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Forums - Microsoft - Of course Xbox One can do 1080p, 60fps, you guys are crazy

endimion said:
Panicnausia said:
endimion said:
Panicnausia said:
kowenicki said:
Panicnausia said:
selnor1983 said:
Ryse best launch game visuals. Thats good enough for me. QB looks awesome and Im sure Halo 5 will to.

I prefer to have a media device nowadays anyway over mainly a games console.


No ryse isn't, the fact that KZ looks as good or getter and is pushing 30-40% more pixels and is a lot more open and has way more going on only undeerscores the limits x1 has reaching said visuals. Not to mention FPS that dips in the low 20's.

 

PS4 also is a media device and a better game system, and people will agree once sales numbers slowly trickle out.

Thats subjective, some independent reviewers say ryse looks the best others say KZ. 

If the PS4 cant handle dlna or use external HDD's then it isnt a serious media device.  Try arguing that it is on AV forums... they will laugh at you.  Ps3 was a trojan for Blu ray, PS4 is a trojan for Sony subscription services.  I'm not sure why people are surprised wit this as Kaz has ben saying for the last two years they need to leverage their content somehow.  Now you know how.

Grasping at straws, sony is adding these in, they focused on gaming features out of the gate..please. Everything you said is BS basically. They already confimed this is all getting added. How will you spin it then? Ps4 will be a betetr game machine and a robust media device, just like PS3 was.

 

I am often on nthe av forums.. anyone with slight intelligence knows more features get added after launch (LIke these) just like MS doesnt have streaming, and numerous other features, Sony focused on other things., it's coming destroying your wntire argument.

 

X1 is a trojan horse for anti-consukmer practices, DRM and paywalls...See teo can play this childish game. Blu-ray the now standard HD disc media was a trojan horse LMAO.

to bold I agree and I would add the windows media player extender.... makes it the ultimate gaming machine for any AVS enthusiat with HTPC.... and on that fact alone PS and anybody else will never compete with the XB.... the 360 sold millions of console on that fact alone in the AVS market in the recent years... it makes it the perfect cable box replacement for someone with a multi channel Tuner on their PC plus easy access in a clean presentation for all their media content stored on the HTPC or other storage/server/NAS.... and apparently it is working great with kinect on the xbox one.... I have seen nothing comparable on any other console or even TV box such as roku or apple TV....

but guys that's not really the subject here...

Is this a joke? X1 doesnt even support media centre extender and it was hrrendous on PS3.. PS3 was a vastly superior media device and was used more for media (PS3 is #1 for netflix as an example and hgad bluray.) You are totally mis-informed. Ps3's media abilites were vastly superior to 360, 360 didn't work with barely any formats.

 

Also as said the PS4 can handle DLNA it was just not ready for laynch. The ps3 sold more due to its media ability then 360 ever did.

 

You have not used many media boxes if you think x1 even competes with the better media boxes out there.

LOL if you say so...

netflix as a measure of media capabilities for AVS enthusiast... first it's like listening to radio and pretend it is some bad ass Hi-Fi quality control.... second an AVS enthusiast doesn't have like half a dozen devices that are netflix capable.... and third I did say HTPC.... like anybody with an HTPC gives two rats ass about the BR drive of the PS3 and beside if they are AVS enthusiast and still want a BR player  they don't use the BR player of the PS3 as their main one....

and XB1 does work with HTPC not through WMCE but you do have the option to set up a media center PC and it works... do your research

and bold might be true amongst regular media consumer but certainly not among AVS enthusiast and by far far far far.....

but 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. 



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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:
megafenix said:
the reason why ryse wasnt full hd is becuase crytek used esram for other purposes besides frame buffer, for example, they used it for g buffers, perhaps also for the antialaising and other stuff, so theorically ryse full hd is possible but crytek would have had to sacrifice some graphical details

then again, the console is new ad so are the engines, so i would not be surpised if in the future they release ryse 2 at full hd with all the graphical details that the current game offers, besides, if xbox one supports texture compression then there is a lot space of improvement


With GDDR5 unified ram and a better GPU there is even more room for PS4 to improve. 32 MB od esram isn;t going to mean much, if anything it is another barrier for the systems instructions to go where they need to.


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/

"

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.


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:
Panicnausia said:


With GDDR5 unified ram and a better GPU there is even more room for PS4 to improve. 32 MB od esram isn;t going to mean much, if anything it is another barrier for the systems instructions to go where they need to.


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/

"

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.


Read more at http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/#LFIScCXoXwmGVeOu.99

"

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.



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Panicnausia said:
megafenix said:
Panicnausia said:


With GDDR5 unified ram and a better GPU there is even more room for PS4 to improve. 32 MB od esram isn;t going to mean much, if anything it is another barrier for the systems instructions to go where they need to.


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/

"

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.


Read more at http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/#LFIScCXoXwmGVeOu.99

"

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:
Panicnausia said:
megafenix said:
Panicnausia said:


With GDDR5 unified ram and a better GPU there is even more room for PS4 to improve. 32 MB od esram isn;t going to mean much, if anything it is another barrier for the systems instructions to go where they need to.


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/

"

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.


Read more at http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/#LFIScCXoXwmGVeOu.99

"

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

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:
megafenix said:
Panicnausia said:
megafenix said:
Panicnausia said:


With GDDR5 unified ram and a better GPU there is even more room for PS4 to improve. 32 MB od esram isn;t going to mean much, if anything it is another barrier for the systems instructions to go where they need to.


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/

"

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.


Read more at http://www.gamechup.com/ps4-sony-earlier-thought-about-slow-gddr5-edram-1088gbs/#LFIScCXoXwmGVeOu.99

"

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

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/

"

Inside the PlayStation 4 With Mark Cerny

By Christian Nutt

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.

 

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]

"



megafenix said:
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

"

Inside the PlayStation 4 With Mark Cerny

By Christian Nutt

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.

 

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