There was never a nvidia GPU in any devkit from MS that was released after the 360 launched, including rumored alpha devkits.
Interesting.
There was never a nvidia GPU in any devkit from MS that was released after the 360 launched, including rumored alpha devkits.
If our sources are correct (and we’re confident they are), Microsoft has made the move that publishers and developers have been asking for. Microsoft’s next Xbox will do what Steam and the App Store have been doing for years, and very successfully, too – a download-first, one profile, one purchase, one storefront system. Overnight, it’ll stop GameStop and GAME from selling on games without a penny heading back to its publisher, let alone its creator.
What’s trickier for Microsoft is in explaining its decision when faced with Sony’s plans for the PlayStation 4. Walk into a game retailer (should you be able to find one by the time these consoles arrive) and the choice could be simple: PlayStation 4 is more powerful, and plays second-hand games. One can imagine how fruitful a call between Kaz Hirai and Don Mattrick might have been had they both agreed to take the same measures against second-hand sales.
Nah, you just refuse to admit that a GPU with as many transistors as a HD7770 today is a GPU that could fit into a mobile SoC in 4 years using 14nm.
At first, I was somewhat disappointed, as I expected something along the lines of on the fly full speed transcoding of JPEGXR and DXTC, which would literally increase bandwidth, but now everything falls into place.
From the tiling abilities of DMEs, it seems MS firmly believes in tiled renderers, which is supported by the fact of relatively small size of ESRAM (Wii had 24Mb iirc, so something like 128Mb would be more understandable). Together with multipass rendering, where GPU iterates over the same set of data several times, it makes perfect sense.
With tiled multipass, GPU would process one small (supposedly fitting into ESRAM) chunk of data several times over, every time using the full 102Gbps bandwidth and probably also having low latency, though it really shouldn't matter much. At once, DMEs would move the next chunk of data into ESRAM, not disturbing the GPU. Then DMEs would move the result out to be sent to screen, while GPU would switch to processing next already loaded chunk. Their capability of interworking tiled and linear memory suggests that such a behaviour would be easy to implement.
For example, let's say we have 4-pass rendering. Then processing a chunk of data from ESRAM would take the same time it would take the DMEs to load that chunk. Though, actually, 2-pass would suffice, as GPU also has to write changes back, and DMEs would mostly work one way. This is where reduced latency comes to play.
The relatively enlarged L2 cache is probably a measure to further reduce latency a bit and to give DMEs opportunity to actually access ESRAM - as GPU is probably fast enough to utilise all the memory bamdwidth by itself ,unless the very current working set is cached.
The DMEs don't do stuff that would be done by shaders on PS4. As there is no ESRAM in PS4, there is no point in DMEs. Though linear to tiled conversion is useable perhaps, would reduce memory wait times in tiled renderer as far as I understand them. They could also be used to defragment RAM, but I think that's not very needed in a console.
Furthermore, it doesn't even look too bleak compared to PS4. Granted, it's less powerful, but probably a bit more efficient. In worst case, PS4 would be 1080p60 and Xbox 720p30. Though IMO, just the switch to p30 would be enough. Moreover, there are some advanced interpolation techniques using motion maps that could be used to make 60fps out of 30 with very minimal overhead. And now, let's see. PS4 has 1.5 times the raw power on GPU. 30fps would require 2 times less power than 60 (I know that it doesn't scale so linear, but it's just an example). So you have to use only 9 CU instead of 18 for that, which leaves I' with 3 CUs free, which can be used for physics or other GPGPU.
So, I suppose, while first party would look better on PS4, though probably not very much, multiplatforms would be generally equal. Xbox first party would probably look the same as multiplatform though.
At this point, I don't see any point in continuing the discussion. You're either purposely ignoring my points or shifting to different topics that get away from the original intent of the discussion. I stand by my initial assertions: Durango will not be less than a 120W system and there will be no Durango tablet.
Granted, it's less powerful, but probably a bit more efficient. In worst case, PS4 would be 1080p60 and Xbox 720p30.
Maybe you're only considering area, but getting this level of performance is hard! Bandwith is a huge problem, so you have to account for interposer memory to match that 128bit gddr5.
Then power use tends to scale down but not as much as you'd want.
With these warnings, I think that still you are not far off but you'd see that on hardware similar to the current Surface Pro (expensive, "only" 3-4 hours battery life) or ultrabooks.
After lukewarm product that was RT, which supposed to be their showing off how to do Win tablet, and after disappointing product and launch what is Windows 8, they could go and get a "hat trick" with next Xbox. Only problem is in the fact that when it gets tough in console space, there is no second year to release new and improved product, you are in for a bumpy 6 year ride at least.
If thats what happens, if they push Kinect and social integration at expense of better gaming platform I really hope they fail and learn a hard lesson, just like Sony did this generation.
Best new poster we've had in a while.
Welcome to B3d!
PS. The bolded part is very very intriguing. I know TVs have motion smoothing, but they generally tend to add latency.
Can it be better on consoles?
Furthermore, it doesn't even look too bleak compared to PS4. Granted, it's less powerful, but probably a bit more efficient. In worst case, PS4 would be 1080p60 and Xbox 720p30. Though IMO, just the switch to p30 would be enough. Moreover, there are some advanced interpolation techniques using motion maps that could be used to make 60fps out of 30 with very minimal overhead. And now, let's see. PS4 has 1.5 times the raw power on GPU.
So, I suppose, while first party would look better on PS4, though probably not very much, multiplatforms would be generally equal. Xbox first party would probably look the same as multiplatform though.
You are assuming that Durango can make up the difference the +4 cu's of Orbis and not actually need to use some of it's 12 cu's to actually do some of the stuff done on Orbis's +4 cu's.from what we know, we have 14 CU on orbis for graphic balanced work and 4 for other task that could give only marginal help for graphics
14 CU vs 12 means +16%
and only in GPU
how can this 16% make orbis 400% times faster than durango? (720p30 vs 1080p@60)
They aren't preventing the sale, they are just making a used purchase undesirable.
IMO this is a situation that Microsoft must to avoid, at least for multiplatform games.
Best new poster we've had in a while.
Welcome to B3d!
PS. The bolded part is very very intriguing. I know TVs have motion smoothing, but they generally tend to add latency.
Can it be better on consoles?
from what we know, we have 14 CU on orbis for graphic balanced work and 4 for other task that could give only marginal help for graphics