taus90 said:
lol what!!!??
so you are saying flops isnt a barometer to tell me as developer and that i can render a 6tflop scene on a 4.2 gpu with almost same CPU???
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If you are a developer, like you say you are (Not that I actually care. Your experience does not override my own. - You might be just be an artist for all I know.) then I would hope you knew that flops isn't the be-all, end-all for rendering.
There is so much to rendering, you need more than just single precision floating point arithmetic.
Now if you were doing something like Folding@Home, flops is the only important denominator. It's not drawing anything, only number crunching.
The stupid part is... You still won't even recognize that flop numbers are a "theoretical" ceiling. Not a real world one, untill you do, then I'll take whatever claims you have with a grain of salt.
I will ask you this as you seem so wise and all knowing and It's a simple question. Not overtly difficult. But I do expect an intricate, detailed and intelligent answer with cited sources.
But how is flops related to everything that is being drawn on screen? Start with the simple stuff, like geometry.
taus90 said: You do know developers code workaround those issue to get the performance.. but hey next time when I m profiling and assembling 1080p/4k frame budgets for a new sequence I will remember to consider integer performance because u say so.. don't even know where and how to begining with that .. and also i will look into how geometry will affect........ nope i give up. good luck with your pc logic. u enjoy your coolaid and i'll enjoy mine. Thanks for the chuckles though |
Code cannot work around everything.
Again. A GPU with less flops can outperform a GPU with more flops. And I will ask again. Do you want me to prove this? I can. I will be more than happy to.
DonFerrari said: Pemalite, so please tell us how much better X1X CPU is that it will allow the code that PS4Pro isn't able to run over 30fps to be 60fps and thus PS4Pro holding off the showdown on X1X. |
Sadly, I am unable say. There isn't enough information and I don't have access to a dev kit (Or know anyone who does at the moment) to see the performance profiling.
But a 50% reduction (Microsoft claim) in draw call overhead is significant, that will vary depending on game/game engine as well though.
What it does mean over the long term though is that, the Xbox One X should have more 60fps games than the other consoles. It's not going to guarentee all games will be 60fps though, some developers will eat up that CPU time for more framebuffer/post-process/Physics effects. - And other developers will just have parity with other platforms for the sake of keeping development simpler.