CaptainKicker skrev:Hvilket er helt hen i vejret, og tydeligvis Butthurt Xbox ejere der ikke kan betale for godt net eller så selvfølgelig PS fanboy, da hardwaren kører spillene skidegodt, prisen så småt er faldet og i øvrigt er det værd, når man får FIFA 14 gratis med og Kinect, samt UI'et er fantastisk ift. PS4'erns lidt kedelige og forvirrende UI.
Major Oblivious skrev:Elite Sniper 3 - senior producer udtaler sig som Xbox One vs PS4 udvikling.
Noget af det interessante er, at han afslører der kommer en ny SDK som er meget hurtigere, og at derefter vil de ikke have problemer med at outputte 1080P som nu.
hey are releasing a new SDK that’s much faster and we will be comfortably running at 1080p on Xbox One. We were worried six months ago and we are not anymore, it’s got better and they are quite comparable machines.
http://gamingbolt.com/xbox-ones-esram-t ... 44BKj1s.99
Erroneus skrev: Den har dårligere hardware, hvilket vi har set i utallige multi-platform titler og nu er UI'en en smagssag, men glimrende er den ikke, hvilket Microsoft selv udtaler at de er klar over og prøver at få rettet:
PS4 is stronger raw, hands down. Wont make any X fans happy but thats the truth of it. Now lets look at diminishing returns of raw gpu performance. Once PS4 raw compute limit is reached games will cease to increase in detail, complexity and performance. 1.8Tflop today is nothing great. Especially for an off the shelf card. Thats why games are buggy atm. Thats why Crytek say that Cryengine could already max out console.
So why does a dev with a Gfx engine that can already max out next gen console go exclusive with a supposedly less powerful console????
Tiled Resources Tiled Resources Tiled resources. Cant stress it enough. XB1 has low level API that runs seamlessly with High level DX11.2+ Tiled Resources. Game changer. Especially when devs get good at this its gonna be the nail in the coffin. This isnt wishful thinking, hoping. This is in practice, proven. PS4 doesnt have access and they are using OpenGL to try and duplicate but nowhere close to what XB1 does with it.
So is XB1 a 1.3 Tflop machine? I dont know, dont care about the raw number. How much deatil can i put into a game at stable fps? That I care about. Tiled Resources. People dont understand the importance of this. 32mb=6+GB of texture on call. Think about the imlications of this number for a minute when it starts getting used widespread and efficiently. So back to the question of Crytek.
And the answer is because PS4 cant render it at stable FPS. Once PS4 hits performance cap there is no workaround, you just cant do anything about it. XB1 performance cap reduced by factors of ???? by Tiled Resources. We dont even know by how much yet as its just now being used by big Devs. An 8GB texture render takes 100% GPU load on ps4 while TR on XB1 can do that with 48mb when devs utilize it. Ryse is just the beginning!
"They have also employed advanced level of detail techniques which remove details as characters are further away from the camera. This is dependent on per item level on character so there is no real switch of model detail all at once"
When MS said they will let the games do the talking they meant it because once more games launch using this resource there will be no denying the proof. Ryse is just the first wave.
Major Oblivious skrev:Men når nu folk er så uenige, hvad er grunden til det så ?
Det virker som om, at man er lidt ude i den religiøs diskussion igen.. Er dette tiled resources blevet bevist effektivt på en Xbox One ?
cigi silk skrev:Jeg kan kun sige - remains to be seen. Det folk desværre har haft fokus på er at PS4 udputter mere RAW power ligesom de i øvrigt gjorde ved PS3 vs Xbox 360. Det viste det sig dengang og det vil vise sig igen at MS haf haft mere styr på hvad fremtiden bringer udviklingsmæssigt og hvordan man sætter Tiled ressorces eller maga textures best i scene og hvad bottlenecks der vil være i fremtiden når TR udnyttes. Og der er det ikke trhoughput der er afgørende fordi det ikke er hele skærmbilledet som skal flyttes ud - men kun de elementer som ændrer sig - er i fokus. Det afgørende er i den sammenhæng af det er latency der bliver afgørende. Og sjovt nok så er det netop der specielt ESRAM men også GDDR3 har en fordel i forhold til GDDR5 i forhold til latency. Det er det internettet ikke har forstået.
Det har sammenlignet specs udfra den gamle måde at udvikle på. Og netop derfor er de første spil også bedre på PS4 - fordi de ikke er skiftet udviklingsmæsigt - det skete også med PS3 i sin tid som betød en ny måde at udvikle på.
Jeg vil igen fast holde at RYSE klart er det flotteste spil next gen - og det har intet med 1080p som Killzone kører med og 900P som Ryse kører med. Det er textures der gør det.
cigi silk skrev:PS4 is stronger raw, hands down. Wont make any X fans happy but thats the truth of it. Now lets look at diminishing returns of raw gpu performance. Once PS4 raw compute limit is reached games will cease to increase in detail, complexity and performance. 1.8Tflop today is nothing great. Especially for an off the shelf card. Thats why games are buggy atm. Thats why Crytek say that Cryengine could already max out console.
So why does a dev with a Gfx engine that can already max out next gen console go exclusive with a supposedly less powerful console????
Tiled Resources Tiled Resources Tiled resources. Cant stress it enough. XB1 has low level API that runs seamlessly with High level DX11.2+ Tiled Resources. Game changer. Especially when devs get good at this its gonna be the nail in the coffin. This isnt wishful thinking, hoping. This is in practice, proven. PS4 doesnt have access and they are using OpenGL to try and duplicate but nowhere close to what XB1 does with it.
So is XB1 a 1.3 Tflop machine? I dont know, dont care about the raw number. How much deatil can i put into a game at stable fps? That I care about. Tiled Resources. People dont understand the importance of this. 32mb=6+GB of texture on call. Think about the imlications of this number for a minute when it starts getting used widespread and efficiently. So back to the question of Crytek.
And the answer is because PS4 cant render it at stable FPS. Once PS4 hits performance cap there is no workaround, you just cant do anything about it. XB1 performance cap reduced by factors of ???? by Tiled Resources. We dont even know by how much yet as its just now being used by big Devs. An 8GB texture render takes 100% GPU load on ps4 while TR on XB1 can do that with 48mb when devs utilize it. Ryse is just the beginning!
"They have also employed advanced level of detail techniques which remove details as characters are further away from the camera. This is dependent on per item level on character so there is no real switch of model detail all at once"
When MS said they will let the games do the talking they meant it because once more games launch using this resource there will be no denying the proof. Ryse is just the first wave.
the people buying into this s**t are simply morons. Nothing else can be said about them. They are morons.
This shit gives me a headache.
I was actually willing to follow along with what misterx was saying but this is just too far over the top for me. Its getting rediculous.
I think this guy is off his meds.
Can we please stop with the Misterxmedia stuff? The guy has become the new CBoat...
Not this shit again
lmao at the moron farm over at the misterxmedia still believing the stupidest shit ever lmao.
cigi silk skrev:Jeg kan kun sige - remains to be seen.
I think this is because of the DirectX Software API which is only on xbox one and Windows 8.1. Although all GCN chips are 11.2 compliant. The difference is, the GCN 1.0 chip use software-tiling.
The DirectX-level sony reffers to is just the hardware-level of features.
Latency is one of the main factors. GDDR5 kills the latency and loses many cycles while switching from read to write. Tiling kills some of the GDDR5 tricks because of really small reads that are performed. so the bandwidth is crippled and the latency is worse. Tiling would be still better than nothing, but GDDR5 is not good at this.
DDR3 has a better latency, and the bandwidth is more resistend against small reads. And there is the "small" esram. Latency is really good, the GPU has the same speed as the esram (no need for sync-cycles between esram and GPU) just to say it, is optimal for tiling (still not counting in the move-engines which also save cycles and bandwidth).
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