alabtrosMyster said:
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Joke's on you! If the network connection stops, all calculations have already been cached in the lightning fast ESRAM!
If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.
alabtrosMyster said:
|
Joke's on you! If the network connection stops, all calculations have already been cached in the lightning fast ESRAM!
If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.
It is already know.
I just found weird the PC specs for comparison... not anything bad but I guess a more close CPU/GPU to the console could be a better choice for comparison sake.
| Jizz_Beard_thePirate said: So, ps4 > x1 and this continues to prove that the gap isn't closing! Nice thread |
Nothing new at least for many of us. PS4 GPU is more powerful and also more sofisticated than XBox GPU. And the Gap in performance can go from 45% to 93% according to conditions. Of course lazy developers or the ones paid for parity will never show this...but we know already.
Who ever said the Gap is closing ? Can hardware change ?? Don't ever listen to fans who wanna believe something...
”Every great dream begins with a dreamer. Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.”
Harriet Tubman.
The most interesting thing of these benchmarks is that it shows that PS3's Cell cpu is in some cases more powerfull than PS4's cpu. No real surprise there, but i still think the should have gone for at least one or two faster core's in the PS4.
A six core with two faster cores is much more usable than eight slower cores.
| HoloDust said: "The GPU test uses more advanced technologies in the PS4 than we have seen before, since this GPU test is actually bennefits from some of the more advanced features in the PS4 GPU, it shows a 92.77% lead in the PS4 GPU for this particular benchmark. This is unrealistic in gaming outside of quirky titles designed to exploit the difference." |
Yeah, you got it ! Cute.
PS4 GPU Can Handle 64bit Path, Xbox One Must Render 32bit To Avoid Bandwidth Issues :
And :
The Playstation 4 and the Radeon R9 280X(known as AMD Volcanic Islands) may share quite a few similarities with each other, in particular in the way their Asynchronous Compute Engines (ACE) function. Both the Playstation 4 and AMD’s soon to be released Volcanic Island GPU feature 8 ACE, rather than the 2 featured in the vanilla Sea Island GPU (which is effectively what the PS4 and Xbox One GPU’s are built around).
Both GPU’s ACE units can 8 compute queues, and so total that gives 64 compute commands (using the math of 8 compute queues * 8 ACE = 64 compute commands). We know that Sony believes that compute is going to be incredibly important in the next generation of graphics, with the basic premise being that CPU’s aren’t well suited to processing certain tasks. The reason behind this is that a CPU core can only process one command at a time. Modern day GPU’s on the other hand work in a SIMD (Single Instruction Multi Data) fashion. Hundreds (or in some cases, thousands) of processors (known as SP’s – Stream Processors for AMD’s GPU, or CUDA cores for Nvidia’s GPU’s) all work together to process a piece of data.
The GCN architecture (Graphic Core Next) uses 2 ACE units, which could handle 2 compute queues (giving a total of 4. 2 Asynchronous Compute Engines * 2 compute queues = 4). The GCN architecture was used for AMD’s previous generation cards, including the AMD Radeon HD 7970 and the later Radeon R9 280X
.- Sony had worked very closely with AMD with the desire to beef this up for the Playstation 4, with the intention of offloading much of the work from the CPU to the GPU. Let’s start by explaining how all of this works:
The Asynchronous Compute Engine basically tells data were to go, queuing up the commands and then processing them when the GPU has the spare “Cycles” to process it.
Imagine yourself driving on a highway, with hundreds of lines – but ahead of you is a toll booth. Consider that you can’t see which booths are free from your perspective (you’re stuck behind large trucks and so on after all). So you’re effectively only able to use signs tell you which lane to take. The more ACE’s there are (in this case, electronic signs) to tell you which lane to go to, the faster you’ll be sent to a lane that’s tollbooth is as empty (or at least as free) as possible.
So in other words, the ACE will accept work, and then dispatch it to a CU (compute unit) for processing when its resources are freed up. The task of the ACE is to figure out the priority of the task – in other words, to ensure that if it processes a bit of compute data, it won’t negatively affect the frame rate of the title.
Just to put this into some perspective, the PlayStation 4 has 1152 of these lanes (Streaming Processors), with 64 ‘signs’ telling the cars where to go. As a comparison, the Xbox One
has 768 ‘lanes’ (Streaming Processors), with 16 ‘signs’ to tell the traffic which way to flow.
Ladies and Gentlemen, the Gap will get bigger if Developers will take advantage of PS4 Hardware, not the other way around !!! :D
But it's old, again, we already knew.
”Every great dream begins with a dreamer. Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.”
Harriet Tubman.
| AnthonyW86 said: The most interesting thing of these benchmarks is that it shows that PS3's Cell cpu is in some cases more powerfull than PS4's cpu. No real surprise there, but i still think the should have gone for at least one or two faster core's in the PS4. A six core with two faster cores is much more usable than eight slower cores. |
Again, most of the power of PS3 Cell(SPEs) must be used to help the weak and Raw GPU(RSX) of PS3...
On the other hand, the very very powerful CUs of PS4 GPU can help sooo much the PS4 CPU, so what you are saying does not make much sense.
Let people with more understanding work for the Hardware. No offence.
”Every great dream begins with a dreamer. Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.”
Harriet Tubman.
| AnthonyW86 said: The most interesting thing of these benchmarks is that it shows that PS3's Cell cpu is in some cases more powerfull than PS4's cpu. No real surprise there, but i still think the should have gone for at least one or two faster core's in the PS4. A six core with two faster cores is much more usable than eight slower cores. |
the PS3 CPU was that powerful cause at one point they weren't even going to put in a dedicated GPU. Everything was just gonna run off the CPU. At the end of the day they put in a half assed GPU that depending on the cpu to do most of the heavy lifting. I think while doing all that sony realized that as far as gaming goes these days, a powerful and versatile GPU is far more relevant and desired than a powerful CPU.
Nate4Drake said:
Yeah, you got it ! Cute. PS4 GPU Can Handle 64bit Path, Xbox One Must Render 32bit To Avoid Bandwidth Issues : And : The Playstation 4 and the Radeon R9 280X Both GPU’s ACE units can 8 compute queues, and so total that gives 64 compute commands (using the math of 8 compute queues * 8 ACE = 64 compute commands). We know that Sony believes that compute is going to be incredibly important in the next generation of graphics, with the basic premise being that CPU’s aren’t well suited to processing certain tasks. The reason behind this is that a CPU core can only process one command at a time. Modern day GPU’s on the other hand work in a SIMD (Single Instruction Multi Data) fashion. Hundreds (or in some cases, thousands) of processors (known as SP’s – Stream Processors for AMD’s GPU, or CUDA cores for Nvidia’s GPU’s) all work together to process a piece of data. What are the PS4′s / AMD Asynchronous Compute Engine’s and how do they work?The GCN architecture (Graphic Core Next) uses 2 ACE units, which could handle 2 compute queues (giving a total of 4. 2 Asynchronous Compute Engines * 2 compute queues = 4). The GCN architecture was used for AMD’s previous generation cards, including the AMD Radeon HD 7970 The Asynchronous Compute Engine basically tells data were to go, queuing up the commands and then processing them when the GPU has the spare “Cycles” to process it. Imagine yourself driving on a highway, with hundreds of lines – but ahead of you is a toll booth. Consider that you can’t see which booths are free from your perspective (you’re stuck behind large trucks and so on after all). So you’re effectively only able to use signs tell you which lane to take. The more ACE’s there are (in this case, electronic signs) to tell you which lane to go to, the faster you’ll be sent to a lane that’s tollbooth is as empty (or at least as free) as possible. So in other words, the ACE will accept work, and then dispatch it to a CU (compute unit) for processing when its resources are freed up. The task of the ACE is to figure out the priority of the task – in other words, to ensure that if it processes a bit of compute data, it won’t negatively affect the frame rate of the title. Just to put this into some perspective, the PlayStation 4 Ladies and Gentlemen, the Gap will get bigger if Developers will take advantage of PS4 Hardware, not the other way around !!! :D But it's old, again, we already knew. |
Indeed old, anyone who read that interview with Cerny back when it was released in April 2013 knew this.
But, it's nice to see some actual numbers, maybe that will at least tone down some of, let's say...fans around here.
So the gap is not closing but growing 
Cerny is a genius
Predictions for end of 2014 HW sales:
PS4: 17m XB1: 10m WiiU: 10m Vita: 10m