shikamaru317 said:
So, Xbox One has more than twice as many CPU cores running at a 41% higher clock speed. It has 5 times more useable shared memory running at more than 5 times the bandwidth (plus it's eSRAM has more than double the bandwidth of the Wii U's eDRAM). And it's GPU is roughly 3.7 times more powerful than the Wii U's. So, both the pure specs and the multiplat games so far suggest that the Xbox One is much closer to the PS4 than the Wii U.
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You can't just grab arbitrary numbers and compare CPU's like that.
PowerPC and Jaguar have completely different instructions sets, different cache sizes, cache speeds, cache associativity, different branch predictors, different extensions, different front and back end widths and different interconnect bandwidths, amongst other things.
It's far less black and white than what you would imply.
The only time you can compare a processor of the same clockspeed is when it's the same architecture or when it's a derivative of such. (This was a lesson people learn't the hard way during the Pentium 4 and Pentium D era's, how short some peoples memories must be.)
As for the GPU's, the WiiU is based upon the VLIW5 architecture which is an architecture that is not as effecient as Graphics Core Next in any metric when dealing with modern games, using GFLOPS to again, compare GPU's of different architectures is the wrong way to go about it, the disparity between the Xbox One and Wii U's GPU is far larger than the numbers imply.
Simply put, the Xbox one is more effecient per "gigaflop/mhz/ghz" than the WiiU and it's an advantage shared by the Playstation 4.
Mr Puggsly said:
freedquaker said:
it just is crippled in the sense that it usually cannot handle 1080p.
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Well the X1 can handle 1080p, but that often deters 60 fps.
But lets not ignore PS4 often struggles to achieve 1080p with 60 fps as well. Even if it does it more often than the X1.
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The Xbox One, like the Playstation 3 and 4 and the Xbox 360 as well as Wii U can run games at 1080P@60fps just fine.
However, there is a massive demand for ever-improving-graphics from consumers, developers meet that by making sacrifices in an area to bolster another.
One of the first to go is generally the resolution and framerate.