Betanumerical
Veteran
In all likelihood the dev kits people have seen are actually less powerful than the retail units after the upclock.
The devkits probably received the up-clock first, no point having it if the devs couldn't use it .
In all likelihood the dev kits people have seen are actually less powerful than the retail units after the upclock.
The devkits probably received the up-clock first, no point having it if the devs couldn't use it .
Retail units used at dev kits was not going to be ready for launch, but they are coming. Except there was no time given.
Tommy McClain
In all likelihood the dev kits people have seen are actually less powerful than the retail units after the upclock.
Just being curious, also have we gotten any confirmation that the actual dev kits and not the indie ones are exactly the same?
Just being curious, also have we gotten any confirmation that the actual dev kits and not the indie ones are exactly the same?.
Yes, some dev. kits aren't "exactly" the same as the retail kits. They feature an extra debug port. But, I believe it was mentioned that in the case of that port, it may only exist on internal Microsoft dev. kits, and not developer dev. kits. In which case, it's likely that developer dev. kits are exactly the same as the retail consoles.
Oh, and from shots of the MB that have been seen, the solder points for that extra debug port exist on the retail MBs.
Regards,
SB
...
(can't remember if Penello or M. Nelson said that).
Not to be a dick im just generally curious, can you source that for me.
Yeah, I'd like a source as well. I'm hearing some whispers that I want validate against as well. I'm not talking about just the debug-port difference. Thanks.
Yeah, I'd like a source as well. I'm hearing some whispers that I want validate against as well. I'm not talking about just the debug-port difference. Thanks.
It sounds good in theory but the Display Planes seem to be rather mundane, and are allegedly useful to swap apps and stuff like that, and that's about it. Perhaps we will get a more in-depth explanation on how they work when they reveal more info about the Xbox One, and maybe Penello succeeds in surprising us, but I can't say tbh.Well I guess 900p will look great, just as 720p tv feeds look clear and fine. So I can see the character being 900p, but I thought the theory of using a display plane to get 1080p for the main took was an interesting theory. No clue where I read that now, so it could all be in my head. *razz*
It sounds good in theory but the Display Planes seem to be rather mundane, and are allegedly useful to swap apps and stuff like that, and that's about it. Perhaps we will get a more in-depth explanation on how they work when they reveal more info about the Xbox One, and maybe Penello succeeds in surprising us, but I can't say tbh.
"We've done things on the GPU side as well with our hardware overlays to ensure more consistent frame-rates," Goosen adds. "We have two independent layers we can give to the titles where one can be 3D content, one can be the HUD. We have a higher quality scaler than we had on Xbox 360. What this does is that we actually allow you to change the scaler parameters on a frame-by-frame basis."
Please forgive me ahead of time if I misunderstood your or Goosen statement. So, the XB360 pretty much had an across the board scaler - which scaled whatever render output resolution to the required resolution (720p RO > 1080p SO). However, this time around with the XB1, you're able to scale the frame-size to fit your needs during a given scene/situation - on keeping frame-rate consistence. So the scaler is more dynamic or programmable (900p RO > 1080p SO > 900p RO > 1080p SO > so-on-and-so-on).
Am I misunderstanding your or Goosen statement? If not, why not just use a dynamic render solution with the GPU alone? Why even tackle with the scaler in the first place? Or was it important to have certain XB1 games running at scaled 1080p resolution?
FYI: RO = Render Output and SO = Scaled Output.
Edit: Because there is some awful screen tearing and frame-drops at times in Ryse, that aren't showing any benefits of this dynamic scaling solution.
i remember somene saying the display planes themselves will be doing stuff like rendering the game on two different planes like a foreground and background and make the background low res and the foreground high res and other stuff like depth of field. didn't make much sense to me. edit: actually i think it was astro who said that. but with this interview it seems like the display planes will do exactly what many people thought and thas to render the hud and game at separate resolutions.
It's highly unlikely the display pains will be used like that. As described by MS they are handy for rendering your game at an arbitrary or dynamic resolution and overlaying a native resolution HUD over top for free, plus Snap windows and OS notifications. Trying to render distant objects at a lower resolution will just make them appear chunkier and more aliased. And any attempt to merge two unlike resolutions will likely produce ugly, hard transitions that will look like screen tears or mipmap transitions. By virtue of having them in different plains there is no practical manner I can think of to blend them together, beyond something like a parallax background for 2D games.