Well there will be really no goblins after that statement lol!
I think I'll take Ubisoft's own GPU physics simulation over this guys flawed analysis, GPU simulation has also been capable of handling AI since 2009 on AMD GPUs, so the results of the difference between GPU compute on PS4 and XBox One shows the PS4 to be almost 2X more capable in that area and that's before the recent SDK launch.
GPU compute absolutely offsets any benefits and far exceeds the marginally faster CPU performance XB1 apparently has, even though developers have said that PS4's CPU actually performed faster than XB1's.
Sony have unveiled some details about their 2.0 SDK for PS4, which includes a low level API for GPU Physics Simulation. The fact is that PS4 is more capable not just in graphics processing, but everything else should also run significantly faster on PS4.
Perhaps it's Sony's fault because it's not been until recently that they've started rolling out dev kit updates to start actually taking advantage of the benefits that GPU compute can offer, or it's just not that well optimized yet.
As it stands many current engines used for game development seem to still be focusing their physics and AI processing on the CPU, not GPU, but it's something that will benefit all platforms, so it only makes logical sense that in the not too distant future even 3rd party developers will start to update their engines to use GPGPU coding.
With this being a standard thing in Sony's latest SDK newly announced games being revealed over the next few months should start taking advantage of these features on PS4.
JustBeingReal said: I think I'll take Ubisoft's own GPU physics simulation over this guys flawed analysis, GPU simulation has also been capable of handling AI since 2009 on AMD GPUs, so the results of the difference between GPU compute on PS4 and XBox One shows the PS4 to be almost 2X more capable in that area and that's before the recent SDK launch. |
But GPGPU is using the same hardware you use for rendering. The simulation where it showed PS4 optimization was using GPUs only for GPGPU purposes so you won't see this advantage in any game. Yes, PS4 has dedicated hardware for an async approach (rendering and GPGPU) but they don't have additional ALUs for that. Still most of the hardware is shared so it will be interesting to see in which way this can be used but I won't expect wonders off it.
MoHasanie said: No Goblin’s Roundabout is a game that never takes itself seriously and that is precisely the reason why it is turning out to be an extremely enjoyable title. For those who are living under a rock, Roundabout is a partial open world game where players would need to drive passengers in a rotating limousine while solving puzzles along the way.
GamingBolt recently chatted with No Goblin’s co-founder Dan Teasdale to know more about how the game is shaping up. Roundabout will be released on the PlayStation 4 and Xbox One and we found it interesting to know Dan’s thoughts on the differences between the two consoles. Details such as the Xbox One’s lower GPU compute units and memory issues are fairly common knowledge now but according to Dan these are arbitrary numbers and not the ideal way to compare the consoles.
“Saying that the PS4 is “more powerful” than the Xbox One or vice versa as a blanket statement is really misrepresenting how games work,” Dan said to GamingBolt.
“If all you’re doing is rendering polygons, yes, the PS4 is a little faster at that. If all you’re doing is gameplay and simulation, the Xbox One is a little faster. Video games need both, so it’s not as simple as comparing core counts or memory speed to determine which platform is the “fastest” or “easiest”.”
He further states that both the consoles are mostly similar and getting the game ready for certification is a priority for developers rather than optimizing it for a unique platform.
“At the end of the day, it doesn’t matter. Both platforms are in the same relative ballpark, so the real work for releasing is getting your game certification-ready on each platform instead of crazy optimizations on one specific platform.” Dan definitely has a point here. Instead of comparing the technical specs of the two consoles, players should enjoy the games that the developers are building for them. Roundabout is currently available on the Steam store and will hit the PS4 and Xbox One early next year. Stay tuned for our full interview with Dan Teasdale in the coming days.
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Another silly article which looks like it's written by a child without any hardware understandings.
PS4 can do everything better than XOne if you know how to develop it. It's never CPU alone or GPU alone, PS4 can do miracles when CPU and GPU works together. here an example :
So interesting !
”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.
starcraft said: I think you're minsunderstanding the concept of a real world differential. Going from 720p to 1080p (so, larger than the actual difference of most games) involves doubling the amount of pixels on a screen. In reality, this will only be noticed if you sit two decent-quality screens next too each other and run the same scene with the same settings. Add in that most titles run at 900p or higher on the Xbox One, and the real world significance of your 'dust' doesn't taste so bad |
You are correct. 3rd parties are upping the res because it's the easiest way to use the extra power. But I believe that once devs get to grips with the hardware, they will use that extra power more creatively. Besides we should expect 1st/2nd parties to use the extra power better and if Uncharted 4 lives up to it's in-game trailer this should show us what we can expect.
Of course this graphics improving over time will happen to the X1 also, I just believe that PS4 will improve more.
The devs comments in the thread is trying to not a take side and he is right to do so. It's probably the best thing he could of done to get attention for his game and not majorly piss off one side of the fence.
And we will not start to see the true power of either console until another year or 2, so until then we all can only speculate what to expect.
I find it curious that some of those backing up the dev here are the same people that would ignore the quotes of another developer claiming the difference was large. Not saying this guy is lying, but developers are people with agendas and biases too. You can't cheery pick their quotes to back up your argument any more than some random person on YouTube.
Its a games console, a decent gpu advantage is a bigger deal than a small cpu advantage.
Said the multi platform games developer, apparently its only valid if i say it on a low tier gaming website in an interview.
Zekkyou said: I find it curious that some of those backing up the dev here are the same people that would ignore the quotes of another developer claiming the difference was large. Not saying this guy is lying, but developers are people with agendas and biases too. You can't cheery pick their quotes to back up your argument any more than some random person on YouTube. |
More processing power is what it is, more processing power.
More affective memory bandwidth is more memory bandwidth. CPU working together with GPU is reality = this developer don't know what is talking about or he want to make everybody happy. PS4 APU is much superior that XOne, together with memory bandwidth. People still discussing about it ? PS4 has 50% more CUs count than XOne, and CUs can do general purpose computing, physics, collision, animation, AI, like it was with Cell’s SPUs for the purpose. This is enhanced by the unified memory of the PS4, which is all very fast due to the use of GDDR5. The CPU can easy work together with the CUs, this is one of the strong points of the PS4. ----> PS4 can do everything better than XOne, the end. Are you still discussing about it ? 7>4 is an opinion ? Enjoy the game experience, gameplay, art design, story telling, and forget about power. Black is black and white is white. No way to spin here. I don't want to say this dev is a liar, but he did say something wrong, simply as that.
”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.
walsufnir said:
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Graphics rendering is never maxed out throughout 100% of the GPU time, GPU downtime is what Compute Queues are designed to take advantage of, it's all about making sure processing time isn't wasted, so what I'm talking about is using the hardware as efficiently as possible, without wasting resources that would otherwise go unused.
An example of this is something like Assassin's Creed Unity, where we have Ubisoft stating that if it wasn't for the weaker CPUs in either PS4 or Xbox One they could run the game at 100FPS, well they're running the game at less than 1/3 of that speed most of the time, wasting all of that GPU down time which could be otherwise used on physics and AI.
If we look at Ubisoft's benchmarks and Sony's recent SKD 2.0 slides (http://www.dualshockers.com/2014/11/23/ps4-sdk-2-0-revealed-includes-a-lot-of-interesting-new-tech-and-features-game-developers-can-use/), the CPU can be used for physics or AI that the player directly interacts with, so more close-up specific stuff, while the GPU could easily handle huge crowds filled with either. The GPU can supplement part of the demand, so it can easily be used to make up for the weaker CPU.
PS4 does have additional ALUs compared to XB1, it also has extra texture mapping units and ROPs, so higher resolutions, better AA, AF and more demanding textures can all be taken advantage of, while even better physics and AI simulation is easily programmable by developers.
Another thing to bare in mind is that XB1 doesn't have as many compute queues as PS4, this is important because when XB1's Stream Processors are free they can be sitting idle, so will essentially go wasted, where as developers working PS4 can queue up more commands for when the same instance happens in processing time on PS4. It's not just packing more graphical hardware, it's packing hardware to make more out of that extra hardware.
JustBeingReal said:
Graphics rendering is never maxed out throughout 100% of the GPU time, GPU downtime is what Compute Queues are designed to take advantage of, it's all about making sure processing time isn't wasted, so what I'm talking about is using the hardware as efficiently as possible, without wasting resources that would otherwise go unused. An example of this is something like Assassin's Creed Unity, where we have Ubisoft stating that if it wasn't for the weaker CPUs in either PS4 or Xbox One they could run the game at 100FPS, well they're running the game at less than 1/3 of that speed most of the time, wasting all of that GPU down time which could be otherwise used on physics and AI. If we look at Ubisoft's benchmarks and Sony's recent SKD 2.0 slides (http://www.dualshockers.com/2014/11/23/ps4-sdk-2-0-revealed-includes-a-lot-of-interesting-new-tech-and-features-game-developers-can-use/), the CPU can be used for physics or AI that the player directly interacts with, so more close-up specific stuff, while the GPU could easily handle huge crowds filled with either. The GPU can supplement part of the demand, so it can easily be used to make up for the weaker CPU. PS4 does have additional ALUs compared to XB1, it also has extra texture mapping units and ROPs, so higher resolutions, better AA, AF and more demanding textures can all be taken advantage of, while even better physics and AI simulation is easily programmable by developers. |
But you can't use it if other resources or channels are already congested. I don't say it can't be used but the GPU is restricted and dependant of other resources and these are also used by CPU and by GPU contexts so we will have to see to what extent devs will be able to use it but I am not sure if it is that much. There will be a trade-off between using the GPU for graphics or GPGPU, you can't have both in that case without penalting the other.