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Forums - Gaming - Xbox One Resolutiongate: Call of Duty: Ghosts dev Infinity Ward responds

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Wow it really seemed to me on reading this that the interviewer was absolutely grilling the guy to say PS4 is better than XB1 with his questioning...



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DonFerrari said:
Mr Puggsly said:
ExistentialNihilist said:
not time issue. very clear hardware limit for xbone.

With that logic CoD 2 was the full potential of the Xbox 360.

Yet the games kept looking better year after year.


Agree with you.. but the actual scenario seems like the gap will grow little by little, because PS4 will also get better (and still have better HW), unless Xbone ports right now are really bad.

Right now, all we're seeing is they do similar visuals but PS4 can maintain a higher frame rate at a higher resolution.

This is what I anticipated months ago. Similar visuals but better performence on PS4.



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Mr Puggsly said:
DonFerrari said:
Mr Puggsly said:
ExistentialNihilist said:
not time issue. very clear hardware limit for xbone.

With that logic CoD 2 was the full potential of the Xbox 360.

Yet the games kept looking better year after year.


Agree with you.. but the actual scenario seems like the gap will grow little by little, because PS4 will also get better (and still have better HW), unless Xbone ports right now are really bad.

Right now, all we're seeing is they do similar visuals but PS4 can maintain a higher frame rate at a higher resolution.

This is what I anticipated months ago. Similar visuals but better performence on PS4.

I believe that PS4 will have somewhat of a regular better framerate (or both looked at a fluent one), better resolution and a little more effects... but even on 1st parties of both the difference won't be enough to say one is garbage (like first multiplats on PS3).



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Pemalite said:
fatslob-:O said:
Ashadian said:
DJEVOLVE said:
This tells me they have a learning curve. Xbox One can easily achieve 1080p 60 FPS.

Maybe you should read this article:

http://www.redgamingtech.com/xbox-one-esram-720p-why-its-causing-a-resolution-bottleneck-analysis/

It might shed some light on the issue for you!

The gap with PS4 will remain as the GPU will always be weaker!

No amount of clouds will change that!

The real issue is X1's lack of rops and bandwidth. In all honesty I don't see what's so special about the esram. The eDRAM in the xbox 360 only gave free antialiasing. With a small amount of memory 32mb isn't meaningful enough to do any sort of big task. 

I'm pretty sure, developers could employ a form of tile based rendering to get around that 32Mb limit. :)

Dude, tiled rendering as existed for like ages LOL. It existed like back to the dreamcast days or so ? I honestly think it doesn't matter much anymore because we have systems that go over 4gb+ ram. The only thing I can see the esram being used for is to save some bandwidth through a tiled deferred rendering method. The reason tiled rendering existed in the first place had to do with hardware having pretty limited vram in the first place. Remember those days where graphics cards used to have 64 mb ? 



fatslob-:O said:
Pemalite said:
fatslob-:O said:
Ashadian said:
DJEVOLVE said:
This tells me they have a learning curve. Xbox One can easily achieve 1080p 60 FPS.

Maybe you should read this article:

http://www.redgamingtech.com/xbox-one-esram-720p-why-its-causing-a-resolution-bottleneck-analysis/

It might shed some light on the issue for you!

The gap with PS4 will remain as the GPU will always be weaker!

No amount of clouds will change that!

The real issue is X1's lack of rops and bandwidth. In all honesty I don't see what's so special about the esram. The eDRAM in the xbox 360 only gave free antialiasing. With a small amount of memory 32mb isn't meaningful enough to do any sort of big task. 

I'm pretty sure, developers could employ a form of tile based rendering to get around that 32Mb limit. :)

Dude, tiled rendering as existed for like ages LOL. It existed like back to the dreamcast days or so ? I honestly think it doesn't matter much anymore because we have systems that go over 4gb+ ram. The only thing I can see the esram being used for is to save some bandwidth through a tiled deferred rendering method. The reason tiled rendering existed in the first place had to do with hardware having pretty limited vram in the first place. Remember those days where graphics cards used to have 64 mb ? 


Of course it's been around for a long time. :P
There are a couple ways of implementing it though, either at the hardware/driver level or in the game engine level, but it would allow developers to utilise the eSRAM more effectively as data can fit into the relatively tiny space when it's only a fraction of the size.
Intel IGP's generally used Tile Based rendering, hence why they were generally capable of reaching their max theoretical performance so easily in gaming scenarios, despite being hampered by System Memory and low-ass clockspeeds.
I think the Kyro's did the same thing too!

The hardware level is for sure more elegant however, which don't quote me on it, the Xbox One doesn't support currently.

The Xbox One does use Tile Based Resources however, which is based on a similar idea, but for a totally different result.




www.youtube.com/@Pemalite

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Pemalite said:
fatslob-:O said:
Pemalite said:
fatslob-:O said:
Ashadian said:
DJEVOLVE said:
This tells me they have a learning curve. Xbox One can easily achieve 1080p 60 FPS.

Maybe you should read this article:

http://www.redgamingtech.com/xbox-one-esram-720p-why-its-causing-a-resolution-bottleneck-analysis/

It might shed some light on the issue for you!

The gap with PS4 will remain as the GPU will always be weaker!

No amount of clouds will change that!

The real issue is X1's lack of rops and bandwidth. In all honesty I don't see what's so special about the esram. The eDRAM in the xbox 360 only gave free antialiasing. With a small amount of memory 32mb isn't meaningful enough to do any sort of big task. 

I'm pretty sure, developers could employ a form of tile based rendering to get around that 32Mb limit. :)

Dude, tiled rendering as existed for like ages LOL. It existed like back to the dreamcast days or so ? I honestly think it doesn't matter much anymore because we have systems that go over 4gb+ ram. The only thing I can see the esram being used for is to save some bandwidth through a tiled deferred rendering method. The reason tiled rendering existed in the first place had to do with hardware having pretty limited vram in the first place. Remember those days where graphics cards used to have 64 mb ? 


Of course it's been around for a long time. :P
There are a couple ways of implementing it though, either at the hardware/driver level or in the game engine level, but it would allow developers to utilise the eSRAM more effectively as data can fit into the relatively tiny space when it's only a fraction of the size.
Intel IGP's generally used Tile Based rendering, hence why they were generally capable of reaching their max theoretical performance so easily in gaming scenarios, despite being hampered by System Memory and low-ass clockspeeds.
I think the Kyro's did the same thing too!

The hardware level is for sure more elegant however, which don't quote me on it, the Xbox One doesn't support currently.

The Xbox One does use Tile Based Resources however, which is based on a similar idea, but for a totally different result.

Actaully intel IGPs can do tile based rendering do to the fact that they now have programmable shaders. Are you referring to intel's powerVR based lines ? The kyro did do it hardware wise. 

@Bold The greatest strength of a pure tiled rendering hardware was also it's biggest weakness.

The xbox one may not support it completely hardware accelerated wise but at the same time it can partly do tiled based rendering by doing it's own method of hidden surface removal largely developed by the guys at 3dfx, nvidia, and ati back in the days. 

How do I say this ? Our approach to rendering has partly become tiled based and by bruteforcing!(AKA immediate mode rendering)   

Tiled resourcing is an extension to our ways of currently rendering the scene. Just like how tiled rendering was to reduce memory and bandwidth footprints, tiled resourcing does the same but only this time the textures are being tiled and not the tiled scenes surfaces. I should probably label it as tiled texturing LMAO

Much like how tiled rendering doesn't try to redraw support part of a scene tiled texturing does not load every texture that is not being shown in the scene. 

 



Nah, Intel did Tiled based rendering on a heap of it's IGP's that didn't come from PowerVR, stuff like The GMA900/GMA910/GMA915/GMA950/GMA965 and even Larrabee was going to use it.
But that's not saying much, despite some of them being Direct X 7 class hardware, they did have some flexibility in the shaders.

The bonus part about it is you don't need much bandwidth, the Kyro for instance could outperform GPU's with twice the Pixel Pipelines and bandwidth because of the tile based rendering. :P




www.youtube.com/@Pemalite

Mr Puggsly said:
Cj2i3 said:
 I can definitely see Microsoft sliding a few $$$ under the table to developers to give the PS4 shitty ports.

 

Based on what? Nothing.

Why isn't MS paying deveopers now to make BF4 and CoD on PS4 720p?



Based on the fact Microsoft showed up everyone who was expecting Kinect games and lame vaporware on E3 2013. Based on the fact all those assuming TItanFall was just a timed exclusive. You don't think Microsoft can end this resolution war conversation if it starts to hurt their product?

I said if it comes to the point where it becomes damaging to their product and Xbox One is absolutely incapable of doing 1080P and 60 FPS (which it clearly can a la Forza 5). Obviously PS4 is just really easy and quick to develop for. It probably was between a delay of the XBOX One version of BF4 and CoD:G or release it with the console on time.

Also please read my full post before replying... Oh and once your done reading, please reread so you can understand it thoroughly. I didn't need to go in-depth if you read my last post properly. Thanks.



Interesting read. Just usual struggle with launch games we see here. Actual hardware was finalized too late obviously and still some bugs or not ripened software, SDKs not where they should be and so on. Welcome to a usual console launch :)



Cj2i3 said:



Based on the fact Microsoft showed up everyone who was expecting Kinect games and lame vaporware on E3 2013. Based on the fact all those assuming TItanFall was just a timed exclusive. You don't think Microsoft can end this resolution war conversation if it starts to hurt their product?

I said if it comes to the point where it becomes damaging to their product and Xbox One is absolutely incapable of doing 1080P and 60 FPS (which it clearly can a la Forza 5). Obviously PS4 is just really easy and quick to develop for. It probably was between a delay of the XBOX One version of BF4 and CoD:G or release it with the console on time.

Also please read my full post before replying... Oh and once your done reading, please reread so you can understand it thoroughly. I didn't need to go in-depth if you read my last post properly. Thanks.

 

Uhmmm... I think you're saying MS's exclusive software can be compared to paying developers to lower the quality of PS4 games. You're just talking nonsense. The average consumer doesn't even understand what a resolution is. Its only a huge concern amongst people on forums.

I recall Sony fans saying the 360 was lowering the quality of PS3 games. I'm guessing we'll be seeing the same with the X1 and PS4.



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