Official Thread XBOX Hardware

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Too long to copy here, but a good article:


Sony PS5 Vs. Xbox Series X Technical Analysis: Why The PS5’s 10.3 TFLOPs Figure Is Misleading
Here is where things get murkier though, while Microsoft's reveal was excruciatingly clear, succinct and allowed third-party testers like Digital Foundry to get closeups out, I found the Sony Playstation 5 reveal to be somewhat lacking in clarity and almost, deliberately vague. My primary pain point was when the Sony PS5 was advertised to ship with 10.3 TFLOPs and then the words "variable clock rate" were uttered in the same breath. This, as many of you have guessed is misleading

Since Microsoft's clock is a static number, just because PS5's clock rate is variable makes the 10.28 TFLOPs number uncomparable to the Xbox Series X and misleading.
 
Here is where things get murkier though, while Microsoft's reveal was excruciatingly clear, succinct and allowed third-party testers like Digital Foundry to get closeups out, I found the Sony Playstation 5 reveal to be somewhat lacking in clarity and almost, deliberately vague. My primary pain point was when the Sony PS5 was advertised to ship with 10.3 TFLOPs and then the words "variable clock rate" were uttered in the same breath. This, as many of you have guessed is misleading

Since Microsoft's clock is a static number, just because PS5's clock rate is variable makes the 10.28 TFLOPs number uncomparable to the Xbox Series X and misleading.
How misleading is it really though. We are talking 1TF difference on a theoreticle number.

The bigger thing from that article is where he says or implies that VCR makes optimization harder.
 
I'm glad that we clearly win on the hardware front (indeed, that was Phil's goal), but I think it's important to note that (just like with the current gen), the differences won't meaningfully change the experiences possible on these platforms.

WRT Third-party games, PlayStation 5 owners will get essentially the same experience as XSeX players. The XSeX players will just have bragging rights for 10x zoom comparisons and/or perf line-graphs with fewer dips.
 
If MS is serious about their Xbox business they need to announce a new AAA Banjo Kazooie Platformer, AAA Perfect Dark Spy game (to cover the hole that Splinter Cell left), a new Kung Fu Chaos, a new AAA Blood Wake, a new AAA Crimson Skies and a new AAA Conker game. They should do this at least 2 months before launch.
There is so much ip Xbox Game studios can revive that would really help Xbox compete with Play Station.
 
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If MS is serious about their Xbox business they need to announce a new AAA Banjo Kazooie Platformer, AAA Perfect Dark Spy game (to cover the hole that Splinter Cell left), a new Kung Fu Chaos, a new AAA Blood Wake, a new AAA Crimson Skies and a new AAA Conker game. They should do this at least 2 months before launch.
There is so much ip Xbox Game studios can revive that would really help Xbox compete with Play Station.

Warms the cockles of my heart to hear someone bring up Kung Fu Chaos...
 
If MS is serious about their Xbox business they need to announce a new AAA Banjo Kazooie Platformer, AAA Perfect Dark Spy game (to cover the hole that Splinter Cell left), a new Kung Fu Chaos, a new AAA Blood Wake, a new AAA Crimson Skies and a new AAA Conker game. They should do this at least 2 months before launch.
There is so much ip Xbox Game studios can revive that would really help Xbox compete with Play Station.
I disagree. I think what MS and Xbox really need are some new exciting IPs that reenvigorate peoples passion for xboX. Like Halo or Gears big.
 
If MS is serious about their Xbox business they need to announce a new AAA Banjo Kazooie Platformer, AAA Perfect Dark Spy game (to cover the hole that Splinter Cell left), a new Kung Fu Chaos, a new AAA Blood Wake, a new AAA Crimson Skies and a new AAA Conker game. They should do this at least 2 months before launch.
There is so much ip Xbox Game studios can revive that would really help Xbox compete with Play Station.

They could revive both Perfect Dark and Splinter Cell. Even if they were to make Perfect Dark third person action, there would be room for Splinter Cell to offer something totally different.
 
Too long to copy here, but a good article:


Sony PS5 Vs. Xbox Series X Technical Analysis: Why The PS5’s 10.3 TFLOPs Figure Is Misleading
Hmm. So, the 10 tf count for the PS5 is at its peak performance and not its actual sustained numbers? Im no techy (by any stretch) so Im asking... And if thats the case, how often will it sustain peak performance? According to this doc, it sounds like it wont keep that kind of performance 100% of the time. If it isnt, then 9 tf is the real performance delta of the PS5. Is this right?
 
Hmm. So, the 10 tf count for the PS5 is at its peak performance and not its actual sustained numbers? Im no techy (by any stretch) so Im asking... And if thats the case, how often will it sustain peak performance? According to this doc, it sounds like it wont keep that kind of performance 100% of the time. If it isnt, then 9 tf is the real performance delta of the PS5. Is this right?
it is but SONY is trying to pluff their numbers which is misleading. They are already videos saying this.
 
This is my thinking also
I dont know if they can ever create another big hit like Halo or Gears the way they did back then. These days its about creating a franchise -- which is to say -- create a new Ip and build it into a juggernaut franchise like Gears or Halo with sequels. Its much harder to try and replicate successes like Halo or Gears these days when the market is already saturated.
 



Project Acoustic' Audio Ray Tracing For Xbox Series X Revealed
Microsoft has officially revealed the audio ray tracing technology for their next-gen console – Xbox Series X. Yesterday; we’ve got our first look at the specs for Sony’s PlayStation 5. While the majority of the stream was focused on SSD, there is no denying that PS5 features a really impressive and game-changing 3D audio tech.

Project Acoustics is a wave acoustics engine for 3D interactive experiences. It models wave effects like occlusion, obstruction, portaling and reverberation effects in complex scenes without requiring manual zone markup or CPU intensive ray tracing. It also includes game engine and audio middleware integration. Project Acoustics’ philosophy is similar to static lighting: bake detailed physics offline to provide a physical baseline, and use a lightweight runtime with expressive design controls to meet your artistic goals for the acoustics of your virtual world. Ray-based acoustics methods can check for occlusion using a single source-to-listener ray cast, or drive reverb by estimating local scene volume with a few rays. But these techniques can be unreliable because a pebble occludes as much as a boulder. Rays don’t account for the way sound bends around objects, a phenomenon known as diffraction. Project Acoustics’ simulation captures these effects using a wave-based simulation. The acoustics are more predictable, accurate and seamless. Project Acoustics’ key innovation is to couple real sound wave-based acoustic simulation with traditional sound design concepts. It translates simulation results into traditional audio DSP parameters for occlusion, portaling, and reverb. The designer uses controls over this translation process.
 



Project Acoustic' Audio Ray Tracing For Xbox Series X Revealed
Microsoft has officially revealed the audio ray tracing technology for their next-gen console – Xbox Series X. Yesterday; we’ve got our first look at the specs for Sony’s PlayStation 5. While the majority of the stream was focused on SSD, there is no denying that PS5 features a really impressive and game-changing 3D audio tech.

Project Acoustics is a wave acoustics engine for 3D interactive experiences. It models wave effects like occlusion, obstruction, portaling and reverberation effects in complex scenes without requiring manual zone markup or CPU intensive ray tracing. It also includes game engine and audio middleware integration. Project Acoustics’ philosophy is similar to static lighting: bake detailed physics offline to provide a physical baseline, and use a lightweight runtime with expressive design controls to meet your artistic goals for the acoustics of your virtual world. Ray-based acoustics methods can check for occlusion using a single source-to-listener ray cast, or drive reverb by estimating local scene volume with a few rays. But these techniques can be unreliable because a pebble occludes as much as a boulder. Rays don’t account for the way sound bends around objects, a phenomenon known as diffraction. Project Acoustics’ simulation captures these effects using a wave-based simulation. The acoustics are more predictable, accurate and seamless. Project Acoustics’ key innovation is to couple real sound wave-based acoustic simulation with traditional sound design concepts. It translates simulation results into traditional audio DSP parameters for occlusion, portaling, and reverb. The designer uses controls over this translation process.

Sounds good. Audio is a place that really needs some love.
 


He continues:

One of the most overlooked elements is our new sampler feedback streaming. It allows us to elegantly stream individual texture pages (rather than whole mips) based on GPU texture fetches. Special filtering hardware allows graceful fallback to the resident mip levels.

This fundamentally amplifies our memory size because we don't have to hold texture pages in memory that aren't needed. It also reduces our streaming bandwidth demands by only streaming what we need.
 
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