that Xbox GPU can take on few CPU task with a custom profiler like audio decompression, video decompression just minor processs but at the cost GPU performance, and thats lot of coding for a small team. Onto PS4 side there are two different 3d pipeline as oppose to one on X1, one only dedicated for gfx and other for gfx and CPU related task without compromising gfx.

So In order to keep graphical parity, we have to develop keeping xbox one in mind. As we are profiling both the SoC, xbox is utilizing all of its 100% gpu and CPU resources, we have no other option to use it the same way on PS4, running CPU 100 % and GPU 60%, and when we offset some CPU task on GPU on PS4, CPU limiter comes down to 75% and GPU 80% and really we dont know what to do with that much power left.

So when developing a game Xbox one is lowest common denominator interms of how much instruction its CPU can handle. Speed is irrelavant.