It's not, "just two PS4 GPUs, literally!" as half the Eurogamer article pointing out additional features on the new GPU shows quite clearly.
That an Xbox One game ""just works and takes advantage of extra power available" on the Xbox One S probably has a lot more to do with the hardware differences being minimal than it does with the system's APIs.
There's also an extra 1GB of DDR3 on the Pro, which seems to be used as swap/cache for less demanding applications like Netflix to be kept alive:
Secret Sauce Confirmed!
IIRC, Sebbbi was mentioning developers who did PS3 work would be comfortable in this type of environment.Wasn't it also the Cell processor whose SPEs could do 4 16bit float ops in paralel? There are limitations to its use though - I could imagine that for 4k rendering you often need the precision of 32bit? But it is good to have the choice to use half where possible I suppose, and from the PS3 era I got the impression that 16bit is enough in many cases.
Certainly for HDR color operations I'd imagine using a 16bit float internally for every part of RGBA calculations could be very efficient, which is perhaps why it is also supported in Shaders?
I look forward to reading more comments from people unlike me that actually know what they are talking about.
It could also suggest that the Xbox One platform has a better isolation layer between software and hardware, that means games and applications are less likely to break when the underlying hardware changes.
One of the things we really like about the method was are using is that it provides AA.
I wonder how much additional processing it costs to add this triangle ID buffer and use it the same way without the hardware modifications (on the standard PS4, for example). That should give a good idea to figure out how much this helps the PS4 Pro punch above it's weight.Seems like the ID buffer is the game changer in the Pro.
From Insomniac Games: http://www.neogaf.com/forum/showpost.php?p=220958487&postcount=301
"Provides AA" i take it that using the PS4P checkerboard rendering also means that you automatically do TAA as well (due to how PS4P works)?
Already we are seeing developers adopt their own take on 4K presentations. Both the upcoming Spider-Man and For Honor use four million jittered samples to produce what the developers believe to be a superior technique compared to checkerboarding, with a similar computational cost. But the unique ID buffer Sony provides could still prove instrumental to the success of these techniques.
"The ID buffer will integrate with any of these techniques, even native rendering," Cerny continues. "You'd use the ID buffer then to get temporal and spatial anti-aliasing. It layers with everything."
Insomniac Games is drawing upon the work of Epic's Brian Karis and Timothy Lottes to create a 4K image from a four-million pixel jittered framebuffer in its new Spider-Man title. It believes the quality could exceed the results seen in checkerboarding with a similar overhead.
I wonder how much additional processing it costs to add this triangle ID buffer and use it the same way without the hardware modifications
It's all hardware based, written at the same time as the Z buffer, with no pixel shader invocation required and it operates at the same resolution as the Z buffer. For the first time, objects and their coordinates in world-space can be tracked, even individual triangles can be identified. Modern GPUs don't have this access to the triangle count without a huge impact on performance.
I hope Ratchet and Clank will have a PS4 Pro version. It was the biggest visual annoyance of the game, shimmering on thin object...
Yea I was thinking along the lines of this as well.Doesn't the Xbone use virtual machines for everything? That would pretty much explain the lack of concerns that Cerny mentioned.
It could also suggest that the Xbox One platform has a better isolation layer between software and hardware, that means games and applications are less likely to break when the underlying hardware changes.
I could see Sony go completely mad with PS5 specs to make a clean break from PS4/PS4 Pro and attempt to diminish any reason for BC
Not that simple. Ids are not filterable. If you simply point sample an ID buffer (or depth buffer) to check whether an edge pixel belongs to the same object, you get alternating values, as the jitter makes IDs and depth values alternate between foreground and background object. Thus is you use this data to reject history, you end up losing your edge antialiasing as well (only insides of triangles get antialiased). Not exactly what you want. You could use dilate tricks to improve the situation, but it's not straightforward.The ID BUFFER.
Would this completely eliminate the need for neighbourhood clipping, without TAA trailing artefacts?
Re-Remasters!
Maybe they could give discounts for prior digital owners, or if you have the disc, you need to keep the disc in the console to be able to purchase digital re-remaster & to continue playing.
There is no intermediate resolution with checkerboard rendering. You are sampling at half your targeted framebuffer, but you never "upsample" anything to create the final image. In the case of titles that target 1800p instead of the full 2160p and use cherckerboarding, that would scale directly down to 1080p on an HDTV set rather than up to 2160p un UHD sets.
The PS4 could use SSDs, or is that some kind of hint that TRIM is enabled?
The lack of that particular feature can lead to degradation in performance and consistency over time.