http://www.live360.fr/news/169750-Dead_Rising_3_fait_dans_le_cosplay four screenshots seem 720p upscaled in 1080p and last two natively 1080p...
7.127 - 7.094 = 33ms = 2VBL = drop frame
Devkit CPU frequency is 1.594Ghz http://imageshack.us/a/img585/4927/ps4cpu2.jpg
devtool can use OS footprint, OS footprint is lot of empty buffer or devkit can use special OS
it's old chip, not PS4 GDDR5 chip
proof? and the real source is devkit doc and this doc is fully different of course
yes, the same CPU but two different VGleaks sources so then two different technical jargon
merge hardware feature is classic in the console world. for example GT5 1280x1080 rendering is (hardware) upscaled and (hardware) merged with...
Eyetoy is: 320x240 60fps 8bit 1 microphone 1 camera PSeye is: 640x480 60fps, 320x240 120fps 10bit more sensitive less compression 4 microphone 1...
Kinect2 in the 2010 PDF is just a "dual camera HD" too, not Kinect1 technology you can make depthmap like Kinect1 with dual camera
it's just an exemple. on the GDDR5 there is lot of write, rewrite, reread, not just "single read", there is framebuffer too very wrong reasoning...
wrong reasoning, too simplistic for exemple X360 with 8.5GB/frame for 10MB pool ram...
i don't say PS4 will have 8GB, for me PS4 don't need 8GB GDDR5, but i just say it's technically possible and even at the last moment
for me a 8GB devkit is enough for a 8GB console with 2GB OS and i think there will never be 1GB GDDR5 chips for hypothetic 16GB devkit
it's not contradictory and there isn't information on final X720 devkit if Sony would want 8GB for PS4 then they will put 8GB in the devkit too...
no, there is counterexample and a 8GB console (like X720) indicate big OS pool. big OS pool is manly empty buffer for OS features. devkit can use...
no the last devkit (named "SoC based devkit") use the final SoC and GDDR5 of course (no discrete GPU, no DDR3)
yes 256bit controller can support 4 or 8GB GDDR5 and devkit seem already 8GB http://www.vgleaks.com/orbis-devkits-roadmaptypes/
with the clamshell mode and 16bit mode of GDDR5 chip you can simulate 1GB 32bit chip with two 512MB chip (front side and back side PCB) without...
No Ray Tracing until next next next next next next gen
VR and Cloud gaming is antagonistic. VR need 10ms input lag
8 Jaguar cores 1.6Ghz = 1 CU 800mhz = 102.8Gflops
more like 512 input and 512 output no?
Sub720 like PS360
in this example it's x2.5 between cell size and complete DRAM array size...
you calculate with Kgate/mm² number and 1 gate = 1bit? in that case you confuse Mbyte and Mbit edit: ok, you use 0.06um² DRAM cell number, but...
[img] [img] the half-res shadowmap in this batman WiiU screenshot would can be explained with memory architecture on X360 you rasterize shadowmap...
i don't think nintendo use the max chip frequency (because more failure and heat). probably use intermediate 1866mhz data rate = 15Go/s. X360...
I dowloaded and analysed the HQ GTAV trailer and the post process AA is exactly the same than PS3 Max Payne 3, different to the MP3 X360 post...
AA seem MSAAx2 for X360 and post process AA for PS3. there aren't better screenshots?
good news, the two version seem 720p edit: 720 lines but seem low horisontal resolution for both version (960x720 or less, maybe 896x720)
IBM said eDRAM in the CPU http://www-03.ibm.com/press/us/en/pressrelease/34683.wss L2 cache would be eDRAM like PPC A2
yes seem the same PR screenshots method 1080p rendering too but MSAAx2 (and NG3 PS3/X360 isn't 1080p 2xAA of course)
http://immagini.z-giochi.com/2012/09/003.jpg don't seem supersampling or FXAA, just 1080p with MSAAx4 (look the ninja big stick) and...
maybe (NG3 on PS3/X360 have FXAA too?)
yes if texel coverage is smaller than final pixel if texel is bigger supersampling don't solve aliasing coverage anyway quality of this image...
CPU technology isn't just cores today CPU technology is internal bus tech (ring bus...), multi-core tech, complex memory cache tech, multiple I/O...
PPC750 is already OoO in part and his pipeline can be clocked up to 1.5/2Ghz in 45nm
the third have AA (x4 at least) Aliasing on leaves is alpha coverage bullshots for me
i looked some new WiiU footage Ninja gaiden seam sub720 with poor AA (wait retail version for confirm because is strange, is under the PS3/X360...
it don't seem, there is no MSAA but DoF is omnipresent (very lot of DoF everywhere in Pikmin) and hide 99% of aliasing despite lack of AA
Pikmin3, Lego city, New SMBU, WiiFitU, Game&Wario, Nintendo land, Avengers, Tank Tank!, Project P-100 all are 720p no AA
but lot of useless hardware accelerator and I/O. CPU Cores+L2 is 75% of the xenon die and only 40% on this chip 4x AT node (16x A2 core + L2) is...
16 cores (64 threads) 2.3ghz IBM Power already exist in 45nm https://www.power.org/events/2010_ISSCC/Wire_Speed_Presentation_5.5_-_Final4.pdf...
my HMZ [img] [img] [img]
thanks with 45nm: AT node (4 cores + 2MB L2) = 42mm² A2 core = 4mm²
it's an in-die framebuffer size problem. probably too small
New Super Mario Bros Mii on WiiU >> 720p no AA it's the third WiiU game with 720p no AA (Zelda and Chase me, maybe four with the ubisoft FPS)...
Virtua tennis 4 on PS3 and Vita http://img824.imageshack.us/img824/7504/9043l.jpg http://img823.imageshack.us/img823/3925/loadingo.jpg...
Zelda demo is 720p upscaled in 1080p, no doubt and when "communication guys" talk resolution, ALWAYS talk output resolution, never native...