NGGP: NextGen Garbage Pile (aka: No one reads the topics or stays on topic) *spawn*

Status
Not open for further replies.
I'm a 360 fan, but there is no denying from these specs, the ps4 will be more powerful, the only thing, i can hope for is ps4 being 20% more powerful and not 50%.

It's not about which system is more powerful. It's the method of how both systems are discussed: We have concrete leaks (VGLeaks, DF) and we have special sauce leaks (Aegis, etc). The latter is what really annoys me. Evertime Orbis seems to be ahead of Durango, someone comes out with some unspecific blah blah. Orbis has better GPU? No problem, Durango has GPU special sauce. Orbis has better RAM? Nor problem, Durango has RAM special sauce. Orbis has 4 CUs for computing? No problem, Durango has CPU special sauce. But they never give concrete information.
 
It's not about which system is more powerful. It's the method of how both systems are discussed: We have concrete leaks (VGLeaks, DF) and we have special sauce leaks (Aegis, etc). The latter is what really annoys me. Evertime Orbis seems to be ahead of Durango, someone comes out with some unspecific blah blah. Orbis has better GPU? No problem, Durango has GPU special sauce. Orbis has better RAM? Nor problem, Durango has RAM special sauce. Orbis has 4 CUs for computing? No problem, Durango has CPU special sauce. But they never give concrete information.


If i were you I'd take all the information for both consoles leaked so far with a large dose of salts. This nonsense always happens when new consoles are speculated.
 
Isn't it funny that someone always comes up with new fairy dust for Durango that will close the gap to Orbis?

When Orbis was rumored to have a 1.8 TFLOPS GPU, the "leakers" said that Durango will have a secret sauce for the GPU (some kind of super FLOPS) since it had a 7970 in the first devkit. When Orbis was rumored to have 4GiB of super fast GDDR5 RAM, the "leakers" said that Durango will have some wizzard jizz that will close the bandwidth gap. Now Orbis is rumored to have 512 GFLOPS on the computing side (8 Jaguars + 4 GCN CUs) and "only" 1.4 TFLOPS on the GPU side and all of a sudden Durango will have some sort of Super-Jaguar with ultra-beefy FPUs that close the gap again. What happened to the secret sauce for the Durango GPU? No longer required since Orbis was downgraded to 1.4 TFLOPS on the GPU?

All these Durango rumors sound contradictory as hell. I'm not believing any of it until someone comes out with concrete information.
I look at it as something normal when console rivalry is involved. I still remember the Wall Guy days, aahhhh, those were the days!! I can't recall having ever laughed so much in my entire life reading a videogames' thread. I couldn't help it but weep buckets, in such a positive manner, crying with laughter.

Wall Guy was some kind of embarrassment for Microsoft, because people thought those were the graphics that the new console could display.

There is a fan club in 1up.com but it's nowhere near as good as it was back them, cuz those comments and threads on the subject are gone forever.

http://www.1up.com/do/club?clubid=42775

I don't know about the secret ingredients -this sauce talk...- of the new consoles, but as I see it, the differences between consoles are there once again, and this leads to lots of speculation.

It seems to me that Orbis will be the most powerful system this next generation while Durango seems to be the more efficient. WiiU is more similar to the current generation consoles so I don't see any potential advantage over the others.

This new era reminds me of the wonderful GC / Xbox / PS2 era.

I think that, if the rumours are true, Orbis is the Xbox -power- of this generation while Durango is the Gamecube of this generation -efficiency-.

I certainly loved that generation, and while a brother of mine had the PS2, I had the Xbox and the Gamecube, and both were great in their own right.

I still keep nowadays, for some reason I don't remember, an email I sent to my own email address back in 2004 with two excellent posts from actual developers about the differences between those consoles. Yes, I just loved that era so much.

I believe the situation applies nowadays too, it's still valid if rumours are true.

So let's the engineers and developers do the talking. Paraphrasing them -whoever you are- 9 years since then..., thanks...

I don't know what's caused this guy to go on a rant, or where he gets all of his details from, but his final conclusion is wrong.

In real world, practical use, I've found the Xbox to be the fastest console out there. And I've seen a lot of games *in production* and know how they are really performing. How does he know Rogue Leader is pushing 15 million polygons? From a website? From the same sources he criticizes for declaring Xbox the fastest?

For the most part, it sounds like fanboy-ism to me.

As an engineer who works on a lot of real world games, here's how I generally see the three consoles:

- PlayStation2 has the weakest CPU of the three (it's also the oldest, so no suprise). It has the most fillrate, but that fillrate is only good for single-texture triangles (and those numbers from Sony only apply in optimal cases where the triangles are less than 32 pixels wide).

- GameCube has a great CPU, and fast memory. But, of its 32 megs of memory, 8 of them are in "auxillary" memory which is not as fast (and traditionally used for disc-caching and audio). The GCN also had the spectacular TEV unit which can do some incredible multi-texture effects. *BUT*, it's framebuffer is stored in YUV instead of RGB so it is more expensive to do post-processing effects on the framebuffer (if you want to do them in RGB space).

- Xbox has a great CPU, more memory than everyone else, a harddrive (for great disc caching), and most importantly pixel and vertex shaders. While the PS2 can do more at the vertex level with its vector units than Xbox can, Xbox can operate at the pixel level better than GCN or PS2. And operating at the pixel level is key for next-generation quality effects.

Every single developer I talk to (everyone of them, without exception) would prefer to develop titles for the Xbox over both GCN and PS2. They can simply do more with the Xbox.

And my favourite post of the two, most realistic of both.

As a developer who has worked on all 3 system, I do have to say I agree with Microsoft's numbers, in most cases.

In most cases, the XBox is indeed the most powerful.


The GameCube can process many many textures on a single polygon however, so there are definitely cases where the GameCube can do things faster. Overall, the GameCube and the XBox are fairly close.


The PS2 lags far behind both the GameCube and the XBox as far as real world numbers go.


I think one of the reasons you haven't seen a lot of things on the XBox that would be impossible/difficult to do on the other platforms is that the pixel/vertex shaders aren't available on other platforms. With the XBox not usually being a primary SKU, and use of the pixel/vertex shaders making a port to other platforms difficult, I think they tend to be left by the wayside a bit, and not really exploited by developers. This at least has been my experience on the XBox. Most of the work we do on the XBox is to make it look as close as possible to the "other" versions. I think if Microsoft had a higher number of exclusive titles, you would see this change. The other thing that keeps people from really using the pixel/vertex shaders is that the technology itself is fairly new. This manifests itself in that most of the developers don't necessarily have a good system to let the artists create their own vertex/pixel shaders, meaning whatever shaders are used/created are done by programmers, which means you're probably not going to see a lot of fancy stuff that is easily used by the artists. That is one of the reasons I was so impressed by how John Carmack used the shaders for Doom3. From what I understand, the artists basically make 2 models, a high poly one and a low poly one. Then there is a tool that processes those 2 models and creates shaders for the low-poly model to make it look like the high poly one. This is a great use of the shaders, and probably one of the reasons Doom3 looks so good.

Well, the Xbox was the Xbox... and the GC had some great graphics for its time -running GC games on emulators is certainly a sight to behold- and some advantages with transparencies and so on.

Imho, F-Zero GX would be impossible on the Xbox 1 at 60 fps. On the other hand, Doom 3, Unreal Championship 2 and so on wouldn't be possible on the GC.

And that's what I like the most about consoles, customized options and hardware.
 
Regarding the memory bandwidth, which should be the finalDurango figure? I read at the last leak it was 170 GB/s, which is pretty close to the Orbis figure, 176 GB/s. Wouldn´t this be a plus for Durango? like 8 GB of RAM at 170 GB/s vs 4 GB of RAM at 176 GB/s on Orbis?
 
It's only 170 GBps if you add the embedded memory bandwidth and the main memory bandwidth together. That's basically like saying it has a 12.8 GHz processor. And since you're eventually going to have to write to or read from main memory, the 68GBps DDR3 bandwidth is going to present some hard limits to what you can do in a given frame.
 
These 170 GB/s are based on a crazy addition of the bandwidths of each Durango RAM pool: 32MiB eDRAM with 102 GB/s + 8 GiB DDR3 RAM with 68 GB/s = 170 GB/s for the whole system...

Brad Grenz was faster
 
It's only 170 GBps if you add the embedded memory bandwidth and the main memory bandwidth together. That's basically like saying it has a 12.8 GHz processor. And since you're eventually going to have to write to or read from main memory, the 68GBps DDR3 bandwidth is going to present some hard limits to what you can do in a given frame.

We´ll have to wait if that data compression makes a difference in the 68GBs bandwidth to DDR3.
 
It's only 170 GBps if you add the embedded memory bandwidth and the main memory bandwidth together. That's basically like saying it has a 12.8 GHz processor. And since you're eventually going to have to write to or read from main memory, the 68GBps DDR3 bandwidth is going to present some hard limits to what you can do in a given frame.
I suppose it is like on the Xbox 360 where you were forced to write your framebuffer on the eDRAM no matter what, hence developers had an effective bandwidth of 256GB/s every single second at their disposal.

I guess it's the same on the X720, thus all the content that goes through the eSRAM runs at 170GB/s. Or I am wrong? It could be entirely possible.:smile:
 
We´ll have to wait if that data compression makes a difference in the 68GBs bandwidth to DDR3.

Modern GPUs are constantly operating on compressed data formats already, so it's a bit silly to expect some compression miracle to help out to any significant degree. Textures are compressed, normal maps are compressed, vertex data is compressed, we've had Z and color compression for a while... I'm pretty sure the only people promoting the idea of unique gains in this area come from people who don't really understand the spec sheets they're reading. Or maybe everything really is compressed even more, does that mean in a couple years most Digital Foundry Face Offs will just be about pointing out all the ugly compression artifacts in the Xbox 720 version of every game?
 
Modern GPUs are constantly operating on compressed data formats already, so it's a bit silly to expect some compression miracle to help out to any significant degree. Textures are compressed, normal maps are compressed, vertex data is compressed, we've had Z and color compression for a while... I'm pretty sure the only people promoting the idea of unique gains in this area come from people who don't really understand the spec sheets they're reading. Or maybe everything really is compressed even more, does that mean in a couple years most Digital Foundry Face Offs will just be about pointing out all the ugly compression artifacts in the Xbox 720 version of every game?

Aegis mentioned a color depth block. As you say maybe is a standard thing...
 
Cyan, those old posts make sense but even still they don't mention the PS2s crazy EDRAM at all.

It seems extremely early to make any presuppositions of which platform is the better one at this point. Neither will be better than the other in all respects, and small details like even the performance of the harddrive and any security layer that runs on top of it can end up making a world of difference in perception of which is the better system (considering that load-times are often factored in mp comparisons). In that respect I am fairly disappointed by the quoted BluRay speeds, seemingly identical to the one in the Wii U.
 
If i were you I'd take all the information for both consoles leaked so far with a large dose of salts.
If I were him, I'd ignore the comparisons completely. We're hearing now about how the CPUs might be very different - anything known can become unknown in an instant. It's utterly insane to compare unreleased, unknown consoles. Formulating opinions over information that's likely to change is chasing a moving target.
 
Anonymous still is the eight founding member. We still have to wonder who that is.

It could be an obvious IBM. Or "please Intel, join us, please, we've left a blank hexagon for you". Or it's the People's Republic of China for all I could know.
 
It's not about which system is more powerful. It's the method of how both systems are discussed: We have concrete leaks (VGLeaks, DF) and we have special sauce leaks (Aegis, etc). The latter is what really annoys me. Evertime Orbis seems to be ahead of Durango, someone comes out with some unspecific blah blah. Orbis has better GPU? No problem, Durango has GPU special sauce. Orbis has better RAM? Nor problem, Durango has RAM special sauce. Orbis has 4 CUs for computing? No problem, Durango has CPU special sauce. But they never give concrete information.

I think the 4 reserved CUs was a gain for Durango in terms of GPU competitiveness. Most people aren't overly concerned with a compute deficiency in the spec wars.
 
I think the 4 reserved CUs was a gain for Durango in terms of GPU competitiveness. Most people aren't overly concerned with a compute deficiency in the spec wars.

That depends. If you want to deliver DX11-level of graphics, then you need compute resources for lens flare, depth of field and motion blur, and also for physical computations of particles, fluids and textiles. According to the latest rumors, Orbis uses 4 GCN CUs for these kind of tasks and the remaining 14 GCN CUs for graphics rendering. This means no matter how many GPGPU algorithms you utilize, there will always be 14 CUs available for rendering. If Durango has the rumored 12 CUs always available for rendering and some additional compute elements (the infamous special sauce) for the aforementioned features, then you're totally right. But if these featured have to be processed on the 12 CUs...
 
That depends. If you want to deliver DX11-level of graphics, then you need compute resources for lens flare, depth of field and motion blur, and also for physical computations of particles, fluids and textiles. According to the latest rumors, Orbis uses 4 GCN CUs for these kind of tasks and the remaining 14 GCN CUs for graphics rendering. This means no matter how many GPGPU algorithms you utilize, there will always be 14 CUs available for rendering. If Durango has the rumored 12 CUs always available for rendering and some additional compute elements (the infamous special sauce) for the aforementioned features, then you're totally right. But if these featured have to be processed on the 12 CUs...

I was more speaking from a raw rendering standpoint. I think people have recognized the 4 reserved CU's have likely made them less than optimal for pure rendering, meaning the 18 to 12 CU advantage isn't quite as brutish. Durango could still certainly find itself in trouble when you have a compute heavy game without dedicated hardware, as you say. It seems to me that all 12 CUs will be likely be homogenous and can be addressed equally for rendering or compute, much like Xenon was a unified architecture compared to RSX. I just hope the hardware disclosures on console reveals are enough to give us all of these details.
 
I think the 4 reserved CUs was a gain for Durango in terms of GPU competitiveness. Most people aren't overly concerned with a compute deficiency in the spec wars.

I think it's easier to see the difference in physics, lighting, and animation than in the other things alone. Give me those and 3D and the difference should seem pretty far apart.
 
Status
Not open for further replies.
Back
Top