Hi everyone I have a question
as you know the new "xbox one x" is coming and its a very powerful console with 6 TFLOPs in comparison PS4 Pro only have 4.2 TFLOPs and less memory BW
but theres is something curious about both consoles, X.B.O.X. is "The world's most powerful console" ™ but despite all the "True 4k" logos and mumbo jumbo by Phil Spencer, it seems high profile games are using reconstruction techniques like checkerboard rendering to get to 4K much in the same way as PS4 Pro does
but the PS4 Pro aparently has some extra hardware to help in reconstruction techniques such as ID Buffer and double rate FP16
as far as I understand with FP16 PS4 Pro can double TFLOPs at the the cost of precision but this is not useful everywhere but it has its use and hardware ID buffer helps to know were are the triangles of each object and that helps a lot for checkerboard rendering and to other technique where the game can render the geometry in 4k from a 1080p framebuffer but using the pixels from the textures of the original 1080p resulting in blurry textures(for a 4k image)
all this is explained by Mark Cerny in an article from digital foundry called
Inside PlayStation 4 Pro: How Sony made the first 4K games console
I remember a user here sebbi, posted a link to a very interesting DICE presentation about how all this makes a 30% boost in the frostbite engine
sorry I cant post the links because there is a red banner that says I cant until I post 10 messages :S
both ID buffer and DR FP 16 are AFAIK not present in X.B.O.X. and ID buffer in particular cannot be implemented in software "without a huge impact on performance"
I assume X.B.O.X. is powerful enough to implement all this and still have an advantage but I am interested in knowing how close PS4 Pro can get using all this very clever techniques and maybe someone here can comment about it(without breaking NDA )
as you know the new "xbox one x" is coming and its a very powerful console with 6 TFLOPs in comparison PS4 Pro only have 4.2 TFLOPs and less memory BW
but theres is something curious about both consoles, X.B.O.X. is "The world's most powerful console" ™ but despite all the "True 4k" logos and mumbo jumbo by Phil Spencer, it seems high profile games are using reconstruction techniques like checkerboard rendering to get to 4K much in the same way as PS4 Pro does
but the PS4 Pro aparently has some extra hardware to help in reconstruction techniques such as ID Buffer and double rate FP16
as far as I understand with FP16 PS4 Pro can double TFLOPs at the the cost of precision but this is not useful everywhere but it has its use and hardware ID buffer helps to know were are the triangles of each object and that helps a lot for checkerboard rendering and to other technique where the game can render the geometry in 4k from a 1080p framebuffer but using the pixels from the textures of the original 1080p resulting in blurry textures(for a 4k image)
all this is explained by Mark Cerny in an article from digital foundry called
Inside PlayStation 4 Pro: How Sony made the first 4K games console
I remember a user here sebbi, posted a link to a very interesting DICE presentation about how all this makes a 30% boost in the frostbite engine
sorry I cant post the links because there is a red banner that says I cant until I post 10 messages :S
both ID buffer and DR FP 16 are AFAIK not present in X.B.O.X. and ID buffer in particular cannot be implemented in software "without a huge impact on performance"
I assume X.B.O.X. is powerful enough to implement all this and still have an advantage but I am interested in knowing how close PS4 Pro can get using all this very clever techniques and maybe someone here can comment about it(without breaking NDA )