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Forums - Gaming Discussion - Wii U vs PS4 vs Xbox One FULL SPECS (January 24, 2014)

Has this been posted yet?

http://kotaku.com/5977849/the-playstation-4-has-a-new-controller-fancy-user-accounts-and-impressive-specs-so-far?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

SPECS

We'll begin with the specs. And before we go any further, know that these are current specs for a PS4 development kit, not the final retail console itself. So while the general gist of the things you see here may be similar to what makes it into the actual commercial hardware, there's every chance some—if not all of it—changes, if only slightly.

That being the case, here's what we know is inside PS4 development kits—model # DVKT-KS000K—as of January 2013. As you'll see, some things have changed since earlier kits became available in March 2012.

  • System Memory: 8GB
  • Video Memory: 2.2 GB
  • CPU: 4x Dual-Core AMD64 "Bulldozer" (so, 8x cores)
  • GPU: AMD R10xx
  • Ports: 4x USB 3.0, 2x Ethernet
  • Drive: Blu-Ray
  • HDD: 160GB
  • Audio Output: HDMI & Optical, 2.0, 5.1 & 7.1 channels
  • If you think the HDD is small, remember, these are the specs for a machine that developers are using to make games on, not the console you'll own and be storing media on. And don't worry about having two ethernet ports; as this is a dev kit, one is there for local sharing/testing purposes.

    Interestingly, while some of these specs (such as the 8x core CPU) match with those reported byDigital Foundry only a few days ago, others like the RAM (DF reported 4GB of GDDR5, while we've heard 8GB) differ.

    We've learned there's a headphone jack on the front of the console, but it's unclear whether that's just for dev kits or is an intended feature of the final retail console.



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In another thread yeap... in this thread not.

The 2.2GB VRAM is really weird and not probable.



ethomaz said:
In another thread yeap... in this thread not.

The 2.2GB VRAM is really weird and not probable.


I would assume that wouold mean 2GB plus 256MB embedded



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

zarx said:
ethomaz said:
In another thread yeap... in this thread not.

The 2.2GB VRAM is really weird and not probable


I would assume that wouold mean 2GB plus 256MB embedded

256MB embedded dram?????????? Say hello to the $599 PS4
my guess is that 2.2GB of the 8GB are reserved for the gpu by the system software



drkohler said:
zarx said:
ethomaz said:
In another thread yeap... in this thread not.

The 2.2GB VRAM is really weird and not probable


I would assume that wouold mean 2GB plus 256MB embedded

256MB embedded dram?????????? Say hello to the $599 PS4
my guess is that 2.2GB of the 8GB are reserved for the gpu by the system software

true lol, having 8GB of RAm plus an extra 2GB of VRAM would be already bloody expensive.

Reserving a specific chunk of main RAM as VRAM kinda degfeats the advantage of unified RAM tho. Could be they are using the extra 200MB for debug or something, that is probably more likely actually.



@TheVoxelman on twitter

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zarx said:
I would assume that wouold mean 2GB plus 256MB embedded

Hardly... 256MB of eDRAM is a hell of expensive.



zarx said:

true lol, having 8GB of RAm plus an extra 2GB of VRAM would be already bloody expensive.

Reserving a specific chunk of main RAM as VRAM kinda degfeats the advantage of unified RAM tho. Could be they are using the extra 200MB for debug or something, that is probably more likely actually.

I agree... it's weird and bad to make the system reserve fixed amount of RAM to graphcis... if Sony really wanted that then they just put 2GB DDR3 (4) for system and 2GB GDDR5 for graphcis... not shared.

The advantage of the unified RAM (4GB GDDR5 or other) is to make the system shared dinamicaly depending on the usage of each component.



ethomaz said:

zarx said:

true lol, having 8GB of RAm plus an extra 2GB of VRAM would be already bloody expensive.

a) Reserving a specific chunk of main RAM as VRAM kinda degfeats the advantage of unified RAM tho. Could be they are using the extra 200MB for debug or something, that is probably more likely actually.

b) I agree... it's weird and bad to make the system reserve fixed amount of RAM to graphcis... if Sony really wanted that then they just put 2GB DDR3 (4) for system and 2GB GDDR5 for graphcis... not shared.

c) The advantage of the unified RAM (4GB GDDR5 or other) is to make the system shared dinamicaly depending on the usage of each component.

We are rumour mongering about a developer unit here not the end product. Having more ram than in the end product means that developers might be inclined to be careless which might cause serious problems in the end.

a) Imagine a developer making a super game using 3G of video ram. Sure it looks great on his developer unit but what happens later? The PS4 is supposed to have 4G of ram total (of which 512MB is rumoured to be system space, initially). If you use too much for your textures and stuff, there is no game running. It really does make sense to put limits into the developer units.

b) Since there seems to be consensus about a unified memory pool, a split ddr3/GDDr5 architecture for developer units is obviously out of question.

c) you are right but there must be limitations at all times on just how "wide the swing is allowed" between ram usage in a unified pool.



PS4 and 720 will be nearly equal in specs...why do these super bloated specs even come to play? 256MB eDRAM is unheard of afaik.



things just potentially got a lot clearer for Orbis 

http://www.vgleaks.com/orbis-devkits-roadmaptypes/

Currently, there are 3 types of devkits:

1) R10 boards with special BIOS, running in generic PC’s

2) “Initial 1″ — Early devkit

  • model number: DVKT-KS000K
  • SCE-provided PC equipped with R10XX board
  • Runs Orbis OS
  • Available July 2012

3) SoC Based Devkit: early version of the ORBIS hardware

  • Available January 2013

 

Time to look inside of each devkit:

R10 Board (with special BIOS) assemble in a Generic PC

  • Requires Windows 7 64 bit edition
  • Recommend
  • Sandy Bridge (Intel) or Bulldozer (AMD)
  • Minimum 8 GB RAM (system memory)
  • 650 Watt PSU
  • VS2010 SP1
  • DWM (Desktop Windows Manager) must be turned off
  • Application will use Windows services for everything except GPU interface
  • SCE will provide “Gnm”, a custom GPU interface

 

Do you remember the first Durango’s pictures? This is a very early devkit based on Windows.

DVKT-KS000K (“Initial 1″)

  • Runs Orbis OS
  • CPU: Bulldozer 8-core, 1.6 Ghz
  • Graphics Card: R10 with special BIOS
  • RAM: 8 GB (system memory)
  • BD Drive
  • HDD: 2.5 ” 160 GB
  • Network Controller
  • Custom South Bridge allows access to controller prototypes

 

SoC Based Devkit

  • Available January 2013
  • CPU: 8-core Jaguar
  • GPU: Liverpool GPU
  • RAM: unified 8 GB for devkit (4 GB for the retail console)
  • Subsystem: HDD, Network Controller, BD Drive, Bluetooth Controller, WLAN and HDMI (up to 1980×1080@3D)
  • Analog Outputs: Audio, Composite Video
  • Connection to Host: USB 3.0 (targeting over 200 MB/s),
  • ORBIS Dualshock
  • Dual Camera

 

The last devkit is the closer one to the retail console. Expect a machine with these specs or similar to these ones. Obviously, Sony could introduce changes in these features, but don’t expect deep mods.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!