IMO: APU $100, ram $50 [way less if its WideIO on interposer], bluray $30, hdd ~$40, rest $150-180 [mobo, psu, southbridge stuff, cooling, manufacturing] . It will be profitable at $400, or sold at minimal loss.
How can this cost $400, when the PS3 still sells for $250?
How does 18 texture units compare to modern graphics cards?
PS1 classics are emulated, PS2 classics are ported (using some sort of simple wrapper, IIRC, so it's possible the ISO is still a part of it), HD Remasters are fully ported.Err, ps1 and ps2 classics are emulated, not ported. That example actually proves you wrong.
Contrary to popular belief, selling ISO dumps of classic games is more profitable than porting those games individually and selling them.
you can't compare consoles to PCs. 1.84tflops on a console is capable of more than that in relative terms.
They both have to hit $399. That's the ballgame, not what motion crap is standard.
And when you consider that the playstation 4 is designed to last another 7-10 years that amount of RAM looks extremely and i mean extremely pitiful.
In an ideal world they should be targetting upwards of 8gb.
Sony electronics should really take charge here instead of SCEE.
Orbis: Blake GriffinWii U: Chp
Orbis: Kyle Rayner
Durango: Hal Jordan
you can't compare consoles to PCs. 1.84tflops on a console is capable of more than that in relative terms.
Orbis' GPU is supposed to be based on Pitcairn and was supposed to sit somewhere between 7850 and 7870 which the CU count shows. However, its texture unit is less than half, yes, less than half of Cape Verde GPU 7770 which has 40.
The console will cost more than $400 at launch.
How can this cost $400, when the PS3 still sells for $250?
Orbis: Blake Griffin
Durango: Kendrick Perkins
Wii U: Muggsy Bogues
Man that gif is depressing
So tech gaf is this good or bad? I'm not planning buying a 720, I love my 360 but MS is full of BS these days.
Orbis' GPU is supposed to be based on Pitcairn and was supposed to sit somewhere between 7850 and 7870 which the CU count shows. However, its texture unit is less than half, yes, less than half of Cape Verde GPU 7770 which has 40.
How can this cost $400, when the PS3 still sells for $250?
IMO: APU $100, ram $50 [way less if its WideIO on interposer], bluray $30, hdd ~$40, rest $150-180 [mobo, psu, southbridge stuff, cooling, manufacturing] . It will be profitable at $400, or sold at minimal loss.
I'm so shallow, all I care about is a picture of the thing
It's kind of sad consoles have fallen to this and the most interesting thing to look forward to is some hardwired compression units...Durante said:I think the most interesting "new" part in this are the Extras
Don't bother, people refuse to look at the facts and continually think that
8GB DR3 is > than 4 GB of GDDR5
It's just too difficult to differentiate the numbers from actually specs... 8>4 yes! : /
Orbis: Blake Griffin
Durango: Kendrick Perkins
Wii U: Muggsy Bogues
Does this mean non-bad downloads & installs?I think the most interesting "new" part in this are the Extras, but there isn't really a lot of information there. However:
- Audio Processor (ACP)
Should take some signal processing load off the CPU, which is good considering its relative weakness at that task compared to Cell.
- Video encode and decode (VCE/UVD) units
Really interesting if we could get across-the-board support for low-latency streaming to Vita.
- Display ScanOut Engine (DCE)
I guess this time around the Sony console won't have a disadvantage in scaling.
- Zlib Decompression Hardware
Certainly interesting for loading and streaming.
I think the most interesting "new" part in this are the Extras, but there isn't really a lot of information there. However:
- Audio Processor (ACP)
Should take some signal processing load off the CPU, which is good considering its relative weakness at that task compared to Cell.
- Video encode and decode (VCE/UVD) units
Really interesting if we could get across-the-board support for low-latency streaming to Vita.
- Display ScanOut Engine (DCE)
I guess this time around the Sony console won't have a disadvantage in scaling.
- Zlib Decompression Hardware
Certainly interesting for loading and streaming.
no I mean it like this. If a console had 1.84 and a PC had 1.84. The console 1.84 will be capable of doing more. So you can't accurately judge the gap.Isn't that still bad though? I mean, if what you are saying is true, 680 is supposedly double that?
It's not. I made the same mistake, multiply by 4.
- Display ScanOut Engine (DCE)
I guess this time around the Sony console won't have a disadvantage in scaling.
quite a few? afaik only the DF article (and ERP saying it was less but not much). Before the DF article everyone was saying 1-2
Well, believing 8>4GB is just as foolish as to think bandwidth can entirely counterbalance a lack of available memory.
Fuck price conscious consumers.
If you're buying a virtual headset for you to play video games on/in...you don't get to be price conscious.
How can this cost $400, when the PS3 still sells for $250?
Well, believing 8>4GB is just as foolish as to think bandwidth can entirely counterbalance a lack of available memory.
Wii U is Krillin.
I'll buy this even at $500. $500 is cheap.
Orbis: Blake Griffin
Durango: Kendrick Perkins
Wii U: Muggsy Bogues
Logic says that the CUs would scale linearly as other AMD GPUs do. 6 Backends for about 24 ROPs.GPU:
- custom D3D11.1 class 800-MHz graphics processor
- 12 shader cores providing a total of 768 threads
- each thread can perform one scalar multiplication and addition operation (MADD) per clock cycle
- at peak performance, the GPU can effectively issue 1.2 trillion floating-point operations per second
attention: for some reason the ROPS and the texture units are devided by 4.
in other words, 8 backends x 4 ROPs per backend = 32 ROPs & 18 texture units * 4 = 72 texture units.
Sounds like 1.86 Tflops total. 14 CU's dedicated to the GPU, 4 maybe for GPGPU computation.
attention: for some reason the ROPS and the texture units are devided by 4.
8 backends x 4 ROPs per backend = 32 ROPs.
18 texture units * 4 = 72 texture units.
Each compute unit contains 64 kB local memory, a texture unit with 16 kB of L1
cache, and four vector units.
Hd10xx card is new. So next gen architecture ?
I'm not so tech savvy, so I don't understand these numbers. But I hope we start seeing leaks of what the console itself will look like. With all the rumors and tech specs coming out, it seems likely that we'll see something of Orbis and Durango at E3.
attention: for some reason the ROPS and the texture units are devided by 4.
8 backends x 4 ROPs per backend = 32 ROPs.
18 texture units * 4 = 72 texture units.
single layer (25 GB) or dual layer (50 GB) discs