Uh... 21mm x 15mm?
315mm2?
Got mine, installed SSD, restored backup. Might do a teardown if nobody does it soon,
Where are you getting those dimensions I'm looking high and low on that link I can't see it? Are those the dimensions of the ceramic chip cap ?
Interesting that the top cover (if you figure out how pry it off) allows to clean the fan without voiding the warranty, and even replace the power supply quite easily.
Some things (like color compression) are transparent efficiency improvements, so really more of a balancing tool to allow high utilization of the increased compute resources despite the relatively smaller bandwidth increase. Others – like the ID buffer or hardware-multi res – actually pave the way for new rendering pipeline workflows, and as such still need to be experimented with to determine all the possibilities.
Well, shouldn't it be very useful for non-VR games too ? Many games are using some kind of dynamic res already like BF1, COD, Titanfall 2 and even FF15. It's like dynamic res is going to be the norm rather than the exception for those big franchises from now on on consoles.I don't know if this has been mentioned before, but Crytek claims the PS4 Pro has hardware dedicated to multi-resolution (which should be the most useful for VR AFAIK):
http://gamingbolt.com/ps4-pros-incr...requirements-of-4k-cryteks-technical-director
I guess that makes sense, if you need it replaced you'd get it done under warranty anyway.No. Top cover is easily removable by hand and fan is accessible that way, but PSU can only be taken out when TWO screws from the bottom shield are removed [accessible when the warranty stickers and 3 back screws are removed].
Yeah, the usual just measuring the top by counting the pixels, compared to the CR2032 battery. The stupid red outline makes it a bit difficult, I'm not sure if it's overlapping the chip or not on the right edge.Where are you getting those dimensions I'm looking high and low on that link I can't see it? Are those the dimensions of the ceramic chip cap ?
I thought dynamic resolution meant changing the resolution for the whole frame at a given time, depending on performance.Well, shouldn't it be very useful for non-VR games too ? Many games are using some kind of dynamic res already like BF1, COD, Titanfall 2 and even FF15. It's like dynamic res is going to be the norm rather than the exception for those big franchises from now on on consoles.
Assuming multires rendering is rendering the whole scene chopped up into different resolution pieces, I'm not sure it's a good fit for non-VR. You'd have parts of the image at a different resolution - a slightly blurrier square here and there. In VR these low res areas are confined to the periphery which is blurrier anyway, so makes sense as an optimisation to not render what the player isn't looking at.Well, shouldn't it be very useful for non-VR games too ? Many games are using some kind of dynamic res already like BF1, COD, Titanfall 2 and even FF15. It's like dynamic res is going to be the norm rather than the exception for those big franchises from now on on consoles.
Yes. I guess a theory is you could dynamically reduce part of the scene rather than all of it. I suppose keeping the centre at native res and reducing the periphery a little more makes sense.I thought dynamic resolution meant changing the resolution for the whole frame at a given time, depending on performance.