Predict: The Next Generation Console Tech

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http://www.computerandvideogames.co...-as-good-as-ps3-but-its-still-not-as-capable/

Wii U CPU bound code has trouble to match current-gen at this time. PS3/360 are even processing all sounds on the CPU unlike Wii U

"Assumptions that Wii U games will look like 'up rezzed' current-gen titles with better textures aren't quite right. They'll look just as good, but not better," one developer told CVG. "You shouldn't expect anything special from a graphics point of view," they added.

"We're still working on dev machines but there have definitely been some issues [in porting PS3/360 games]," our source said. "It's not actually a problem getting things up and running because the architecture is pretty conventional, but there are constraints with stuff like physics and AI processing because the hardware isn't quite as capable."
 
A8-3850 APU and Radeon HD 7670... not impressive. Because there was speculation about chip stacking being used in PS4, im gonna hope that there will be two of each of those onboard.
 
so eh IGN said nextbox use 6670 and PS4 use rebranded 6670?
is IGN crazy?i don't think i need to trust them anymore
 
so eh IGN said nextbox use 6670 and PS4 use rebranded 6670?
is IGN crazy?i don't think i need to trust them anymore

It really makes little sense when there is faster and more efficient gpus available. A 7750 is something like 50% faster and uses about 75% of the power. And by 2013 I doubt there would be a real cost advantage.
 
If there any truth to this at least it is clocked higher than in my guesstimate (I was super conservative with my 650 MHz hd6650 based clock speed)

It would be interesting to know the number of SIMD and the clock in the APU.

For the memory architecture, I would bet on something simpler than what I though about before, something like 2 GB of cheap DDR3 for the main ram and 512MD of gddr3 for the vram, both being connect by a hyper transport 3 link (so 32 GB/s).

@1GHz that 960 MFLOPS for the GPU alone.

EDIT
Now with that rumors I wonder if we know anything at all about MS system as a lot of talk about Durango specs seems to relate in fact to the PS4.
 
If they'd go with split memory pool I'm quite certain they'd use more for GPU as the biggest data hogs are for that and not for CPU.
 
How much did PS3 and X360 devkits change since their first and last version? Can someone make breakdown of all versions?

On hardware spec I only seem to recall two changes each. 360 started with a Mac tower that approximated the specs, then the next kits had actual spec and looked like the consoles released to the public. PS3 started with a large noisy box that ran somewhat slower, then the next kits were the vertical standing towers that were final spec. After that were many small revisions, but hardware performance was the same on all of them.
 
Didnt Kojima mentiont that he was unable to achieve original plan for MGS4 because PS3 GPU was downgraded between devkits and final spec?
 
If they'd go with split memory pool I'm quite certain they'd use more for GPU as the biggest data hogs are for that and not for CPU.
I've no idea, so honest question do you think that a 32GB/s would be a bottleneck to read texture from the main RAM?
I would expect vram to be used only for the frame buffer (/g-buffer / various render target).
With that kind of power (and the ROPs) I'm not sure 512MB would be limiting those buffer size.:?:
 
I've no idea, so honest question do you think that a 32GB/s would be a bottleneck to read texture from the main RAM?
For starters you'll be lucky to get a bit more than half that 32GB/s on 128bit DDR3. Second that has to be shared with CPU. I'm quite sure it'll be cheaper and with far smaller overhead to just go with x MB RAM + 2-4x MB VRAM or just one huge shared memory pool.

If that devkit specs are even remotely true then I'm almost certain that the final box will only have an APU without a discrete GPU and it'll likely be using GDDR5 instead of DDR3 in a single unified memory pool.
 
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