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Forums - Gaming - The PS4 | Xbox One Benchmarks Thread

i can see ps4 handle games later on this gen much better than x1, time will wide the gap even more as this shows..



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ethomaz said:
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.

It's because the r9 290x (and obviously the X2) is the only other GPU on the market that has the amt of ACE's as the PS4's modified APU, and since they were running a benchmark on GPGPU compute, you'd need another card w/ similar features.  Otherwise yeah, the 290x is way way more horsepower, altogether.



Wazowski said:
i can see ps4 handle games later on this gen much better than x1, time will wide the gap even more as this shows..


PS4 needs to totally dominate for that, then the developper wont care about making big inferior versions and get less sales on One



Predictions for end of 2014 HW sales:

 PS4: 17m   XB1: 10m    WiiU: 10m   Vita: 10m

 

HoloDust said:
Nate4Drake said:
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."

I'm guessing this have to do with PS4's ACEs and how it handles async compute. As for quirky titles - over time, somewhere mid-cycle (as Cerny said in early PS4 interviews), more and more devs will learn how to tap this resources too.

Yeah, you got it !  Cute.

PS4 GPU Can Handle 64bit Path, Xbox One Must Render 32bit To Avoid Bandwidth Issues :

http://gamingbolt.com/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.

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  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.

http://www.redgamingtech.com/playstation-4-gpu-next-gen-amd-radeon-volcanic-island-gpu-compute-similarities/

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.

Yep, it's interesting too see real Benchmark results, even though I was expecting these numbers.

PS4 in the hands of great developers will make miracles.



”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.

Why is everyone surprised?


Microsoft's Engineers On Xbox One: "We Purposefully Did Not Target The Highest End Graphics."
"We targeted it more as a broad entertainment player."



From a rather massive article on Engadget, showcasing the making of Microsoft’s newly announced Xbox One, comes a most interesting snippet – that Microsoft purposefully didn’t target the “highest end graphics” when building the console.

It’s in the video, so you’ll have to sit through a 20 second Windows 8 advert before you can skip to the bit (about 5:40), but it’s there. “We purposefully did not target the highest end graphics. We targeted it more as a broad entertainment player.”

Picked up by GAF, it’s a strange claim to make in a promotional piece, and whilst that way of thinking worked for Nintendo with the original Wii, up against the way Sony are marketing the PS4 as a real powerhouse it’s a baffling quote.

Note that nobody’s claiming that the PS4 is technically better, just the choice of words.

No doubt the console is capable of great things – visually too – but from what we’ve seen today (and echoed around the internet) perhaps Microsoft’s new console is going to have to flex its muscles a little harder than some thought before the conference kicked off.

We’ll know come E3, when we’ll get chance to test the games first hand.


Source: http://www.thesixthaxis.com/2013/05/21/microsofts-engineers-on-xbox-one-we-purposefully-did-not-target-the-highest-end-graphics/



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Aerys said:
So the gap is not closing but growing

Cerny is a genius

The Gap will grow in those games where 3rd party developers will put the effort.  If Devs push both PS4 and X1, the Gap will grow.

if the devs don't care at all or get incentive to make parity or very close version, you will get that. It's up to Developers.

  Sure people like Naughty Dog will blow us away ;)



”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.

All these benchmarks... So the slides actually "confirm" that the CPU in Xbox One is actually a little bit faster than the one in PS4 but another benchmark shows otherwise (the compression benchmark, that is).
Even more the PS3 CPU is more capable than PS4s?
Furthermore they say there approach is bandwidth limited which automatically favors PS4 because of its way better ram - but by this they also only mention what they did to optimize for PS4 and not what they did to optimize it (if at all) on Xbox One and not mentioning usage of ESRAM for one time.



walsufnir said:
All these benchmarks... So the slides actually "confirm" that the CPU in Xbox One is actually a little bit faster than the one in PS4 but another benchmark shows otherwise (the compression benchmark, that is).
Even more the PS3 CPU is more capable than PS4s?
Furthermore they say there approach is bandwidth limited which automatically favors PS4 because of its way better ram - but by this they also only mention what they did to optimize for PS4 and not what they did to optimize it (if at all) on Xbox One and not mentioning usage of ESRAM for one time.

Actually, they have the same CPU, it's just the One one is overlocked, so sony could do the same for the PS4 but it seems overlocking the CPU have consequences for a console


The GPGPU is the best way of optimizing the performances by a lot, that's why Cerny bet everything on this and why this document focus on that to get better performances



Predictions for end of 2014 HW sales:

 PS4: 17m   XB1: 10m    WiiU: 10m   Vita: 10m

 

walsufnir said:
All these benchmarks... So the slides actually "confirm" that the CPU in Xbox One is actually a little bit faster than the one in PS4 but another benchmark shows otherwise (the compression benchmark, that is).
Even more the PS3 CPU is more capable than PS4s?
Furthermore they say there approach is bandwidth limited which automatically favors PS4 because of its way better ram - but by this they also only mention what they did to optimize for PS4 and not what they did to optimize it (if at all) on Xbox One and not mentioning usage of ESRAM for one time.

Benchmarks say the truth.  When they showed X1 CPU slighty better, they clearly said X1 CPU was using ESRAM, which was just theory and in real Game application is the GPU which makes the most use of ESRAM. 

Also, don't make the most common mistake that some do : don't compare CPU vs CPU, or GPU vs GPU alone. You have to look at the whole Achitecture of each Console.   Let's take an example : PS3 vs 360. In that Benchmark, PS3 CPU shows much better performance  than the 360 CPU(roughly 3 times), but it's not the whole story.  The Cell in the PS3 has to do so many heavy stuff to support the RSX in graphical computing that in the end the left power for Generic task is not superior at all VS 360 CPU.  On the other hand, the 360 CPU is almost free to do all the Generic task cause the 360 GPU is more powerful and sofisticated and does not need help from the CPU.

And you say ''Even more the PS3 CPU is more capable than PS4s'';  completely wrong.

As I explained above, most of PS3 CPU resources are 'wasted' for graphical stuff, while the PS4 CPU can be supported by CUs GPU to massively improve CPU performance in Physics, collision system, AI, animations, generic task, etc.

Compare APU vs APU, compare Architecture vs Architecture, don't ever compare 1single element VS 1single element.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

This explains in few words how the Asynchronous Compute Engine works.  Devs need some more time to take full advantage of it.

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.

 

http://www.redgamingtech.com/playstation-4-gpu-next-gen-amd-radeon-volcanic-island-gpu-compute-similarities/



”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.

Aerys said:
walsufnir said:
All these benchmarks... So the slides actually "confirm" that the CPU in Xbox One is actually a little bit faster than the one in PS4 but another benchmark shows otherwise (the compression benchmark, that is).
Even more the PS3 CPU is more capable than PS4s?
Furthermore they say there approach is bandwidth limited which automatically favors PS4 because of its way better ram - but by this they also only mention what they did to optimize for PS4 and not what they did to optimize it (if at all) on Xbox One and not mentioning usage of ESRAM for one time.

Actually, they have the same CPU, it's just the One one is overlocked, so sony could do the same for the PS4 but it seems overlocking the CPU have consequences for a console


The GPGPU is the best way of optimizing the performances by a lot, that's why Cerny bet everything on this and why this document focus on that to get better performances


Problem is that GPGPU "steals" power from your GPU to do rendering tasks so this always comes with a trade-off. We have to see how much it can help in the future.