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Forums - Sony Discussion - PS5 Coming at the End of 2020 According to Analyst: High-Spec Hardware for Under $500

 

Price, SKUs, specs ?

Only Base Model, $399, 9-10TF GPU, 16GB RAM 24 30.00%
 
Only Base Model, $449, 10-12TF GPU, 16GB RAM 13 16.25%
 
Only Base Model, $499, 12-14TF GPU, 24GB RAM 21 26.25%
 
Base Model $399 and PREMIUM $499 specs Ans3 10 12.50%
 
Base Mod $399 / PREM $549, >14TF 24GB RAM 5 6.25%
 
Base Mod $449 / PREM $599, the absolute Elite 7 8.75%
 
Total:80
ironmanDX said:
Nate4Drake said:

Many factors come into the equation when it comes to the success of a Console;  PSX won its generation VS Sega Saturn and Nintendo64, and it was not the most powerful hardware; actually, if I'm not wrong, Saturn when fully pushed, could technically be more competitive overall(2D and 3D games), but much harder to develop for.  Nintendo64 was the most powerful, but it was released almost 2 years later(basicly 22 month later); PS2 userbase was already very well established, together with a "special" partnership with third-party developers; Nintendo released a console with an unusual storage format, and a bit too late, plus other factors, which have determinated the victory of Sony.

 XBox and GameCube, again, were more powerful, but they were released much later, respectively 20 and 18 months later than PS2;  even here, talking about specs and hardware is amiss, and can't be used as an argument when talking about PS4 and X1, which were released at the same time-frame, and say :"look!", the best hardware never determined the victory in the previous generations;  every generation makes history apart, and what determines or contribute to the success in a generation, could instead be irrelevant in other generations.

 360 VS PS3 was further more another scenario : 1 year head start for MS, which pulled out an incredibly powerful and friendly to develop for hardware, while PS3 was too expensive with a complex-unfamiliar architecture.   And what about Wii ? Nintendo took the casual road, and with a motion controller they have obliterated the competition for 3 years. Shall we use the "specs argument" again to validate the "SPECS DO NOT MATTER" statement when we talk about PS4 vs X1 or PS5 vs Anaconda ?  Of course specs alone means nothing, and there are so many other factors which will determine the succsess of a Console; but on the other hand, we cannot use the "SPECS DO NOT MATTER ARGUMENT" whatever is the situation, referring to other generations, where consoles were released in different time frame, and cater different audience.

 To conclude, I don't get why some are assuming that Anaconda will be more powerful than PS5, just for the brags, much like the X.    MS released XBox One X to save their face, after losing big from Sony.  So they wanted at any cost to take "something", the most powerful console, native 4K where possible and the best 3rd party experience. They had to do something to save the XBox image, and bring a breath of fresh air after a rather disappointing presentation.   We cannot assume Anaconda will be more powerful than PS5 because XBox One X is more powerful than PS4 PRO. We know why X was so powerful   ↑↑↑, and it was released one year after PRO, it cannot be an argument.

Your misunderstanding my point. They had a 2016 system in mind that would launch along side the pro but decided to give the pro a year head start just to release a more expensive console a year later. That cost them in sales and surely, R&D.

They digged into their deeper pockets to have the most powerful console and will do so again. Why wouldn't they? It would make the saving of face this generation for nothing. They'll build upon their improving brand image moving forward.

Understood;  anyway, specs aside, what I really want is a very solid Launch Line-up for both, and more emphasis on the game-play dynamics, animations, physics, much more interactive environment/system collision and AI.  With a massive jump in CPU performance, this could be achieved.    These are mostly the improvements I would like for next Gen, I don't care about native 4K/60fps, it's a waste.



”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.

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HoloDust said:
Intrinsic said:

 

  • Yes. In a rendering pipeline resolution is one of the things that scale proportionally. So if you are going for 4 times the rez you either need 4 times the power or 4 times the rendering time. But there are things that dont scale up at all unless a dev specifically wants them to (eg geometry). Another thing to consider is that the number you are told (eg 4.2TF, 1.8TF) doesn't mean that at any one time all of that GPU is fixed on driving rez. This is a very loose description, but say out of that 1.8TF 900Gflops was used solely for the rez part of the pipeline for a 1080p, then if you want the same game running in 4k you will need 3.6TF. 

@bold If you look up benchmarks, it's actually mostly 2-3x for 1080p to 4K UHD, depending on engine, API and GPU architecture.

Here's some of the latest for 1660Ti (link is for Metro Exodus, there are others games in review as well):

https://www.guru3d.com/articles_pages/asus_rog_strix_geforce_gtx_1660_ti_review,14.html

As you can see in the other part I bolded I clarified that. Yes in the real world you wont need 4x the actual physical total TF rating of a GPU to go from 1080p to 4k because the whole of the GPU isnt being used for the rez to begin with. But what of it is will usually scale directly t the chosen rez.

And if you look at that link you sent me and do the math... the only thing they changed was the resolution, the 2080 ran the game at ultra preset in 1080p at 76fps. When they switched it to 4k that dropped to 50fps. Thats about a 34% drop in performance. That doesn tell us what the part of the GPU that focuses on rez is actually using.

Last edited by Intrinsic - on 24 February 2019

zorg1000 said:

I've been in 30ft+ feet deep trenches where cave ins are a huge risk.

Just a few days ago had a rescue and had to sail down the side of a 100ft cliff to someone who fell off. (We knew they were there because of an EPIRB activation.)  - Sadly couldn't get them back up again due to their extensive injuries, so had to wait 4 hours for a chopper, but they passed away. The remoteness here is real.

There are lots of aquifers here that are insanely deep, haven't been to a rescue where I needed to go in one yet though thankfully... But we almost lost a truck down one once as it was in the middle of scrub and not on any of the maps.

But did have a wind turbine catch on fire once and had to climb the interior of that wearing my gear which is stupidly heavy and bulky, which was interesting.

zorg1000 said:

Worked inside of methane filled confined spaces where combustion and/or asphyxiation is a risk. Constantly working around housting/rigging carrying thousands of pounds of material (2 years ago a guy on another crew for the company is was working for got killed during a rigging failure).

I am part of a B.A and Hazmat brigade, so those are common risks that we go out and deal with fairly frequently.

Few months back there was a truck spill that dumped thousands of litres/gallons of Sulfuric Acid. - The way we clean that up is we dump a chemical on top of it that turns into a sort of semi-solid jelly and shovel it up... But that acid can kill you... And that is a relative benign risk compared to some other substances that are transported here. (Thanks to the mines.)

But confined spaces and toxins is something we are trained in and deal with on a daily basis... But we also get our fair-share of bullshit callouts... Like prisoners sending love letters to each other... And one prisoner put Talcum powder in a letter which was flagged as potentially being Anthrax by the prison staff, whole place got evacuated.

zorg1000 said:

Worked on many heavy highway projects (guy on my crew got hit by a car on a job last year). Digging alongside water/electric/gas utilities everyday (its common for the locating company to miss a locate and we end up finding/hitting a utility that's not marked, operator once hit an unmarked water and electric line at the same time, if I was in the ditch at that moment I would have been electrocuted).

I'm in a Road Crash unit, so gas and electricity hazards are actually a common issue, especially as much of the power lines aren't underground here like in city areas.
Often we have to tie a rope to a live downed power line (Difficult without touching it!) and shift it as the power company can potentially take hours to shut the power off... Time you don't have when you need to grab the jaws and spreaders to break up a car to get someone out.

The last rural house fire we were battling, we were standing next to the shed... Little did we know there was about 40 Gas Bottles/Jerry Cans that could have gone up. Lucky it didn't.

zorg1000 said:

Been on a job where I directly handled dynamite. Work alongside heavy equipment every day and had many close calls with mechanical malfunctions (hydraulics line blew and almost got crushed by excavator) and human error (operator not following hand signals almost cut my feet off a few months ago).

Unlike the American hot shots, we don't dig fire breaks by hand, we get big machinery in. We are Australian... We work smart, not hard. Haha
But we are heavily reliant on farmers here due to remoteness... So often we are coordinating with them to build fire breaks to direct bushfires.

But big rescue vehicles are the bread and butter of the agencies I am in, trucks, boats, bulk water carriers, bobcats, choppers, water bombers, you name it.

zorg1000 said:

Sure, you might be at a higher risk but I go through my fair share of risks on a day to basis....well not at the moment because I'm off with a work related injury

Risk is a risk, it's actually interesting to see what others deal with on the daily.
Probably should stick on topic though... Haha


thismeintiel said:

If the games were made using only Pro HW, you can bet they would look better.  There will be little interest in the lower powered XB2 because the early adopters will be looking for a real jump in performance, not another half step.

It's the same issue the PC has though... In short though the next gen base console is not going to be a big step up over the Xbox One X and in a couple areas will potentially fall short.

Biggerboat1 said:
 
3) PS4 : 1.84 TFLOPS / Pro : 4.2 TFLOPS - so 2.3 x more powerful, just for clarity, but then the Pro isn't doing real 4K, to do that would need to be a bit more powerful, bringing us closer to the rumoured Xbox Skus.
I'm not an expert on this stuff (maybe Pemalite or one of the more technically minded guys can help us here), but my understanding is that GPU power requirements scales with resolution. So to increase the resolution from Full HD to 4K, you're gonna need 4x the power. If I'm correct then the that means there won't be any extra 'bells & whistles' between the 2 skus but just resolution bump. In fact Anaconda might struggle to hit full 4K at only 3x... 

GPU power does scale with resolution, but it's actually not always a linear relationship... There is actually a ton of work that happens before the rendering stage to remove unnecessary rendering, perform compression and so on... So that a doubling in resolution doesn't require a doubling in horsepower.

And on the flipside... Sometimes increasing resolution means the GPU will be bottlenecked elsewhere like bandwidth or geometry or rops... And then it doesn't matter how many FLOPS you have, you aren't going to get anywhere.

AMD's GCN GPU's at the moment tend to be Geometry and ROP limited for instance... Doesn't help they are pretty inefficient as well compared to nVidia's efforts... Even Intels Graphics solutions (Plus Iris 940) are beating AMD's integrated Vega 11... Up to a point. - Once you start throwing a ton of Geometry at the Intel chip, it's performance tanks harder than even AMD's.

Biggerboat1 said:

I think you guys should compare scars ;)

This forum has left me with significant emotional ones though... :P

Intrinsic said:

 

  • Yes. In a rendering pipeline resolution is one of the things that scale proportionally. So if you are going for 4 times the rez you either need 4 times the power or 4 times the rendering time. But there are things that dont scale up at all unless a dev specifically wants them to (eg geometry). Another thing to consider is that the number you are told (eg 4.2TF, 1.8TF) doesn't mean that at any one time all of that GPU is fixed on driving rez. This is a very loose description, but say out of that 1.8TF 900Gflops was used solely for the rez part of the pipeline for a 1080p, then if you want the same game running in 4k you will need 3.6TF.

I don't actually agree with this entirely. I think there is to much emphasis placed on flops to make it truly accurate anyway.

In short though, we just need to look towards nVidia and the fact they are able to hit higher framerates and resolutions irrespective of the number of flops... Partly that is because they have implemented things like tiled-based rendering so that the caches and memory bandwidth are always utilized to their fullest potential and tend to be less likely to introduce a bottleneck... It's also historically why it is the preferred technology for mobile as it allows for more efficient use of limited resources.

HoloDust said:

@bold If you look up benchmarks, it's actually mostly 2-3x for 1080p to 4K UHD, depending on engine, API and GPU architecture.

Here's some of the latest for 1660Ti (link is for Metro Exodus, there are others games in review as well):

https://www.guru3d.com/articles_pages/asus_rog_strix_geforce_gtx_1660_ti_review,14.html

It's never going to be a black and white answer sadly.
Some GPU architectures will have perfect scaling with increases in resolution.
Some GPU architectures will have it's performance tank once you hit a certain resolution as bottlenecks in the design come into play.

Biggerboat1 said:

Ok, thanks to you both for the clarification.

So I guess the conclusion is that Lockhart at 1/3 the TFLOPS would be in a decent position to run games at 1080 to Anaconda's 4K and that it wouldn't need to lose lots of 'bells and whistles' as thismeintiel suggests?

End of the day provided it is fed with enough bandwidth and has enough CPU grunt backing it and an appropriate amount of Ram, it will be a decent 1080P box... Even if it was 3 Teraflops.
1080P isn't a difficult proposition even for mid-end GPU's these days... And the base Xbox One and Playstation 4 GPU's are old and inefficient, despite AMD being pretty stagnant in terms of efficiency as of late... There is still a significant jump between GCN 1.0 that those consoles use and newer GCN 5.0/6.0 parts.

My only hope for next gen is that they are not using something that is Graphics Core Next/Navi/Vega based and implements some of AMD's next-gen efforts/ideas at a minimum.

Nate4Drake said:

Understood;  anyway, specs aside, what I really want is a very solid Launch Line-up for both, and more emphasis on the game-play dynamics, animations, physics, much more interactive environment/system collision and AI.  With a massive jump in CPU performance, this could be achieved.    These are mostly the improvements I would like for next Gen, I don't care about native 4K/60fps, it's a waste.

I am okay with 4k... And will get the best 4k console irrespective of brand/console manufacture... Because even on a 1080P or my 1440P displays there is some big improvements thanks to downsampling.

I am a massive whore for Framerates though, 60fps across every title would be amazing.



--::{PC Gaming Master Race}::--

Biggerboat1 said:
thismeintiel said:

1) Maybe I should have been more clear.  I meant partly make up early adopters.  And this gen, those that were early adopters, i.e. who bought it at $399, were a huge crowd.  For the PS4 that was ~30M, nearly 1/3 of its current sales.

2) Like I keep saying, there is a HUGE difference between a launch console and a mid-gen upgrade.  The upgrade is naturally going to sell to less people, as there will be plenty of people who will just wait another 3 years or so and just spend that money on a next gen system.  Others are budget buyers who wait for the PS4 to drop to $199.  Gamers do look these things up, especially at launch.  Why do you think the PS4 continued to outsell the XBO, even though MS got the price to equal less than 7 months after launch and had many sales to make it $50+ less than the PS4.  The perceived value was still too low at that price for many, as the PS4 was just more powerful.

3) The PS4 base model is much closer to 1/2 the power of the Pro than it is 1/3.  Also, games on the Pro are not made only targeting that HW.  It is made so that it runs well on the base model, then a few bells and whistles (usually just higher res and/or framerate) are added to the game to take advantage of the Pro.  If the games were made using only Pro HW, you can bet they would look better.  4) There will be little interest in the lower powered XB2 because the early adopters will be looking for a real jump in performance, not another half step.  And given that it will probably still be $299, early adopters would rather spend the extra $100 to buy a system that is 3x the power and a real jump.  If it was $199, those budget gamers might come into play.  Of course, they may just choose to wait a 2-3 of years and wait for the $199 BF deals for the other consoles, to also get a real jump.

1) The early adopter thing, still not really getting your point, what counts as 'early' - 6 months / 12 months / 18 months?

2) There were many reasons PS4 beat out XB1 - to simplify it to being power only is silly. There are also multiple examples of weaker hardware winning a gen so...
3) PS4 : 1.84 TFLOPS / Pro : 4.2 TFLOPS - so 2.3 x more powerful, just for clarity, but then the Pro isn't doing real 4K, to do that would need to be a bit more powerful, bringing us closer to the rumoured Xbox Skus.
I'm not an expert on this stuff (maybe Pemalite or one of the more technically minded guys can help us here), but my understanding is that GPU power requirements scales with resolution. So to increase the resolution from Full HD to 4K, you're gonna need 4x the power. If I'm correct then the that means there won't be any extra 'bells & whistles' between the 2 skus but just resolution bump. In fact Anaconda might struggle to hit full 4K at only 3x... 

4) I guess we just fundamentally disagree on the potential popularity of the lower-priced sku. I believe that there's a healthy market for a cheaper model and that a lot of gamers just don't care about 4K, not to the tune of an extra $100-$200 anyway. If MS does indeed go this route then I guess we'll see!

EDIT : not sure what's up with the formatting here but it won't let me put an extra line between points 2) & 3) and 3) & 4) - very odd!

1. Early adopter is someone who buys the system at its launch price.  That is usually ~1-2 years.   For a system that is on the market for ~10 years, that would basically be the first 10%-20% of its lifetime.

2. I didn't say it was only about power, I said it was about perceived value.  Several things play into that, power being one.  XBO, even though it had fixed pretty much everything within the first 8 months of launch, it still didn't have the same perceived value as the PS4 for most, even when it was the same price or ~$50 cheaper.

3. We'll just have to wait and see the real world results on this one.

4. If the lower SKU launches at $199, it definitely has the possibility to wrangle in budget gamers.  If its $299, only $100 cheaper than the premium SKU, its chances diminish.  Early adopters are obviously fine with paying an extra $100 for a much better SKU.  And budget gamers are more likely to wait til something drops to $199. 

Intrinsic said:

 

  • Yes. In a rendering pipeline resolution is one of the things that scale proportionally. So if you are going for 4 times the rez you either need 4 times the power or 4 times the rendering time. But there are things that dont scale up at all unless a dev specifically wants them to (eg geometry). Another thing to consider is that the number you are told (eg 4.2TF, 1.8TF) doesn't mean that at any one time all of that GPU is fixed on driving rez. This is a very loose description, but say out of that 1.8TF 900Gflops was used solely for the rez part of the pipeline for a 1080p, then if you want the same game running in 4k you will need 3.6TF. 

  • I agree with you here as well. I too believe there is a very healthy market for a dedicated  1080p sku. Funny thing is that those f is in forums that say its stupid are the minority. Last I checked there are still more people with 1080p TVs than there are with 4KTVs.

Like I said, a 1080p device's appeal will depend on price.  At $299, it's less appealing to budget gamers, who are more likely to pick it up at $199.  Of course, by the end 2020 we are more than likely going to have more than 1/2 of US households with 4K TVs.  I would imagine it will be nearly the same in other developed nations.  A box advertising 1080p at that time will be much less appealing than one that advertises 4K.

Trumpstyle said:
thismeintiel said:

Yikes.  You have some ridiculously low expectations for next gen.  Trust me, 4K 30/60 FPS, even if it is 4K CB to push visuals more, will be the goal for next gen.  They are already advertising 4K with the Pro and X, not aiming for 4K next gen would be idiotic.  Sure, we may have a few games that aren't the most optimized hitting 1440p, but that won't be the goal for the majority of games.  Especially not exclusives.

I don't have low expections, I'm just assuming game developers will go the easy route, the most powerful machine will have the highest ress :). But even for Sonys first party games I think they will target 4k CB or 1440p upscaled to 4k, they will need to do this to get a decent boost in graphic fidelity as for right now I expect Navi to be a dissappointment.

I just can't see anyone targeting 1440p.  Not if we are actually getting ~12 Tflops to play with.  While I know this isn't always exactly how it works, but if resolution basically scales with performance increases, that will definitely be enough.  Just think of the best looking PS4 games.  Now, that's running on a 1.84 Tflops GPU.  Going with the performance premise, it would take ~7.36 Tflops to run the same game at native 4K.  That's still ~4.64 Tflops of breathing room.  Of course, that doesn't include any kind of improvements to GCN that Navi will include over Polaris.

Nate4Drake said:
thismeintiel said:

Yes, please.  If the PS5 can play all 4 previous consoles at launch, that will be a big point in its favor.

It would be a big plus, and a way to secure even more the Playstation ecosystem.   I feel nostalgic sometimes, and I would play again on PS5 the best games of all previous playstation hardware, it would be a dream comes true.

Yep.  With PS4 B/C, it is much more likely that current PS4 owners stay in the PS ecosystem.  I'm looking forward to remasters through emulation.  Not sure how many will actually use it, but I'm sure Sony will at least.  I didn't know this, but apparently that's how they did the Loco Roco port on the PS4.  Even if that feature isn't used much, straight emulation will still be a good thing to have.



Intrinsic said:
HoloDust said:

@bold If you look up benchmarks, it's actually mostly 2-3x for 1080p to 4K UHD, depending on engine, API and GPU architecture.

Here's some of the latest for 1660Ti (link is for Metro Exodus, there are others games in review as well):

https://www.guru3d.com/articles_pages/asus_rog_strix_geforce_gtx_1660_ti_review,14.html

As you can see in the other part I bolded I clarified that. Yes in the real world you wont need 4x the actual physical total TF rating of a GPU to go from 1080p to 4k because the whole of the GPU isnt being used for the rez to begin with. But what of it is will usually scale directly t the chosen rez.

And if you look at that link you sent me and do the math... the only thing they changed was the resolution, the 2080 ran the game at ultra preset in 1080p at 76fps. When they switched it to 4k that dropped to 50fps. Thats about a 34% drop in performance. That doesn tell us what the part of the GPU that focuses on rez is actually using.

It's actually 79@4K and 39@1080p for 2080...so 2x drop

That's about what I would expect as a whole to be the difference in next gen going from 1080 to 4K...even AMD's offerings seem to hover around 2x in latest titles, which is pleasant surpise given that they used to drop around 3x when going to 4K.



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Intrinsic said:
Random_Matt said:
Brilliant, MS releasing a weaker console, talk about crippling your stronger one. Hopefully PS are not stupid enough to do the same. Personally another headache for developers.

I think this all just shows how many people don't really get how all this game stuff works (at least enough to debate about it). They just see TFs and run with it.

Its no more of a headache than any game in existence that has graphic settings. Only difference here is that thse graphic settings are set on a hardware level. With how scalable modern day game engines are devs will literally just have a load out setting for the lower powered lockhart that will automatically scale everything back to fit. Then iron out any bugs that pop up.

No crippling happening here. 

You should only be worried if the cpu is different and it has like say 6GB of RAM or something.

Always the "scalable" as if it was something magical. We should think scaling from baseline up, not the other way around.

If they decide for a weak "1080p platform" as base then they can scale up to the stronger 4k console and basically put res and some effects to use the extra power. And that will hold what is possible on the whole gen. It isn't make a game with the stronger SKU as base and then cut until it fits on the weak.

Plus if someone in 2020 decides to be budget minded and buy the cheapest 1080p console, they better stick to X1/PS4 that will be much cheaper.

Screenshot said:
TranceformerFX said:
Just dropping by to remind everyone that the PS5 isn't going to have an SSD or anything more than 16GB RAM.

This and they won't be that much more powerful than the X or Pro in order to be affordable and 1080p will still be the standard NOT 4k.

They will aim and market 4K. Sure several games will have internal rendering much lower than 4k. But you can pretty sure PS5 will output a 4K signal regardless.

If being 3x weaker at only 100 USD cheaper isn't bad enough, being 1080p vs 4k will make it a marketing nightmare.

Even if the other SKU is stronger than PS5 it won't be similar trouble...

Let's say

X2 1080p SKU - 299 -> 4TF

PS5 4k only SKU - 399 -> 12TF

X2 4k SKU - 499 -> 16TF

It is pretty easy for sony on the middle ground to win against both, because it can sell as only 100 more than 1080p while having 3x the power, while at 100 less than 4k xbox having only 25% less power.

Only way MS could float this 1080p console is at 199 (which they can with minimal loss considering it will be standard HW), otherwise they are DOA on this type of plan.

Biggerboat1 said:
thismeintiel said:

If you said average consumer, you would have been right.  However, your average gamer, who also are part of the early adopters, are more informed than they ever have been.  They visit gaming and tech sites/forums to look up info on their purchases.  Wikipedia is also a great source to look up tech info on devices.  You think the average gamer even knew what powered the PS2, Xbox, and Gamecube when they were buying them?  Hell no.  Now, all of that info is just a click away.

Not being able to tell the difference is hyperbole.  There are going to be more cutbacks on a GPU that is only ~1/3 the power of another than just resolution, which people can tell the difference on screens much smaller than 65".  There's going to be less draw distance, lower quality assets, fewer effects, etc.  Gamers can look up what the differences are between the games on the sites I mentioned, and we also have a handy tool called Youtube where people can actually watch videos of games before they buy.

@ bold, not sure what you mean here, early adopters are a small subset of consumer within any sector, for them to be distinctive as 'early' it means that the majority have to be late(r). If everyone is an 'early' adopter then no-one is... Also, look at pretty much any console's sales curve and tell me where your evidence is for the average gamer = early adopter theory...

Also, just because people can look up tech info at the click of a button doesn't mean that they're interested in doing so. If everybody was obsessed with tech specs they'd own a PC or XB1X & Pro would be outselling the base models...

Finally, the PS4 base model has a GPU not far off of 1/3 the power of the Pro - you think games look that different across the two? I mean, the PS4/Pro example is the perfect comparison - they're essentially the same system except ram & GPU... Same proposition as these 2 XB skus & yet you're somehow concluding that there will be little interest in the cheaper/less powerful sku...?

Early adopters are the ones that will do research and pay the price.

For those the differences are quite important, as well as brand loyalty. X1 sold quite good in the first 6 months and then slowed.

So having the overall best possible single SKU at a 399 price at launch then cutting to 299 2 years after is much better strategy than having weak SKU at 299 and strong SKU 499 on start. Because what will they do latter when the 399 SKU rival have their price cut 299 and maybe extra cut to 249, will they sell their 299 at 149 or 99 just 2 years in the gen? And what about the strong SKU will they try to sell for double the price of the rival or will eat great loses to keep the price difference not a problem?

Pemalite said:
zorg1000 said:

Indirectly probably alot, good luck putting out those fires without the water mains and fire hydrants I install my career has a higher death rate than yours so I put my life on the line everyday just like you.

Oh... I am not just a fire fighter. I am in multiple rescue organizations.
I am one of a dozen people who essentially are the first and last response to thousands of miles/kilometers of remote pristine Australian coastline/sea... Whether it be a boat, car, search and rescue, fire, vertical... You name it.

If you think you are at higher risk than that... Well... Not sure what to tell you. :P

Plus we don't need water mains and fire hydrants with the bulk water carriers backing up the 34P/Alpha 34P's. - The USA's approach to firefighting is far different to our own, you cannot rely on water mains out in the middle of nowhere as they blatantly don't exist, so we learned to become self sufficient.

zorg1000 said:

Jokes aside, I dont think your selfish or arrogant, I just think that previous statement came off as such. It just sounded like, "I dont care what others want, as long as I get what I want" which I'm sure wasnt how you intended it but that's how it came off to me so if I misinterpreted than that's my bad.

I am definitely not selfish. But I am arrogant, but there are reasons for that. Haha

Intrinsic said:

You should only be worried if the cpu is different and it has like say 6GB of RAM or something.

CPU I get because that affects things like simulation quality. I.E. Physics, number of A.I characters, asset decompression and general world interaction... And can even lend itself to assisting with rendering. (I.E. Cheap Anti-Aliasing.)

But having less DRAM wouldn't be the end of the world if it isn't to severe, the Xbox One X with it's 50% more Ram makes full use of it with higher resolutions and texturing quality over the base Xbox.

Random_Matt said:

You need to understand how development works. 

Then feel free to chime in? Forums are here for discussing things.

To recognize where you excel isn't arrogance. Fake humbleness is much worse.

 

@occupational risk you know nothing... just coming to work in Brazil as a regular guy you have a 65k homicides a year =p ... Our streets are more dangerous than sharks, spiders, vipers, snakes, etc... I bet our firefighters and plumbers fell safer while inside burning buildings than driving to home.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

thismeintiel said:
Intrinsic said: 
  • I agree with you here as well. I too believe there is a very healthy market for a dedicated  1080p sku. Funny thing is that those f is in forums that say its stupid are the minority. Last I checked there are still more people with 1080p TVs than there are with 4KTVs.

Like I said, a 1080p device's appeal will depend on price.  At $299, it's less appealing to budget gamers, who are more likely to pick it up at $199.  Of course, by the end 2020 we are more than likely going to have more than 1/2 of US households with 4K TVs.  I would imagine it will be nearly the same in other developed nations.  A box advertising 1080p at that time will be much less appealing than one that advertises 4K.

Yes. Price. But I strongly believe that a lot of people are overstating the value or draw of 4k. This 1080p vs 4k thing for next gen doesn`t mean your games will be different in any real way other than resolution. Thats it. And there are millions worldwide that 4k is not the primary buying driver for them. And of course a 1080p next gen box does NOT have to be $199. It could be $299 or even $399 and its draw would be based on the relation between its price to the price of the 4k console. I mean if the 4k console is $499 then the 1080p console being $399 is just that, a cheaper version of the 4k console that does only 1080p. You want 4k you pay a $100 premium.   

This is no different than people buying cheaper versions of the same phone. Or a core i5 instead of the core i7 version of the same laptop. Or a RTX2070 instead of a RTX2080. Why some feel that practices that have been employed in every other segment f the tech world somehow is not applicable to consoles I would never understand.  



Pemalite said:
Nate4Drake said:

Understood;  anyway, specs aside, what I really want is a very solid Launch Line-up for both, and more emphasis on the game-play dynamics, animations, physics, much more interactive environment/system collision and AI.  With a massive jump in CPU performance, this could be achieved.    These are mostly the improvements I would like for next Gen, I don't care about native 4K/60fps, it's a waste.

I am okay with 4k... And will get the best 4k console irrespective of brand/console manufacture... Because even on a 1080P or my 1440P displays there is some big improvements thanks to downsampling.

I am a massive whore for Framerates though, 60fps across every title would be amazing.

 I was too quick and hasty on the subject in question; 60fps are great in racing games and First Person Shooters, just to mention the most important for me; native 4K/60fps will be a given in the exclusive racing games on PS5 and Anaconda, and probably in Games like Halo, etc.  Native 4K/30fps will be the standard for all AAA titles from the best 1st and 3rd party developers; Sony and MS are developing their respective hardware targeting Native 4K, this is a must for a Console which will stay on the market untill 2026-2027; no chance on earth MS or Sony will release an Hardware targeting SUB 4K or 1440p.    I'm not saying this in response to your post, as you never said that :)   just to make clear my vision and expectations.

 But above everything, what I really want from next gen is what I already said ""more emphasis on the game-play dynamics, animations, physics, much more interactive environment/system collision and AI"";

 60fps sure is better than 30fps, unless the aforementioned categories are penalized too much. And I doubt we will have everything with Anaconda and PS5, something must always be sacrificed, depending on the particular genre and/or developers main target and game vision.


 



”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.

DonFerrari said:
Intrinsic said:

I think this all just shows how many people don't really get how all this game stuff works (at least enough to debate about it). They just see TFs and run with it.

Its no more of a headache than any game in existence that has graphic settings. Only difference here is that thse graphic settings are set on a hardware level. With how scalable modern day game engines are devs will literally just have a load out setting for the lower powered lockhart that will automatically scale everything back to fit. Then iron out any bugs that pop up.

No crippling happening here. 

You should only be worried if the cpu is different and it has like say 6GB of RAM or something.

Always the "scalable" as if it was something magical. We should think scaling from baseline up, not the other way around.

If they decide for a weak "1080p platform" as base then they can scale up to the stronger 4k console and basically put res and some effects to use the extra power. And that will hold what is possible on the whole gen. It isn't make a game with the stronger SKU as base and then cut until it fits on the weak.

Plus if someone in 2020 decides to be budget minded and buy the cheapest 1080p console, they better stick to X1/PS4 that will be much cheaper.

Screenshot said:

This and they won't be that much more powerful than the X or Pro in order to be affordable and 1080p will still be the standard NOT 4k.

They will aim and market 4K. Sure several games will have internal rendering much lower than 4k. But you can pretty sure PS5 will output a 4K signal regardless.

If being 3x weaker at only 100 USD cheaper isn't bad enough, being 1080p vs 4k will make it a marketing nightmare.

Even if the other SKU is stronger than PS5 it won't be similar trouble...

Let's say

X2 1080p SKU - 299 -> 4TF

PS5 4k only SKU - 399 -> 12TF

X2 4k SKU - 499 -> 16TF

It is pretty easy for sony on the middle ground to win against both, because it can sell as only 100 more than 1080p while having 3x the power, while at 100 less than 4k xbox having only 25% less power.

Only way MS could float this 1080p console is at 199 (which they can with minimal loss considering it will be standard HW), otherwise they are DOA on this type of plan.

Biggerboat1 said:

@ bold, not sure what you mean here, early adopters are a small subset of consumer within any sector, for them to be distinctive as 'early' it means that the majority have to be late(r). If everyone is an 'early' adopter then no-one is... Also, look at pretty much any console's sales curve and tell me where your evidence is for the average gamer = early adopter theory...

Also, just because people can look up tech info at the click of a button doesn't mean that they're interested in doing so. If everybody was obsessed with tech specs they'd own a PC or XB1X & Pro would be outselling the base models...

Finally, the PS4 base model has a GPU not far off of 1/3 the power of the Pro - you think games look that different across the two? I mean, the PS4/Pro example is the perfect comparison - they're essentially the same system except ram & GPU... Same proposition as these 2 XB skus & yet you're somehow concluding that there will be little interest in the cheaper/less powerful sku...?

Early adopters are the ones that will do research and pay the price.

For those the differences are quite important, as well as brand loyalty. X1 sold quite good in the first 6 months and then slowed.

So having the overall best possible single SKU at a 399 price at launch then cutting to 299 2 years after is much better strategy than having weak SKU at 299 and strong SKU 499 on start. Because what will they do latter when the 399 SKU rival have their price cut 299 and maybe extra cut to 249, will they sell their 299 at 149 or 99 just 2 years in the gen? And what about the strong SKU will they try to sell for double the price of the rival or will eat great loses to keep the price difference not a problem?

Saying 3 x weaker at only $100 less is misrepresenting things though. Only it's GPU is weaker - everything else is the same or similar.

So, you're getting a machine that can do everything the top sku can do but at a lower resolution. 

I'd also say that if you show the average gamer the same game running at 1080 & 4k on anything less than a 65" display that they're not going to appreciate a lot of difference.

So, in fact, a more accurate way to frame the situation (imo) is to say for £100 less (or whatever the difference is), you're getting an experience that most people will see as almost the same as the premium model... Sounds like a good deal to me!

The pitfall that I believe you and others are falling into is to assume that the general console gamer cares about the nuts and bolts of the hardware or the nuance of performance as much as you do, or in fact, at all. If I was to ask my friends who own consoles what frame-rate they're playing at I know that I'd be greeted with blank stares. They play the new Fifa and maybe one other game per year and that's it. You & I likely spend more time on this forum than a lot of console owners actually spend gaming...

And I don't think the 'early adopter' thing really applies here. It's not like a brand new technology, like say, the new folding phones Samsung or Huawei are launching, where the gen 1 design will have issues and the price will be eye-watering. Consoles have become iterative, with solid hardware out the gate & competitively priced. To go back to phones, if I buy the new oneplus 7 within the 1st year of its launch am I an early adopter? To me, the term only makes sense (within the context of this discussion) when there is some major drawback that someone faces when making that early purchase (ie. very expensive or premature hardware), which requires that person to be really passionate to take the plunge.

There will be plenty of people who enjoy Madden or the yearly Call of Duty who will buy the new PS or XB when it releases because they want to see what the new lick of paint looks like on their favourite characters and they have some spare cash... ($300 to $500 every 5-7 years isn't a lot of money to a lot of people)

As for your price suggestions, let's say you are correct and we have XBLockhart $299 / PS5 $399 / XBAnaconda $499 - I personally think that would put MS in a good position - they will have a good chance at cornering the value-focussed customers on one end and the enthusiast at the other. When it comes time to drop the price, they'll do so across both models to maintain the gap / value propositions.

And why would it be a marketing nightmare exactly? Both Sony and MS have 2 different skus right now, I don't see why the staggered release makes any difference... Nintendo will also likely soon have multiple skus. Look at how many skus iPhone has - doesn't seem to hurt their sales any! If a customer doesn't understand the difference between full HD & 4K then it's likely they'll be just fine with Lockhart anyway, which to me legitimises it's existence in the first place!



Biggerboat1 said:
DonFerrari said:

Always the "scalable" as if it was something magical. We should think scaling from baseline up, not the other way around.

If they decide for a weak "1080p platform" as base then they can scale up to the stronger 4k console and basically put res and some effects to use the extra power. And that will hold what is possible on the whole gen. It isn't make a game with the stronger SKU as base and then cut until it fits on the weak.

Plus if someone in 2020 decides to be budget minded and buy the cheapest 1080p console, they better stick to X1/PS4 that will be much cheaper.

They will aim and market 4K. Sure several games will have internal rendering much lower than 4k. But you can pretty sure PS5 will output a 4K signal regardless.

If being 3x weaker at only 100 USD cheaper isn't bad enough, being 1080p vs 4k will make it a marketing nightmare.

Even if the other SKU is stronger than PS5 it won't be similar trouble...

Let's say

X2 1080p SKU - 299 -> 4TF

PS5 4k only SKU - 399 -> 12TF

X2 4k SKU - 499 -> 16TF

It is pretty easy for sony on the middle ground to win against both, because it can sell as only 100 more than 1080p while having 3x the power, while at 100 less than 4k xbox having only 25% less power.

Only way MS could float this 1080p console is at 199 (which they can with minimal loss considering it will be standard HW), otherwise they are DOA on this type of plan.

Early adopters are the ones that will do research and pay the price.

For those the differences are quite important, as well as brand loyalty. X1 sold quite good in the first 6 months and then slowed.

So having the overall best possible single SKU at a 399 price at launch then cutting to 299 2 years after is much better strategy than having weak SKU at 299 and strong SKU 499 on start. Because what will they do latter when the 399 SKU rival have their price cut 299 and maybe extra cut to 249, will they sell their 299 at 149 or 99 just 2 years in the gen? And what about the strong SKU will they try to sell for double the price of the rival or will eat great loses to keep the price difference not a problem?

Saying 3 x weaker at only $100 less is misrepresenting things though. Only it's GPU is weaker - everything else is the same or similar.

Not misrepresenting, giving how marketing can and will target it. Also if they have just GPU weaker an all else similar then they will be making a very unbalanced system. RAM, bandwidth, CPU, and all rest must have a good balance. You don't just make one thing 3x faster and leave the rest, that would give you major bottlenecks.

So, you're getting a machine that can do everything the top sku can do but at a lower resolution. 

That is because you are holding the top SKU down, and that is where Pemalite, me and several others are complaining on this philosophy. But since Sony first party won't have this issue you'll see they smoking the waters on Xbox exclusives and most 3rd parties.

I'd also say that if you show the average gamer the same game running at 1080 & 4k on anything less than a 65" display that they're not going to appreciate a lot of difference.

Probably won't, not a problem to marketing. People believe more what they want to believe than what they can really see.

So, in fact, a more accurate way to frame the situation (imo) is to say for £100 less (or whatever the difference is), you're getting an experience that most people will see as almost the same as the premium model... Sounds like a good deal to me!

Sure some will find it a good deal. Almost 40M people found X1 a good deal.

The pitfall that I believe you and others are falling into is to assume that the general console gamer cares about the nuts and bolts of the hardware or the nuance of performance as much as you do, or in fact, at all. If I was to ask my friends who own consoles what frame-rate they're playing at I know that I'd be greeted with blank stares. They play the new Fifa and maybe one other game per year and that's it. You & I likely spend more time on this forum than a lot of console owners actually spend gaming...

And the pitfall in your argument is you believing that people need to see the difference to accept it exist, marketing already assured they this exist.

Most people won't see much difference between PS4 vanila and Pro (still 20% of the sales are for the 100 USD more Pro) nor between X1S and X1X (but some have it at almost 50/50 split) but they were told which is better.

And I don't think the 'early adopter' thing really applies here. It's not like a brand new technology, like say, the new folding phones Samsung or Huawei are launching, where the gen 1 design will have issues and the price will be eye-watering. Consoles have become iterative, with solid hardware out the gate & competitively priced. To go back to phones, if I buy the new oneplus 7 within the 1st year of its launch am I an early adopter? To me, the term only makes sense (within the context of this discussion) when there is some major drawback that someone faces when making that early purchase (ie. very expensive or premature hardware), which requires that person to be really passionate to take the plunge.

You may disagree with the term as much as you want, but consoles will still sell under 20M first year as production isn't really high, so you can use your economy of scale and price reduction with maturity of production. If you think early adopters don't exist, why do you think there is a limited number of people that accept to buy the console with almost no game for 400 and others will wait for more games while others for lower price?

There will be plenty of people who enjoy Madden or the yearly Call of Duty who will buy the new PS or XB when it releases because they want to see what the new lick of paint looks like on their favourite characters and they have some spare cash... ($300 to $500 every 5-7 years isn't a lot of money to a lot of people)

So?

As for your price suggestions, let's say you are correct and we have XBLockhart $299 / PS5 $399 / XBAnaconda $499 - I personally think that would put MS in a good position - they will have a good chance at cornering the value-focussed customers on one end and the enthusiast at the other. When it comes time to drop the price, they'll do so across both models to maintain the gap / value propositions.

They weren't able to win against Sony at similar power, lower price, head start, better multiplats. Why do you think they would be able to win on a much weaker and 1/4 res cheaper option and an more expensive almost equal performance?

And why would it be a marketing nightmare exactly? Both Sony and MS have 2 different skus right now, I don't see why the staggered release makes any difference... Nintendo will also likely soon have multiple skus. Look at how many skus iPhone has - doesn't seem to hurt their sales any! If a customer doesn't understand the difference between full HD & 4K then it's likely they'll be just fine with Lockhart anyway, which to me legitimises it's existence in the first place!

The nightmare is for MS not Sony. Sony will be able to say they have a console that is cheaper than Anaconda while delivering same 4K and much stronger than 1080p Lockhart. If you really think resolution and the rest is almost irrelevant to most people then how will MS justify 200 USD more on Anaconda versus Lockhart?

Staggered releases allow for double dips and keep relevance of the system against stronger baseline of PCs, double SKU on release just give lack of focus. Very big difference than HDD size that X360, PS3 used.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."