is that why it doesn't support uhd uncompressed audio formats?Scorpio needs at least 4x teh shape for true native hdr audio with unconpressed soundsamples!
is that why it doesn't support uhd uncompressed audio formats?Scorpio needs at least 4x teh shape for true native hdr audio with unconpressed soundsamples!
http://www.eurogamer.net/articles/digitalfoundry-2016-three-hours-with-playstation-4-pro
Obviously a custom hardware addition, we'll learn more soon when Cerny explains it publicly.
This is for you.I'm yet to be convinced that this is a hardware addition unique to PS4 Pro that is not present in Polaris generally. This sounds quite similar to the "custom" enhancements the PS4 had to help with HSA which were actually just standard AMD APU (Kaveri) features. And that was a major console launch rather than a mid gen bump.
a certain level of scepticism will persist here and to that end, several Sony developers on site told us that lead architect Mark Cerny will be going into the specifics of the custom hardware features in the next few weeks.
This makes me think the pro is pretty pointless except for more consistent frame rates.http://www.4gamer.net/games/990/G999024/20160910006/
In this 4gamer article Zenji Nishikawa talked with developers at SIE studios about developing games for PS4 and PS4 Pro.
- They don't use different 3D models or textures across PS4 and PS4 Pro due to the memory size limit. Both versions share the same assets.
- One developer said their PS4 Pro version chooses a mipmap level that is more detailed than the PS4 version at runtime by fragment shaders.
- As for LoD on PS4 Pro, they don't use more detailed models or don't do tessellation to increase polygon count. Some said due to the cost to reduce popping it's not realistic to do LoD optimization for PS4 Pro, others said optimizing it for 4K output makes it look optimally on both platforms since less detailed LoD models for far objects are not rendered in sufficient resolution on PS4 anyway.
- Upres of shadow maps or increasing shadow-map cascades for PS4 Pro is not done either due to the memory size limit.
- According to SIE, Lossless Delta Color Compression (of GCN 1.2) was implemented already in the original PS4. Which generation of it is present in PS4 Pro was not disclosed.
- All developers use sRGB textures and HDR light sources.
- The frame buffer format they use is 64bit float (16bit for each RGBA) that is converted to 10bit for each YUV as the HDR10 format.
- The developer of Farpoint for PSVR said for PS4 Pro the graphics is rendered in the resolution higher than 1080p then oversampled into 1080p to show it on PSVR. The frame rate is identical across PS4 and PS4 Pro. Better mipmaps give more details, oversampling gives AA and less pixel shimmer.
According to SIE, Lossless Delta Color Compression (of GCN 1.2) was implemented already in the original PS4. Which generation of it is present in PS4 Pro was not disclosed.
All these makes me think that PS4 Pro was pointless and they would have been better off waiting for a better upgrade. It doesnt look like a significant upgrade that will counter migration to PCs. Considering that the PS4 is the fastest selling console they had more opportunity to wait for a better mid gen upgradehttp://www.4gamer.net/games/990/G999024/20160910006/
In this 4gamer article Zenji Nishikawa talked with developers at SIE studios about developing games for PS4 and PS4 Pro.
- They don't use different 3D models or textures across PS4 and PS4 Pro due to the memory size limit. Both versions share the same assets.
- One developer said their PS4 Pro version chooses a mipmap level that is more detailed than the PS4 version at runtime by fragment shaders.
- As for LoD on PS4 Pro, they don't use more detailed models or don't do tessellation to increase polygon count. Some said due to the cost to reduce popping it's not realistic to do LoD optimization for PS4 Pro, others said optimizing it for 4K output makes it look optimally on both platforms since less detailed LoD models for far objects are not rendered in sufficient resolution on PS4 anyway.
- Upres of shadow maps or increasing shadow-map cascades for PS4 Pro is not done either due to the memory size limit.
- According to SIE, Lossless Delta Color Compression (of GCN 1.2) was implemented already in the original PS4. Which generation of it is present in PS4 Pro was not disclosed.
- All developers use sRGB textures and HDR light sources.
- The frame buffer format they use is 64bit float (16bit for each RGBA) that is converted to 10bit for each YUV as the HDR10 format.
- The developer of Farpoint for PSVR said for PS4 Pro the graphics is rendered in the resolution higher than 1080p then oversampled into 1080p to show it on PSVR. The frame rate is identical across PS4 and PS4 Pro. Better mipmaps give more details, oversampling gives AA and less pixel shimmer.
Make posts great again?Remember when the first leaks came and it was reffered to as 4k? Remembered as while some indulged in wet dreaming of double framerates and revolutionarily improved rendering features others said vanilla ps4 games at sub 4k upscaled res was gonna be the most likely use of 2x gpu for a variety of reasons? Remember how back then, those people already pointed out 4k is an easy feature to market, and easy on devs, and how the industry (not just consumers but developers too) is somewhat used to relatively long hardware cycles with large capability bumps between them, a d how artist themselves aren't happy with considerably different versions of their assets in different platforms these days? If you don't, I do. And all that has been pretty much what Cerny, other sony execs, and devs ended up saying at the reveal event. I bet those with the tamer, more realistic, expectations are not as dissapointed now. I should know, as I was one
Lol. Not sure if scaling works quite like that. I'm sure some features/techniques don't scale linearly as well with others depending on the resolution.2.3x improvement with a modern arch 4.2TF GPU provides exactly the mild visual upgrade we should have expected.
What are we expecting again from a 40% increase with Scorpio? 4K 60fps?
EDIT:
1440p30 + 40% ~= 1700p30
1800p30 + 40% ~= 2160p30
"~"Lol. Not sure if scaling works quite like that. I'm sure some features/techniques don't scale linearly as well with others depending on the resolution.
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2.3x improvement with a modern arch 4.2TF GPU provides exactly the mild visual upgrade we should have expected.
What are we expecting again from a 40% increase with Scorpio? 4K 60fps?
EDIT:
1440p30 + 40% ~= 1700p30
1800p30 + 40% ~= 2160p30
At most??Scorpio is probably going to render, at most, 1/2 of 4k. At least the 4GB of additional RAM and bandwidth may allow for some other visual improvements. Will be interesting to see what the CPU is. If it's the same, 60Hz may be a non-starter for a lot of games.
They have the same bandwidth ratio as TF ratio. Memory might be bigger because of the reserved memory though.You need to look at the massive bandwidth increase and the memory increase that Scorpio has. Neither of which the 4Pro has.
At most??
No no no. XBO baseline feature set is less than PS4. It can handle XBO feature set at 4K if Forza Apex and Halo 5 on PC is anything to go by.
If anything, by the time Scorpio launches I expect both systems to up their resolution not reduce.
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Yeah, Richard Leadbetter said he noticed some artifacts but he had to look carefully with his nose 2 feet from the large TV. The same thing would happen on Scorpio, whatever processing power they have, it would be better used to improve other areas of the graphics once they reached a sampling beyond normal visual acuity on a normal screen size and distance.Well, it'll hit 4k with reconstruction, which is perfectly valid, but I have a feeling a lot of games are not going to strive for 4k native rendering. It would be a waste.
I disagree. Consoles have never run benchmark quality, most of which the features in a benchmark are not made to scale. All we understand of 4K today is brute forcing. We have limited understanding of what performance could be like if developers actually decided to use proper algorithms designed for it.Well, it'll hit 4k with reconstruction, which is perfectly valid, but I have a feeling a lot of games are not going to strive for 4k native rendering. It would be a waste.