Mr Puggsly said:
Starting from the 3rd gen where consoles really became notable, we saw huge leaps with each gen. Not just in graphics but game design. The 8th gen is the first time I haven't felt that leap per se. If the problem was really CPU related I genuinely feel like some developers would be making cutting edge gaming experiences on PC. I mean Steam has a big enough audience to support exclusive experiences like that. I think its more game design issue than lack of power. Either way, I'm still enjoying games but the wow factor hasn't been there in a long time outside of visual stuff. |
I'm taking as examples Sony consoles simply because I have more experience about them and played the best games on all Playstation; the biggest jump I noticed have been from PSX to PS2 and from PS2 to PS3 in terms of Gameplay mechanics, physics, animations, system collision, AI. This is really CPU stuff, and if you look respectively at their CPU, well, it's so evident the huge leap in performance going from PSX to PS2 and from PS2 to PS3 :
PSX CPU : MIPS R3000A-compatible 32-bit RISC CPU MIPS R3051 with 5 KB L1 cache, running at 33.8688 MHz.
Operating performance: 30 MIPS
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PS2 CPU: MIPS III R5900-based "Emotion Engine", clocked at 294.912 MHz (299 MHz on newer versions), with 128-bit SIMD capabilities.
Floating point performance: 6.2 GFLOPS (single precision 32-bit floating point)
FPU 0.64 GFLOPS
VU0 2.44 GFLOPS
VU1 3.08 GFLOPS (Including internal 0.64 GFLOPS EFU)
Tri-strip geometric transformation (VU0+VU1): 150 million vertices per second
3D CG geometric transformation with raw 3D perspective operations (VU0+VU1): 66-80+ million vertices per second
3D CG geometric transformations at peak bones/movements/effects (textures)/lights (VU0+VU1, parallel or series): 15–20 million vertices per second
Lighting: 38 million polygons/sec
Fog: 36 million polygons/sec
Curved surface generation (Bezier): 16 million polygons/sec
Image processing performance: 150 million Pixels/sec
Actual real-world polygons (per frame): 500-650k at 30 FPS, 250-325k at 60 FPS
Instructions per second: 6,000 MIPS (million instructions per second)
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PS3 CPU : Cell microprocessor, which is made up of one 3.2 GHz PowerPC-based "Power Processing Element" (PPE) and six accessible Synergistic Processing Elements (SPEs). A seventh runs in a special mode and is dedicated to aspects of the OS and security, and an eighth is a spare to improve production yields. PlayStation 3's Cell CPU achieves a theoretical maximum of 230.4 GFLOPS in single precision floating point operations and up to 15 GFLOPS double precision.
The PS3 has 256 MB of Rambus XDR DRAM, clocked at CPU die speed.[1] The PPE has 64 KB L1 cache and 512 KB L2 cache, while the SPEs have 2 MB local memory (256 KB per SPE), connected by the Element Interconnect Bus (EIB) with up to 307.2 GB/s bandwidth.
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Well, the difference in power is night and day, that's why the jump in the forementioned categories was bigger.
Last edited by Nate4Drake - on 24 January 2019”Every great dream begins with a dreamer. Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.”
Harriet Tubman.