Predict: The Next Generation Console Tech

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Supposing a 2012 release, what could be considered a realistic amount of memory?? Suggestions of 2gb seem standard here, but on a console front wouldnt doesnt this seem a bit high??
 
Supposing a 2012 release, what could be considered a realistic amount of memory?? Suggestions of 2gb seem standard here, but on a console front wouldnt doesnt this seem a bit high??
Relative to what PCs will have, and being only 4x what we have now, no, I think 2GBs is the minimum we could expect.
 
1. Fixed costs are the enemy and by including an advanced camera with every system they have to keep the entry SKUs cost down, they want a design which scales rapidly with most components being things which will become far cheaper.
You mean variable costs :p

Fixed costs are Economy's of Scale best friend
 
If launched in Nov 2011 (therefore decided in Spring 2011)
Xbox Next:
4 core Barcellona (32nm)
2 Gb GDDR5@1750Mhz
ATi Gpu based on N.I (28nm) (200 mm^2, 3 billion transistor, 3 Teraflops+)
Fast GPU cache (32mb)
16+ GB of fast flash memory
Blu ray reader
Wireless N, Gigabit lan + USB 3. 0 Ports
Natal 2.0
No HD for low-end SKU, 500 gb for Premium SKU.

If launched in 2012:

Second Gen APU (4 core barcellona + 1Teraflops NI GPU on die)@22nm
4 Gb GDDR5+ or XDR2
ATi GPU based on 2th iteration of N.I architecture (22nm, 200mm^2, 5 bilion transistor, 5 Teraflops)
Fast GPU cache (64mb)
32Gb+ fast flash memory
BR reader
250 Gb HD for low-end SKU (299$)
1000 Gb HD for premium SKU (399$)
Natal 2.0
Wireless N, Gigabit lan + USB 3. 0 Ports

i like your 2012 console hope that comes through.
 
You mean variable costs :p

Fixed costs are Economy's of Scale best friend

In this context, fixed costs are costs which don't scale down quickly over time. HDDs, cases, optical drives etc are examples of fixed costs which will cost similarly at the time of release compared to 3 or 4 years later. Im sorry I don't have a better term for it.

Maybe call it fixed variable costs? :D
 
Forget about the hardcore audience, it's a complete waste of time catering to them with the Natal.

I still think it'd be fun if Natal introduced leaning to FPS games. It's a no-brainer to anyone who's watched someone else play Doom all those years ago. Leaning left/right in your chair should be fairly easy to detect, it's just so natural and instinctive to do, it'd increase immersion and fun factor, and so on.
Really, the only complication would be online multiplayer where it'd give an advantage to Natal-enabled users, where they could poke their heads out of cover.

And I'm sure there are other possible simple gestures to add to FPS/TPS games...
 
At pretty hight level I expect:
one chip healthy chip (somewhere in between 250 and 300mm²) on GF 28nm low power process.
2GB of the fattest available GDDR5 on a 128bits bus.
A 16 GB SSD.
A slow (for its time) optical player (X4?).
Way tinier form factor.
Big HDD sold separately or through bundle/higher SKU and using proprietary inter-connect ( thanks MS... ).
Motion sensing hardware sold with every SKU (cam + some splittable pad including "gyro/accelero" meters).
 
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last but not least, the next generation will probably bring, at least initially, another order of magnitude in content production cost, which will hurt small developers as us a lot.

I've actually had an online debate with someone quite unsatisfied with the current state of the game industry and he listed Tropico 3 as a game that should not have tried to compete with the graphics of more mainstream games... I told him he's not right, that Tropico 3 (as any other game) needs to maintain a competitive look, but I'd like to hear your opinions on this issue as well.
 
Why does everybody wants natal 2.0 in the next xbox?
Isnt it stupid to do something like that?
Because you need to position the xbox so that the camera can see you.
I would rather like them to use natal for next gen just like the ps eye.
 
Why does everybody wants natal 2.0 in the next xbox?
Isnt it stupid to do something like that?
Because you need to position the xbox so that the camera can see you.
I would rather like them to use natal for next gen just like the ps eye.
I don't think that somebody has said so ;) Natal 2 will be part of the SKU not the physical console.
EDIT
Has we speak of Natal 2.0 would it be an option for Natal 2 to use two cheap cameras in a stereoscopic manner to improve precision instead of using a more expensive one?
 
In this context, fixed costs are costs which don't scale down quickly over time. HDDs, cases, optical drives etc are examples of fixed costs which will cost similarly at the time of release compared to 3 or 4 years later. Im sorry I don't have a better term for it.

Maybe call it fixed variable costs? :D

In pure economic terms the distinction between variable and fixed costs is kind of different but yeah I got what you meant. :)
 
I think you can predict hardware for new consoles by analyzing previous generations, so next console will probably have similar hardware to what is mainstream today among pc gamers (core 2 duo, nvidia 8800 gt, ati 4870 etc)

i dont think it will be more powerfull than that but we can just wait and see
 
I think you can predict hardware for new consoles by analyzing previous generations, so next console will probably have similar hardware to what is mainstream today among pc gamers (core 2 duo, nvidia 8800 gt, ati 4870 etc)

i dont think it will be more powerfull than that but we can just wait and see

Since when have consoles launched with 5 year old PC tech inside them? (assuming 2012 launch)
 
This is not a game comparison thread.
This is not a game comparison thread.
This is not a game comparison thread.
 
I reiterate one of my earlier question, say one manufacturer goes with a "many-cores" could it make to pass on texture units all together?

I mean texture unit take quiet some space, I did a rough calculation based on a R770 die shot and i found that texture units take around ~40% of die space taken by the SIMD array. Ok texture units are more efficient at their job,etc. (usual argument in favor to fixed function hardware) but as compute power goes up quicker than anything else it could make sense to offload texture work shader processors that may have cycles in spare.
Overall it would most likely be a performance loss but the real question is by how much? 40% is not a tiny number.
The same question stands for ROP/RBE.
 
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