Zero
With 384 bit bus 12 is the only option.
Theres always 24 if its on both sides. ;-)
Zero
With 384 bit bus 12 is the only option.
Depends on the benefit. As McCorbo writes: they're going ot balance the CPU around the GPU around the memory. Anything extra outside of that is costs on the consumer and on MS. They're going to try to bare bones make target. It's unlikely jumping memory > 12GB is going to make a huge difference across all games. Some perhaps, but I'm not sure if all. There are other ways to get performance without having to go the brute force method.24GB confirmed? OK sounds good to me and glad everyone else is in agreement as well.
4-8GB for OS and 16-20GB for games. Simple
But seriously how much would 24GB of GDDR5 cost next year? If Sony put 8GB in a $399 console in 2013 would 24GB be possible in a $499 2017 console?
Also I'm not taking the renders in that video as 100% accurate. Microsoft just wanted to show something in that pr video. It could have 8 on both sides to give 16GB.
that sounds like a good plan on paper, to save budget on the CPU side, but what about CPU limited games? Plus I think AI along with VR/AR and raytracing, is the future, and AI still works better on CPUsTo be clear, I'm not saying a CPU isn't needed at all! Once the work is set up, the CPU distributes it across CU. More CU automatically get used, so you only need more CPU if the GPU is consuming faster than it's being fed, and you can always scale the workload up. The 'GPU's creating work' idea comes from mention of GPUs generating commandlists themselves/data themselves, although specifics are few and far between as it's pretty bleeding edge. Certainly Sebbbi has spoken of GPUs running from a single draw call. https://forum.beyond3d.com/threads/gpu-driven-rendering-siggraph-2015-follow-up.57240/
Depends on the benefit. As McCorbo writes: they're going ot balance the CPU around the GPU around the memory. Anything extra outside of that is costs on the consumer and on MS. They're going to try to bare bones make target. It's unlikely jumping memory > 12GB is going to make a huge difference across all games. Some perhaps, but I'm not sure if all. There are other ways to get performance without having to go the brute force method.
If the goal is Native 4K just for marketing sake, then those titles will be put at a disadvantage in the fidelity category compared to games that are willing to walk the checkerboard route.
24GB would cost a lot. Suppose they do have the cost target to allow it, there has to be a better place to spend that money.
If launch PS4 was $90 for 8GB, a wild guess would be that 8GB is easily $45 today. But this time it's a higher bin, the Pro and Scorpio memory would cost more. PS4 is now using the lowest bin, the one nobody else wants.
Another caveat is that clamshell requires to either drop the speed or take an even more expensive bin. So 24GB could end up above $150. Add this to the large chip and high TDP causing an exponentially higher cost for the SoC and cooling, this would make it a ridiculous BOM for a console (but nowhere near the launch PS3 with it's trifecta of blue laser production issues, abysmal cell yield, and overkill enclosure).
With the volume they need I doubt they can contract anything higher than middle bins. GPUs are using the top bins and someone somewhere needs to buy the millions and millions of chips below 8 gbps. Pro and Scorpio specs are the middle bins. I don't think that can change unless a new node happens just in time for scorpio. Memory speed bins seem to bump up only at node jumps.
Best selling video cards have in the 2,3,4,6, 8 GB range. 8 GB is still very much at or near the top end.
Given that at least initially Scorpio will be competing against the PS4P, I think three times the memory would be too much of a stretch.
We don't know a lot of the specifics about the technical details of PS4P but it was rumored that an extra 512MB would be available for developers. Which if I am right that would be 5.5GB available to developers. Double that and you have 11GB...so if anything 16GB would probably give Scorpio two times the memory...or a little more...for games.
Yep, going by the figures it looks like MS might actually be going for a slightly slower bin than Sony.
The thing about Scorpio that puzzles me is this: what is the point of a console that does 6TFlops, is going to cost a large wad of cash (unless MS are so desperate to prove the 360 wasn't a fluke they're willing to take a massive hit on subsidising it) with a library of games that will, most likely, be available on a PC that is similar if not better spec for less money?
For the 5 trillionth time. Some people (60 million+) actually prefer consoles over pc's for gaming.
Which is true, but irrelevant, to my puzzlement.
As Sony and many more manufacturers have previously shown, not a lot like console gaming at more than ~$300. So what's the point in going so overboard on something that is probably going to be too expensive for market appetite to have much uptake? I mean I like console gaming over PC, simply because of the ease of use and the exclusives (something that MS doesn't really seem to believe in any more) but at anything more significantly priced than the current generation is I'd seriously consider the options. It just puzzles me is all. It's not like I can't see the point in an OP console, I just don't see how they are going to create the market for it unless they're desperate enough to take a massive hit on cost.
but ps4p will be using ps4 assets, Scorpio the plan seems to be using higher quality pc assetsGiven that at least initially Scorpio will be competing against the PS4P, I think three times the memory would be too much of a stretch.