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Old 13-Jul-2012, 07:09   #51
Kb-Smoker
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Quote:
Originally Posted by Andrew Lauritzen View Post
That's cause SLI/AFR is trash
Epic saying everyone showing Sony and ms what they can do with this power. Maybe someone said here the target gpu, make what you can... target gpu was 680.

Quote:
"In determining what the next consoles will be, I'm positive that [Sony & Microsoft are] talking to lots and lots of developers and lots of middleware companies to try and shape what it is. We've certainly been talking with them and we've been creating demonstrations to show what we think.


"And obviously the Elemental demo, same thing. We're certainly showing capability if they give s that kind of power, but so is everybody else."
Epic even say if they can't do that today then delay the consoles another year.


http://www.videogamer.com/xbox360/ge...rformance.html
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Old 14-Jul-2012, 10:45   #52
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Originally Posted by bgassassin View Post


Yes, there are no PS4 dev kits despite the target specs coming out last year.

And the rumor says 18CUs which even you've attested to the power in this very thread. I give you credit for trying though.
If there aren't dev kits, don't expect a PS4 until WELL into 2014. You do realize that dev kits are released well before hardware is even taped out right?
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Old 14-Jul-2012, 11:45   #53
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He was being sarcastic.
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Old 14-Jul-2012, 21:54   #54
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Originally Posted by Rangers View Post
He was being sarcastic.
I guess the eye roll wasn't clear enough.
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Old 27-Sep-2012, 18:03   #55
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Just came across this:


Quote:
Originally Posted by games.on.net/2012/09/why-the-pc-version-of-nfs-most-wanted-will-be-the-best-around-criterion-talks-tech/

http://games.on.net/2012/09/why-the-...on-talks-tech/

[...]

games.on.net: Do you know which features of DX11 you’ll be using?

Leanne Loombe: We’re primarily leveraging the increased efficiency of DX11 to give improved performance. The move to DX11 from DX9 has given us around a 300% improvement in rendering performance.

[...]

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Old 27-Sep-2012, 18:57   #56
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Darn, shame Wii U missed out on DX 11 then
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Old 27-Sep-2012, 23:36   #57
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I have my 3x AMD 7950's at a constant 99% load so they're being used to the fullest
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Old 28-Sep-2012, 09:33   #58
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Originally Posted by almighty View Post
I have my 3x AMD 7950's at a constant 99% load so they're being used to the fullest
What are they used for though? Running console-ports in a higher resolution?

If they'd optimise for PC then you would be playing sim city, the size of new york with the detail level of crysis
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Old 28-Sep-2012, 09:45   #59
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Originally Posted by antwan View Post
What are they used for though? Running console-ports in a higher resolution?

If they'd optimise for PC then you would be playing sim city, the size of new york with the detail level of crysis
For playing Crysis with SGSSAA
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Old 06-Oct-2012, 14:02   #60
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Just came across the following interview again and the following part appears to fit within this thread quite well:


Quote:
Originally Posted by Digital Foundry

http://www.eurogamer.net/articles/di...ro-2033?page=4

Digital Foundry: How would you characterise the combination of Xenos and Xenon compared to the traditional x86/GPU combo on PC? Surely on the face of it, Xbox 360 is lacking a lot of power compared to today's entry-level "enthusiast" PC hardware?

Oles Shishkovstov: You can calculate it like this: each 360 CPU core is approximately a quarter of the same-frequency Nehalem (i7) core. Add in approximately 1.5 times better performance because of the second, shared thread for 360 and around 1.3 times for Nehalem, multiply by three cores and you get around 70 to 85 per cent of a single modern CPU core on generic (but multi-threaded) code.

Bear in mind though that the above calculation will not work in the case where the code is properly vectorised. In that case 360 can actually exceed PC on a per-thread per-clock basis. So, is it enough? Nope, there is no CPU in the world that is enough for games!

The 360 GPU is a different beast. Compared to today's high-end hardware it is 5-10 times slower depending on what you do. But performance of hardware is only one side of equation. Because we as programmers can optimise for the specific GPU we can reach nearly 100 per cent utilisation of all the sub-units. That's just not possible on a PC.

In addition to this we can do dirty MSAA tricks, like treating some surfaces as multi-sampled (for example hi-stencil masking the light-influence does that), or rendering multi-sampled shadow maps, and then sampling correct sub-pixel values because we know exactly what pattern and what positions sub-samples have, etc. So, it's not directly comparable.
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Old 06-Oct-2012, 16:51   #61
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Capom once said that 360's Xenos CPU is equal to a 3Ghz Pentium Dual core, so it's really slow by today's standards.
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Old 06-Oct-2012, 16:58   #62
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Depends what you're doing. Maths throughput should still be high, with 3 wide vector units at 3 GHz.
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Old 08-Oct-2012, 22:24   #63
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Quote:
Originally Posted by Shifty Geezer View Post
Depends what you're doing. Maths throughput should still be high, with 3 wide vector units at 3 GHz.
Which is probably why the 360 has managed to stay competitive for so long when it comes to games with good physics, animation, etc that need GFLOPS.
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