These guys need to stop talking specs. It simply highlights a disadvantage.
This. All it tells us is that Microsoft locked up that power in the first place
These guys need to stop talking specs. It simply highlights a disadvantage.
Yeah, I thought the headline meant there was 1.3something + 10% that would be accessible later through optimization, not 1.1 -> 1.3.
do you think PS4 uses at least a couple of % of it's GPU for the OS also?
I'd venture a guess that they would use at least 3-4%. Is that unreasonable?
Wow the news for X1 get worse and worse but on the other hand MS is trying harder and harder to spin the power gap. These articles sound like moneyhated PR from MS to make X1 power look on level of PS4. But the smart readers can smell the BS from far away.
MS going with the bloated pos W8 OS for X1 is one of the worst decision IMO. But then again, they always wanted to push metro any way they could.
do you think PS4 uses at least a couple of % of it's GPU for the OS also?
I'd venture a guess that they would use at least 3-4%. Is that unreasonable?
It would need nowhere near that. At most, you'd reserve a bit of fillrate to alpha the dashboard over the game [now in the background]. When you're in the dash, the framerate of the game in the background has no impact on you, so if you drop a few frames, so be it. So really, you've no need to reserve any GPU. with the 2 reserved CPU cores being that enough for anything you need to do.
So currently:
Xbone: 1.18 TF GPU (12 CUs) for games
Xbone: 768 Shaders
Xbone: 48 Texture units
Xbone: 16 ROPS
Xbone: 2 ACE/ 16 queues
PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +400%
So currently:
Xbone: 1.18 TF GPU (12 CUs) for games
Xbone: 768 Shaders
Xbone: 48 Texture units
Xbone: 16 ROPS
Xbone: 2 ACE/ 16 queues
PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +400%
Probably? yea, I expect 1-3% but to say that the video posted is proof is wrong.
To your two points, the allocation in RAM for the game would likely not change whilst it's suspended, also that would not prevent the OS from using the 2gb or whatever is reserved for the OS. Second the game can be told it is being kicked off by the CPU reservation the OS already has. The Vita already does this.
Regarding MS activating the extra 2 CU's vs 6% increase in clock speed, it looks like the extra 2 CU's really wouldn't be utilized because of the setup of their system. They're ROP limited. PS4 has 32 ROPs which is overkill for 1080p, but it's better to have more unused than less and running into issues w/ just 16 ROP.
The downside of the Xbone's memory setup also limits them to 16 ROP. They couldn't have the same 32 ROPs as PS4 because they wouldn't even be able to utilize them due to a lack of memory bandwidth.
All this confirms to me is that a Kinectless SKU is coming...
it's optimistic to think PS4 doesn't have any reservations for its own system...
it's optimistic to think PS4 doesn't have any reservations for its own system...
it's optimistic to think PS4 doesn't have any reservations for its own system...
Vita games freeze when you go back to the dashboard. I don't think PS4 games will have the same restriction. MMOs, for example, shouldn't freeze when they go to the dashboard. If the game is doing some sort of GPGPU for updates during the frame, then there's no way to guarantee a snappy dashboard with a game running in the background without some sort of GPU time slicing.
The video doesn't really show things either way. It can be accomplished with both methods, and in any event even if the GPU time slicing is reserved, the OS need not actually eat its slice if it doesn't need to render the dashboard.
Digital Foundry to unlock more positive news over time.
Anyway, shouldn't the PS4 be at least reserving some to resources to have a responsive UI? Probably wouldn't need 10% as there's not going to be Kinect overhead, but still there has to be some reservation.
Honestly, I think MS should simply just avoid arguments about the power discrepancy between the PS4 and Xbone.
They really need to just focus on games. Stick to talking about games and how graphics/power don't mean everything.
They can't win a measuring stick battle with the PS4. It has a better RAM setup w/ more bandwidth, 50% more CU's over the Xbone's setup, twice the ROPs, more ACEs, etc... there's no way to spin it. Sony has them on the hardware battle. Focus on games and games alone. That's really what matters anyways.
Was the two reserved core news confirmed? Beside GG's slide.It would need nowhere near that. At most, you'd reserve a bit of fillrate to alpha the dashboard over the game [now in the background]. When you're in the dash, the framerate of the game in the background has no impact on you, so if you drop a few frames, so be it. So really, you've no need to reserve any GPU. with the 2 reserved CPU cores being that enough for anything you need to do.
It's optimistic, but it's what we know. At best, we could take out the same 10% off the gpu and do the same comparison.
So currently:
Xbone: 1.18 TF GPU (12 CUs) for games
Xbone: 768 Shaders
Xbone: 48 Texture units
Xbone: 16 ROPS
Xbone: 2 ACE/ 16 queues
PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +400%
Looks unbalanced to me.
So currently:
Xbone: 1.18 TF GPU (12 CUs) for games
Xbone: 768 Shaders
Xbone: 48 Texture units
Xbone: 16 ROPS
Xbone: 2 ACE/ 16 queues
PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +400%
Looks unbalanced to me.
Was the two reserved core news confirmed? Beside GG's slide.
So they are reserving roughly 5 iPhone 5 GPUs (25.5GFLOPS) worth of floating point operations per second for the OS and apps, if I'm doing my math right. Yeah, I think they can probably safely lower that reservation over time without impacting app performance appreciably.
So they are reserving roughly 5 iPhone 5 GPUs (25.5GFLOPS) worth of floating point operations per second for the OS and apps, if I'm doing my math right. Yeah, I think they can probably safely lower that reservation over time without impacting app performance appreciably.
We're unsure, there is a chance that the Camera would be an optional feature in games, so the reservation would be 0 whilst playing some games but others could choose to use the camera and would have a self imposed 10% if it wanted to use some camera style GPGPU. But it would of course only be applicable to camera games in this case I imagine.
10% out of 1.84 is 184 Gflop for OS rendering. That is almost current gen GPU power which rendered games like GOW3.
That would be probably best interactive animated OS created with open world and multiplayer. Objective: Reach Options > Network. Summoning system from DS and your friends avatars would play as enemies.
When I see comparisons like this I just further wonder how Microsoft dropped the ball on the specs so badly. The ironic thing is that the PS4 is not even that powerful. It's just the Xbox One looks under-powered comparatively.
It's not like they have a choice. I'm betting right now they wished they didn't have any of those snap features so they could give games 100% of the power. Anything to narrow the performance chasm between the two consoles.
MS. You dun fecked up. You cheapened out on a low arse GPU and you're going to pay for it for the next 10 years.
im so confused.
Can someone summarise the facts.
Has anything changed?
You're forgetting skeletal tracking/facial recognition/etc for Kinect. I don't know how much GPGPU that takes out of the 10%, but it's a factor as well.
Relatively speaking....depends on context and standards used in judgement.
You're forgetting skeletal tracking/facial recognition/etc for Kinect. I don't know how much GPGPU that takes out of the 10%, but it's a factor as well.
When I see comparisons like this I just further wonder how Microsoft dropped the ball on the specs so badly. The ironic thing is that the PS4 is not even that powerful. It's just the Xbox One looks under-powered comparatively.
True. We don't know if the full Kinect API is running all the time, either, or just a subset.
Still, that's a lot of reserved math, so I don't doubt the claims that were made that they will be able to reduce it.
It would need nowhere near that. At most, you'd reserve a bit of fillrate to alpha the dashboard over the game [now in the background]. When you're in the dash, the framerate of the game in the background has no impact on you, so if you drop a few frames, so be it. So really, you've no need to reserve any GPU. with the 2 reserved CPU cores being that enough for anything you need to do.
Shit. I thought Kinect has its own processor so it didn't need to use the Xbone GPU.
We had a different perspective not long ago.
I still remember when 2-4GB's of RAM and a mid range PC specs was expected for next gen. PS4 surprised and was better than expected with 8GB GDDR5 and a decent graphics card; Xbone was no longer enough but too late for Microsoft to change.
I just remembered that the PS4 also has a camera and will have voice and face recognition. Will that change anything in your calculations?
I just remembered that the PS4 also has a camera and will have voice and face recognition. Will that change anything in your calculations?
"More GPU" power to developers? Isn't that a bit.. deceptive, since they are just unlocking some power that would otherwise be used elsewhere, or could only be used on certain apps by developers?
I just remembered that the PS4 also has a camera and will have voice and face recognition. Will that change anything in your calculations?
Shit. I thought Kinect has its own processor so it didn't need to use the Xbone GPU.
We had a different perspective not long ago.
I still remember when 2-4GB's of RAM and a mid range PC specs was expected for next gen. PS4 surprised and was better than expected with 8GB GDDR5 and a decent graphics card; Xbone was no longer enough but too late for Microsoft to change.