endimion said:
LOL if you say so... |
Google is your good friend, pls use it and understand why the PS4 is a much better media streaming device than any other on the market.
endimion said:
LOL if you say so... |
Google is your good friend, pls use it and understand why the PS4 is a much better media streaming device than any other on the market.
I know this is a troll thread, but op sounds so much like a ps3 fan in 2007 its shocking
| QuarantineStudio said: Wasn't the PS3 more powerful then the Xbox 360? We all see how that turned out. Power isn't everything and one day most will understand this principal. Just enjoy whichever system you have. |
How that turns out is that when developers finally learn of better ways to write code on the PS3, the games basically sold themselves?
That situation is different now, however, since both systems are based on PC architecture. We're talking about PS4 (7860 graphics) versus the XBone (77xx graphics), on a hardware level the XBone is already way behind.
Think of it this way, PS4 hardware ceiling is 5 stories tall whereas XBone ceiling is 3 stories tall. No matter how optimized the XBone is, the most it can ever achieve is at the level where the hardware limit is, i.e. 3 stories tall.
Now back to reality, MS is currently reserving 10% of the system power, meaning the actual ceiling for XBone now will only be, as an example, 2.5 stories tall. So in future, as some MS developers mentioned recently, MS will gradually release those power, going from 2.5 stories gradually to the upper limit which is at 3 stories tall. And this is the so-called secret sauce or future improvements everyone is talking about.
Software optimization can NEVER exceed what limited hardware it is running on with respect to overall performance, so regardless of how good MS is at software, the XBone is limited purely by its hardware, period. Thus it can never be better than the PS4.
Coming back to the OP, yes, just like PS3 the XBone can do 1080p, and just like the PS3 the XBone games will be severely limited in terms of polygons, framerates, textures, AI, effects, coding efficiency etc if it wants to push 1080p. So there will be a serious tradeoff, no question about that.
One good example is Forza 5, which can't even do day/night weather transitions and other things. If they push the game at 720p, I'm sure those limitations will be gone.
Panicnausia said:
|
32 megabytes of esram means much, look
http://hdwarriors.com/why-the-wii-u-is-probably-more-capable-than-you-think-it-is/
"
The easiest way that I can explain this is that when you take each unit of time that the Wii U eDRAM can do work with separate tasks as compared to the 1 Gigabyte of slower RAM, the amount of actual Megabytes of RAM that exist during the same time frame is superior with the eDRAM, regardless of the fact that the size and number applied makes the 1 Gigabyte of DDR3 RAM seem larger. These are units of both time and space. Fast eDRAM that can be used at a speed more useful to the CPU and GPU have certain advantages, that when exploited, give the console great gains in performance.
The eDRAM of the Wii U is embedded right onto the chip logic, which for most intent and purposes negates the classic In/Out bottleneck that developers have faced in the past as well. Reading and writing directly in regard to all of the chips on the Multi Chip Module as instructed.
"
the main problem is not that esram or edram is enough or the bandwidth, the problem is that is more difficult to use, watch
http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/
"
The PS4 has a super fast memory architecture in GDDR5 which is capable of 176GB/s bandwidth, however, Mark Cenry has mentioned that they had thought about an alternative memory architecture.
As you can see in the above image on the right, one of the so called memory architecture they had thought of was going with was GDDR5 memory with 88GB/s bandwidth which is slower than the one they finally went with, along with a small amount of eDRAM which provides a bandwidth of over 1000GB/s. That sounds great doesn’t it? But Cerny said that it would have been difficult to code for it in a straightforward way and developers had to come up with a separate technique to take full advantage of it.
The Xbox One features a small amount of eSRAM and offers the same functionality of high bandwidth to make up for the slow DDR3 RAM.
That’s the main reason Sony chose the memory architecture on the left of the image. The high bus and a unified memory at a 176GB/s would have made it really easy for developers to code for and it was their philosophy to provide a simple architecture with the PS4. Cerny said that the 256-bit bus GDDR5 bandwidth at 176GB/s ”is quite a lot”.
He revealed that the third-parties had demanded a unified memory architecture with a powerful GPU. This is in complete contrast with the PS3 which had a fairly weak GPU in the RSX and a divided XDR memory. Sony had originally planned to go with just 4GB GDDR5 but certain third-party developers managed to convince them that it was a really bad idea.
Read more at http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/#LFIScCXoXwmGVeOu.99
"
of course that i am aware that comparing edram to esram is like comparing apples and pears but they share enough things in coomon to be used in the same way, even if the xbox esram is 200GB/s, it has adventage over edram like less latency and no need of refreshment, so i wouldnt be surprised that in the end the xbox one esram cpould be comparable to an edram of 500GB/S
megafenix said:
http://hdwarriors.com/why-the-wii-u-is-probably-more-capable-than-you-think-it-is/ " The easiest way that I can explain this is that when you take each unit of time that the Wii U eDRAM can do work with separate tasks as compared to the 1 Gigabyte of slower RAM, the amount of actual Megabytes of RAM that exist during the same time frame is superior with the eDRAM, regardless of the fact that the size and number applied makes the 1 Gigabyte of DDR3 RAM seem larger. These are units of both time and space. Fast eDRAM that can be used at a speed more useful to the CPU and GPU have certain advantages, that when exploited, give the console great gains in performance. The eDRAM of the Wii U is embedded right onto the chip logic, which for most intent and purposes negates the classic In/Out bottleneck that developers have faced in the past as well. Reading and writing directly in regard to all of the chips on the Multi Chip Module as instructed. "
the main problem is not that esram or edram is enough or the bandwidth, the problem is that is more difficult to use, watch http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/ " PS4: Sony Earlier Thought About Slow GDDR5 + eDRAM (1088GB/s)The PS4 has a super fast memory architecture in GDDR5 which is capable of 176GB/s bandwidth, however, Mark Cenry has mentioned that they had thought about an alternative memory architecture. As you can see in the above image on the right, one of the so called memory architecture they had thought of was going with was GDDR5 memory with 88GB/s bandwidth which is slower than the one they finally went with, along with a small amount of eDRAM which provides a bandwidth of over 1000GB/s. That sounds great doesn’t it? But Cerny said that it would have been difficult to code for it in a straightforward way and developers had to come up with a separate technique to take full advantage of it. The Xbox One features a small amount of eSRAM and offers the same functionality of high bandwidth to make up for the slow DDR3 RAM. That’s the main reason Sony chose the memory architecture on the left of the image. The high bus and a unified memory at a 176GB/s would have made it really easy for developers to code for and it was their philosophy to provide a simple architecture with the PS4. Cerny said that the 256-bit bus GDDR5 bandwidth at 176GB/s ”is quite a lot”. He revealed that the third-parties had demanded a unified memory architecture with a powerful GPU. This is in complete contrast with the PS3 which had a fairly weak GPU in the RSX and a divided XDR memory. Sony had originally planned to go with just 4GB GDDR5 but certain third-party developers managed to convince them that it was a really bad idea.
" |
LMAo what a load of crap. I repeat, 32 MB of esram doesn't do anything to offset a big GPU advantage nor does it make up for GDD5 memory being faster. That is a blog, and a terrible article that has been refutted months ago by mark cerney and others, Please, you should know hardware before posting link to FUD articles.
Hilarious how they add up the numbers how it simply doesn;t work in real life, that's cute. According to that article 88 GB per second plus edram = 1000?? What kind of math is that? Kliongon? Sad, pathetic article. Also hilarious how it says SLOW GDDR5 ram... lol.
How does this off set the huge Video card advantage??? Oh right it doesn't. Nor does it close the memory gap.
Panicnausia said:
LMAo what a load of crap. I repeat, 32 MB of esram doesn't do anything to offset a big GPU advantage nor does it make up for GDD5 memory being faster. That is a blog, and a terrible article that has been refutted months ago by mark cerney and others, Please, you should know hardware before posting link to FUD articles.
Hilarious how they add up the numbers how it simply doesn;t work in real life, that's cute. According to that article 88 GB per second plus edram = 1000?? What kind of math is that? Kliongon? Sad, pathetic article. |
didnt know you could read in just a minute like a machine
i am not making the statements, i am rather just copy and pasting them lol
this is from shinen and sony, not from me
megafenix said:
i am not making the statements, i am rather just copy and pasting them lol this is from shinen and sony, not from me |
This is not from sony it's a blog that has been disproven months ago. The math dpoesn;t even make sense, try harder. I ask again, what does this have to do with Ps4 still be quite a bit more powerfull??? Thise doesn;t change that.
Panicnausia said:
This is not from sony it's a blog that has been disproven months ago. The math dpoesn;t even make sense, try harder. I ask again, what does this have to do with Ps4 still be quite a bit more powerfull??? Thise doesn;t change that. |
its not the onl site you know
http://www.gamasutra.com/view/feature/191007/inside_the_playstation_4_with_mark_.php?print=1
http://www.gamasutra.com/view/feature/191007/
"
The PlayStation 4 is due out this fall, and its technical specifications have been largely under wraps -- till now. While the company gave a presentation at GDC, the system's lead architect, Mark Cerny, hasn't talked publicly in any great depth about the platform since its unveiling this February.
Cerny approached Gamasutra in the hope of delivering a "no holds barred PlayStation 4 hardware expose," he said, during the interview that resulted in this story. "That certainly is what we're here to do," said Cerny, before speaking to Gamasutra for well over an hour.
What follows is a total breakdown of the hardware from a developer's perspective: the chips on the board, and what they're capable of.
Questions on the UI and OS were off the table. What was up for discussion is what the system is capable of, and the thinking that lead Cerny and his team to make the decisions they made about the components they chose and how they function together.
To get to the heart of this deeply technical discussion, Gamasutra was assisted by someone with an intimate knowledge of how console hardware really works: Mark DeLoura, THQ's former VP of tech and now senior adviser for digital media at the White House Office of Science and Technology Policy.
"One thing we could have done is drop it down to 128-bit bus, which would drop the bandwidth to 88 gigabytes per second, and then have eDRAM on chip to bring the performance back up again," said Cerny. While that solution initially looked appealing to the team due to its ease of manufacturability, it was abandoned thanks to the complexity it would add for developers. "We did not want to create some kind of puzzle that the development community would have to solve in order to create their games. And so we stayed true to the philosophy of unified memory."
In fact, said Cerny, when he toured development studios asking what they wanted from the PlayStation 4, the "largest piece of feedback that we got is they wanted unified memory."
"I think you can appreciate how large our commitment to having a developer friendly architecture is in light of the fact that we could have made hardware with as much as a terabyte [Editor's note: 1000 gigabytes] of bandwidth to a small internal RAM, and still did not adopt that strategy," said Cerny. "I think that really shows our thinking the most clearly
"
here to
http://www.dualshockers.com/2013/06/29/mark-cerny-explains-how-the-ps4s-8-gb-gdrr5-ram-and-bus-work-and-why-they-were-chosen/
dont know who the guy is?
http://en.wikipedia.org/wiki/Mark_Cerny
"
On February 20, 2013 at the global Sony PlayStation 4 unveiling event in New York City Mark Cerny was revealed as the console's lead architect. He also showed in-game footage of his own new game called Knack which he is developing for the console.[9] On September 21, 2013 Cerny was revealed to have been the lead architect of PlayStation Vita.[10]
"
megafenix said:
http://www.gamasutra.com/view/feature/191007/inside_the_playstation_4_with_mark_.php?print=1 " Inside the PlayStation 4 With Mark CernyThe PlayStation 4 is due out this fall, and its technical specifications have been largely under wraps -- till now. While the company gave a presentation at GDC, the system's lead architect, Mark Cerny, hasn't talked publicly in any great depth about the platform since its unveiling this February. Cerny approached Gamasutra in the hope of delivering a "no holds barred PlayStation 4 hardware expose," he said, during the interview that resulted in this story. "That certainly is what we're here to do," said Cerny, before speaking to Gamasutra for well over an hour. What follows is a total breakdown of the hardware from a developer's perspective: the chips on the board, and what they're capable of. Questions on the UI and OS were off the table. What was up for discussion is what the system is capable of, and the thinking that lead Cerny and his team to make the decisions they made about the components they chose and how they function together. To get to the heart of this deeply technical discussion, Gamasutra was assisted by someone with an intimate knowledge of how console hardware really works: Mark DeLoura, THQ's former VP of tech and now senior adviser for digital media at the White House Office of Science and Technology Policy.
What Does 'Supercharged' Mean, Anyway?"One thing we could have done is drop it down to 128-bit bus, which would drop the bandwidth to 88 gigabytes per second, and then have eDRAM on chip to bring the performance back up again," said Cerny. While that solution initially looked appealing to the team due to its ease of manufacturability, it was abandoned thanks to the complexity it would add for developers. "We did not want to create some kind of puzzle that the development community would have to solve in order to create their games. And so we stayed true to the philosophy of unified memory." In fact, said Cerny, when he toured development studios asking what they wanted from the PlayStation 4, the "largest piece of feedback that we got is they wanted unified memory." "I think you can appreciate how large our commitment to having a developer friendly architecture is in light of the fact that we could have made hardware with as much as a terabyte [Editor's note: 1000 gigabytes] of bandwidth to a small internal RAM, and still did not adopt that strategy," said Cerny. "I think that really shows our thinking the most clearly "
here to http://www.dualshockers.com/2013/06/29/mark-cerny-explains-how-the-ps4s-8-gb-gdrr5-ram-and-bus-work-and-why-they-were-chosen/
dont know who the guy is? http://en.wikipedia.org/wiki/Mark_Cerny " On February 20, 2013 at the global Sony PlayStation 4 unveiling event in New York City Mark Cerny was revealed as the console's lead architect. He also showed in-game footage of his own new game called Knack which he is developing for the console.[9] On September 21, 2013 Cerny was revealed to have been the lead architect of PlayStation Vita.[10] " |
Yeah and nowhere does he sat 32 Mb of esram at 1000 GB per second will give you a major system bump overall. The 32 MB of edram or esram coulf be 100000 GB/Per second its so tiny it still has to go through main ram..Do you even know how ram and system work? Nowhere does he say any system has it, just that they could have, try harder.
No where also does it say the X1 has 1000 GBs of bandwidth...
Also, I ask again. how does this help the video card gap which is the biggest factor?
lol, your a hunble fellow
Nobody's perfect. I aint nobody!!!
Killzone 2. its not a fps. it a FIRST PERSON WAR SIMULATOR!!!! ..The true PLAYSTATION 3 launch date and market dominations is SEP 1st ![]()