Then that means enabling af on the ps4 will lower framerate because af isnt freeXB1 and PS4 run the same visuals at the same framerate and resolution.
Then that means enabling af on the ps4 will lower framerate because af isnt freeXB1 and PS4 run the same visuals at the same framerate and resolution.
I have a radical idea, whilst I know gaming journalism doesnt exist in any legitimate state.
But perhaps someone could email the dev's of tonyhawk and ask them why there is no AF on ps4?
Radical huh
So you think PS4 with more texture RAM BW than XB1 and more ROPS and more CUs and the same GPU architecture will have a greater penalty from AF, more than several frames, than XB1 has? Further, why do the devs care to turn off AF on PS4 to stop this framerate penalty, but didn't care to disable it on XB1 (which has inferior framerate as more drops) or drop the res on XB1?Then that means enabling af on the ps4 will lower framerate because af isnt free
Then that means enabling af on the ps4 will lower framerate because af isnt free
So you think PS4 with more texture RAM BW than XB1 and more ROPS and more CUs and the same GPU architecture will have a greater penalty from AF, more than several frames, than XB1 has? Further, why do the devs care to turn off AF on PS4 to stop this framerate penalty, but didn't care to disable it on XB1 (which has inferior framerate as more drops) or drop the res on XB1?
Radical huh
Well, if you don't optimize your memory-access patterns you get less bandwidth out of the PS4 because of memory contention. XB1 on the other hand forces the developers to optimize for the second memory pool.So you think PS4 with more texture RAM BW than XB1 and more ROPS and more CUs and the same GPU architecture will have a greater penalty from AF, more than several frames, than XB1 has? Further, why do the devs care to turn off AF on PS4 to stop this framerate penalty, but didn't care to disable it on XB1 (which has inferior framerate as more drops) or drop the res on XB1?
There's more BW available form DDR/GDDR even factoring in contention (which XB1 has too). There's no BW advantage for XB1 come AF. At least there shouldn't be. It's exactly the same as two similar AMD APU in a PC, one with something like 50% more BW available, running an undemanding game - AF will work from the texture caches in GPU, so shouldn't be seeing any cunning benefit from ESRAM BW. Which still isn't enough to justify the difference, especially when we see titles getting AF added without a performance penalty. Enabling AF on a ground texture isn't the difference between 60 and 30 fps on any GPU!Well, if you don't optimize your memory-access patterns you get less bandwidth out of the PS4 because of memory contention.
It's one of those things that it's clear, if we do not know, we shouldn't pretend to know. Period. It's like seeing a light in the sky and saying, I don't know what that is. Oh I know it must be a UFO.It's a conundrum. A mystery. An enigma. A phenomenon. A thing that makes no fucking sense.
No, it would be legal as he never signed a nda therefore he would not be bound by any conditionsit is illegal as you never signed an NDA with MS or Sony
The same thing applies to Xbox. As much as we have determined Xbox One to be the weaker system of the two. We have never _ever_ truly determined the reason why it's running 900p or lower for X and Y titles, or why it struggles to achieve 1080p. It's just assumed because it's weaker therefore lower resolution. But we've never determine the actual culprit. Is it the lack of ROPs? the lack of CUs? ESRAM? Is it a combination?
no - I'm not saying AF makes up the difference in resolution. That is not it, if I implied it that was not my intent. When you drop resolution _everything_ drops in terms of workload. When you disable a single feature you are only dropping a part of the workload.Looks like you've answered your own question. Are you suggesting a lack of AF in PS4 games justifies them being being considered proportional in power?
We definitely need to drop our biases when discussing the hardware. It is also clear from specifications and previously released games, that the difference in power is directly proportional to the difference in resolution or framerate. Sometimes more so.
I've avoided the repeats of this discussion because they've covered nothing new and I've no insight. But Tony Hawk does present a new piece of info. We have the game being identical on both boxes. We have the same resolution and framerate. We have the XB1 performing slightly under the target framerate.When you need to ship the product you disable features to make the frame rate. Then of course, you'd say well that doesn't make any sense because PS4 is more powerful so by X and Y it's impossible that Xbox could be faster.
This is our fixed way of thinking.
Instead of focusing on AF, perhaps we should focus on just performance, we see that for xbox games they remove AF as well when performance is a problem...
All your considerations are valid in other games and the wider discussion, but this game is a dog! Post processing, AA, particles, there's nothing going on where XB1 can have an advantage due to ESRAM. Certainly DF doesn't recognise XB1 having an advantage there (no, "framerate suffers with particles, but XB1 handles these situations a little better). We're not comparing a game with post AA and higher res added on PS4 and AF added on XB1. Nor is the PS4 pushing higher res shadows or a longer draw distance. It's doing absolutely nothing different on the most basic of renderers. If XB1 is able to render the game at 1080p60, PS4 is doing that with room to spare.I want you to keep that in mind, that we just take it for granted it's weaker and no one even flinches when it shows up to be weaker. But we're all up in arms when it does something right. We have some very hard anchored biases that need to be removed if we are to have a discussion about how this is possible.
You can work out missing data when you have a suitable test case dealing with one vairiable only.I'm going to leave it at that. Without real data we do not know. It's all assumptions and we're all over the place.
Dying Light, 8xAf implemented on top of a myriad of tangible visual improvements, no impact on framerate.
USF4, 8-16xAf implemented and a very good quality AA solution, absolutely no impact on framerate
DMC4-SE, 8xAF implemented with absolutely no impact to the framerate......
I believe this is just another needless discussion!