WOW. Guess physical copies aren't going away any time soon.
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WOW. Guess physical copies aren't going away any time soon.
No seasons left for MS it seems.
I am sure London Boy liked your post because it made him horny
PS4+XB1 are ahead of the PS3+360 by 47% as of their third December. Hold on a bit for Nintendo.
After 3 calendar years. (Rounding to nearest 10k)
[2007] 360: 9120K
[2008] PS3: 6790K
[2008] Wii: 17540K
Total: 33450K
[2014] WIU: 3660K (-79% from Wii)
[2015] PS4: 12420K (+83% from PS3)
[2015] XB1: 11130K (+22% from 360)
Total: 27210K (-19% from 7th gen)
Thanks, Nintendo.
Looking back a bit to the 6th gen.
After 3 calendar years. (Rounding to nearest 10k)
[2002] PS2: 15670K
[2003] XBX: 7760K
[2003] GCN: 6820K
Total: 30250K
[2014] WIU: 3660K (-46% from GCN)
[2015] PS4: 12420K (-21% from PS2)
[2015] XB1: 11130K (+43% from XBX)
Total: 27210K (-10% from 6th gen)
360 started to sell ganbusters in US in 2010 when it did 6,764,089.
So there's what PS4 was at over PS3. 83%. Nearly double sales. So Xbox is running a healthy +20% just to try to keep up. Shows again what a monster Wii was, it's destroying the fast starting PS4.
IMO, that won't help much. Being $50 cheaper for almost whole year did not help MS when PS4 was $399. Market sees PS4 as more desirable than $50 cheaper competition.
MS have to get out ahead of Sony next generation, and with the most outrageously large GPU they can manufacture. Otherwise they are dead out of the gate in Europe because they will have nothing to gain traction with.
The only way MS has a gangbuster anything is if they release a fully backwards compatible Xbox One Plus that has at least 24 CUs / GDDR5 at the same price as the Sony PS4 during 2017.
IE: Not going to happen.
...
However IMO there's one key decision MS completely blew IMO that I wonder how much could have helped them, and I feel like it may have been huge. The decision, admitted by themselves in the architects interview with DF (and I was also getting PM tips about this on this board before then), to not enable the two redundant CU's on the GPU. That would have taken them to 896 SP's, 1.4TF, 1.5 had they also clock bumped, and IMO again made it much more of a hardware wash situation. ...
But MS blew that decision.
Anyway I still think those 8GB PS4s we have are in fact the devkits they had always planned to produce along with 4GB normal consoles.
XBO was 329 during Black Friday week 2014, and they offered two full games (AC), and 30-50$ giftcards on top of that. The PS4 offered a single game at 399 with no giftcard offers that I remember.Uhh, yes it did. In 2014 when XBO was 349 and PS4 was 399, XBO outsold PS4 by over 600k in November+December (I'm not sure what the full year figures were, then again XBO wasn't 349 the whole year). That was the only holiday there was a price differential (I guess other than the 1st which we will ignore for reasons) so it's our only evidence. Maybe this wasn't the only reason, but there it is.
You know that they tested a real configuration with those 2 CUs unlocked and they weren't satisfied with the results.
Every one of the Xbox One dev kits actually has 14 CUs on the silicon. Two of those CUs are reserved for redundancy in manufacturing. But we could go and do the experiment - if we were actually at 14 CUs what kind of performance benefit would we get versus 12? And if we raised the GPU clock what sort of performance advantage would we get? And we actually saw on the launch titles - we looked at a lot of titles in a lot of depth - we found that going to 14 CUs wasn't as effective as the 6.6 per cent clock upgrade that we did. Now everybody knows from the internet that going to 14 CUs should have given us almost 17 per cent more performance but in terms of actual measured games - what actually, ultimately counts - is that it was a better engineering decision to raise the clock. There are various bottlenecks you have in the pipeline that [can] cause you not to get the performance you want [if your design is out of balance].
GamingBolt managed to get in word with CD Projekt RED's lead engine programmer, Balazs Torok. He's currently hard at work on the upcoming The Witcher 3: Wild Hunt for the Xbox One, PlayStation 4 and PC, due for release next year.
GamingBolt asked about whether or not the implementation of DirectX 12 software tools would raise the Xbox One's capabilities for hitting native 1080p in games, as well as what sort of effect it could have on the video game development scene for PC and Xbox One. According to Torok...
“I think there is a lot of confusion around what and why DX12 will improve. Most games out there can’t go 1080p because the additional load on the shading units would be too much. For all these games DX12 is not going to change anything,”
“They might be able to push more triangles to the GPU but they are not going to be able to shade them, which defeats the purpose. To answer the first question, I think we will see a change in the way graphics programmers will think about their pipelines and this will result in much better systems hopefully.”
XBO was 329 during Black Friday week 2014, and they offered two full games (AC), and 30-50$ giftcards on top of that. The PS4 offered a single game at 399 with no giftcard offers that I remember.
The XB1 had a $50 price advantage for most of 2015 but the XB1 only managed to outsell the PS4 twice. Ironically, one of the months (October) was the month that Sony dropped the price of the PS4, but that was mostly because they lost some sales from Battlefront and BLOPS3 bundle pre-orders.
Also Sony engineers directly involved in chip design. AMD said it was Sony's idea to add bit which bypasses cache. And hardware ATRAC9 decoder.Sony took risks while being more sensible...retrospectively we could even say they were smarter. They knew they had to aim for easy game development and for 1080p at 30fps for their new standard (and it is the PS4 standard indeed). So they chose a big GPU with plenty of CUs, 32 ROPS, and a unified memory pool with fast memory. They took risks and maybe they were lucky too with the 8GB story. Presumably. They certainly took financial risks.
I remember they specifically said it was easy because devkits were 8Gb.Anyway I still think those 8GB PS4s we have are in fact the devkits they had always planned to produce along with 4GB normal consoles.