Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Is someone going to explain what UAV's are ?
You could start by reading Digital Foundry's interview with 4A games after they finished Metro Redux.
If it's already feature complete, XB1 cannot possibly leapfrog PS4. You can't get make a >40% gain in hardware performance from an API change that isn't unique to your platform. If it's not already feature comparable, Sony will bring it in. And the 40% GPU advantage will still be there. If anything, the changes in graphics APIs favour PS4's advancement because it's more CPU bound than XB1, and alleviating that CPU pressure will free up a larger percentage of CPU resources.Will be interesting to se how much improvment the Xb1 will gain and if it leapfrogs PS4.
What will/can Sony do with GNM in the future, is it already complete feature wise compared to DX12 or do they need to add to etc.
The XB API is pretty much public as it parallels DirectX on PC. Any talk on DX on PC was thus relevant for XBox. Sony's APIs are 100% behind NDAs and we have to wait for Sony/devs to discuss it.Is it just me or is there always more info/discussion on the Xb api, feels like it when thinking back upon the last gen also.
Stop trolling or I'll call...If it's already feature complete, XB1 cannot possibly leapfrog PS4.
If it's already feature complete, XB1 cannot possibly leapfrog PS4. You can't get make a >40% gain in hardware performance from an API change that isn't unique to your platform. If it's not already feature comparable, Sony will bring it in. And the 40% GPU advantage will still be there. If anything, the changes in graphics APIs favour PS4's advancement because it's more CPU bound than XB1, and alleviating that CPU pressure will free up a larger percentage of CPU resources.
Doing some math will indicate that @ 853 Mhz at 12 CUs, the required bandwidth to remove the bandwidth bottleneck for CUs will be approximately ~240 GB/s. This happens to be approximately the total complete bandwidth of Xbox One (192 GB/s + 67GB/s). When looking at PS4 we have a max theoretical of 176GB/s, and as such, bandwidth will become a bottleneck for all 18CUs. Math will show that there is only enough bandwidth to fully saturate 9CUs. From a design perspective Xbox One is better built for sustained high bandwidth work, the less idle time the more performance you can obtain from the Xbox. So much so that in it's perfect impossible form it can fully saturate 12CUs vs PS4s 9 CUs. This is not a strong argument to compare performance between the two systems, but this is a strong argument on how their systems are designed for the new API.Page 4: Specifically, for a GPU composed of 32 CUs, we found that 700 GB/s eliminated the memory bandwidth bottleneck for all our workloads.
The PS4 does not have such a cooler, today is exhibits increased fan noise when playing specific games. The question becomes, how well tested is the hardware for this level of GPU efficiency?The Xbox One does use less energy than the PS4 when it's playing games (112 watts versus 137 watts) or streaming videos (74 watts versus 89 watts). Polygon, http://www.nrdc.org/media/2014/140516.asp
Is that fair/valid as less than 0.5% of the memory is capable of 192gb/s ?(192 GB/s + 67GB/s).
Is that fair/valid as less than 0.5% of the memory is capable of 192gb/s ?
wouldn't the average bw be just under 68gb/s ?
That's an interesting theory. A counterpoint is that Sony were/are expecting GPU utilisation to shoot up thanks to compute. If AMD provided accurate data on high-utilisation, it should have been factored into the design. Of course, mistakes happen and there's the possibility that Sony didn't really design with suitable future-proofing for changes in software and hardware utilisation.When we consider these points together, it is clear to me at least that MS has designed the console to be ready for DX12.
That's a good question. I'm certain that it's unlikely the average bandwidth for Xbox One is only slightly larger than 68GB/s. That would put it in approximately Radeon 4850 territory. Y.
Yes and I agree with this - we will unfortunately never know as GNM will stay under lock down. My only fear is that if they stressed tested for a specific profile and tuned the entire system around it, and now there is an even higher performance profile available to them - then careful considerations need to be done before implementing it; but there still could be room for it however it's up to Sony.That's an interesting theory. A counterpoint is that Sony were/are expecting GPU utilisation to shoot up thanks to compute. If AMD provided accurate data on high-utilisation, it should have been factored into the design. Of course, mistakes happen and there's the possibility that Sony didn't really design with suitable future-proofing for changes in software and hardware utilisation.
Well if esram wasn't used at all it would be operating at around 30GB/s or less as it fights with the CPU for memory access.why is that a problem or surprising? XB1 GPU is what 852MHz and 768sps? a 7770 (250X) is 1000MHz 640sps and 72GB/s with no ESRAM
I consider that a given. 'DX12', this new style of graphics hardware implementation, starts with Mantle a year or so ago. It didn't exist when XB1 and PS4 launched and likely doesn't exist in their current SDKs.Another counterpoint is if GNM had built in DX12 features already and that was the profile they tested against. However in this scenario I would expect the gap between the two consoles to be larger than a canyon. And instead we see the patterns of a performance gap particularly 900p vs 1080p - which is accountable by hardware alone. I don't think GNM is quite yet DX12, so the question becomes how stress test profiles are managed.
Is that fair/valid as less than 0.5% of the memory is capable of 192gb/s ?
wouldn't the average bw be just under 68gb/s ?
Perhaps - but then there is this slide that likely MJP won't talk aboutI consider that a given. 'DX12', this new style of graphics hardware implementation, starts with Mantle a year or so ago. It didn't exist when XB1 and PS4 launched and likely doesn't exist in their current SDKs.