PS4 Pro Official Specifications (Codename NEO)

Discussion in 'Console Technology' started by Clukos, Sep 7, 2016.

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  1. Arwin

    Arwin Now Officially a Top 10 Poster
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    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.
     
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  2. function

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    It's the Pro's inability to run at a higher clock rather than it's inability to use new hardware feature on old games (understandable) that's interesting IMO.

    Shortly before launch MS did a last minute bump of both CPU and GPU clocks, and I'm not aware of that causing any issues. Then with the S they bumped the GPU clock again ... and everything just works.

    With the Pro there is obviously a hardware configuration that allows the Pro to run PS4 games perfectly. Why does this configuration negate the clock speed enhancements that the hardware would appear to be completely capable of?
     
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  3. Gradthrawn

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    I'm really curious as to if this will effect performance when it comes to switching between apps and games. Granted, my curiosity is entirely for selfish reasons as on my ultra lazy days I make extensive use of switching between games and video apps (some video apps handling this more gracefully than others) all from the controller with minimal disruption or fuss. I really should be switching to a low power device and turning the PS4 off when streaming media but doing it all on the PS4 on the same controller and with the transition being quite fast is really convenient. :yep2:

    If the secret is revealed does the sauce stay Secret Sauce or Is it then considered regular sauce? Perhaps Special Sauce (with our without capitalization)? :-? These are the hard hitting questions we need answered.
     
  4. iroboto

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    IIRC, Sebbbi was mentioning developers who did PS3 work would be comfortable in this type of environment.
     
  5. ToTTenTranz

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    Doesn't the Xbone use virtual machines for everything? That would pretty much explain the lack of concerns that Cerny mentioned.
     
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  6. bunge

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    I suppose it's possible that Sony wants to keep a more discernible difference between the PS4 and the Pro so they don't want the PS4 to get a bump.
     
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  7. Clukos

    Clukos Bloodborne 2 when?
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    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)?
     
  8. MrFox

    MrFox Deludedly Fantastic
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    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.

    This buffer must be highly compressible, the IDs would be grouped together?
     
  9. chris1515

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    It seems there is some sort of AA provides by PS4 Pro when using buffer ID (TAA?) but Insomiac Games don't use checkerboard rendering they use temporal injection with a four millions pixel jittered framebuffer using some work done by Brian Karis and Timothy Lottes. For Honor use a similar method. Same overhead than checkerboard rendering but it seems better result.


    edit:
     
    #369 chris1515, Oct 21, 2016
    Last edited: Oct 21, 2016
  10. chris1515

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    I hope Ratchet and Clank will have a PS4 Pro version. It was the biggest visual annoyance of the game, shimmering on thin object...
     
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  11. Clukos

    Clukos Bloodborne 2 when?
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    They lightly touch upon this topic in the DF interview
    Yup, AA was a letdown.
     
  12. iroboto

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    Yea I was thinking along the lines of this as well.
    I'm not sure if this is directly the reasoning, but it would appear that MS overall as a general statement does not allow as much low level access to the hardware. Which in turn, may give MS an opportunity to run the software on a variety of hardware without penalization (much like PC does).

    I'm willing to bet some titles are running some gnarly optimizations on PS4.
     
    #372 iroboto, Oct 21, 2016
    Last edited: Oct 21, 2016
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  13. mpg1

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    Probably also suggest that there was enough abstraction going on in the Xbox 360 software that made it possible to get it workable with Xbox One hardware. The cpu difference between PowerPC 3 core -> AMD jaguar 8 core seems greater than difference between AMD CPU's.

    Which means Microsoft getting an Xbox One games to run on a newer AMD CPU architecture would be fairly straightforward for them?

    This just exposes the software "know-how" gap that exists between Microsoft and Sony ...Sony might not be able to ensure BC in the future even if they wanted to.

    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 ;)
     
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  14. AlBran

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    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.
     
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  15. sebbbi

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    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.

    Neighborhood clipping is simple and works well because antialiased edge is a linear combination of (blend between) colors on the both sides of the edge. If you clamp the color inside the RGB (/YCOCg) convex hull (/bounding box) properly antialiased colors stay intact, while occluded colors are clamped near the new value (removing most of the ghosting).

    ID buffers however have many other uses. Hardware id buffer output is a great addition.
     
  16. mpg1

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    It's interesting to see how publishers handle remasters vs allowing 360 title on Xbox One. I mean Skyrim is still like what $20-$30 dollars on 360 digital store? Allowing that on as BC on 360 would be instant profit with virtually no work on Bethesda's part. However a remaster version would probably sell more than 360 version but how much did development cost?
     
  17. 3dilettante

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    I was considering the 1800p to be the intermediate resolution, since the statement being discussed was how games were choosing between 1080p and 2160p support. The quote was structured in such a way that it seemed to indicate games that did checkerboard rendering for the purposes of 4K were then downsampling to 1080, but that is not congruent with other descriptions of what that set of games is doing.

    In the hypothetical case that a game rendered to 1800p natively with checkerboard rendering to 2160p, my question was whether downsampling from that to 1080p lost more than the 2x resolution and additional reprojected pixels provided.
    The base resolution would be natively higher than the final 1080p output, but would the reprojected pixels be that damaging to the downsampled results?
     
  18. mpg1

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    Confirmation of SATA 3 interface:

    http://www.gamespot.com/articles/ps4-pro-has-replaceable-hard-drive/1100-6444663/

    "The company told GameSpot that the PS4 Pro uses a SATA III interface, which supports solid-state drives that users can manually swap in to replace the existing hard drive, to scale up to 6 Gb/s. This is double the speed of the original PS4's SATA II interface, which scales up to 3 Gb/s."
     
  19. 3dilettante

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    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.
     
  20. mpg1

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    http://kb.sandisk.com/app/answers/detail/a_id/8142/~/difference-between-sata-i,-sata-ii-and-sata-iii

    "Example: SanDisk Extreme SSD, which supports SATA 6Gb/s interface and when connected to SATA 6Gb/s port, can reach up to550/520MB/s sequential read and sequential write speed rates respectively. However, when the drive is connected to SATA 3 Gb/s port, it can reach up to 285/275MB/s sequential read and sequential write speed rates respectively."
     
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