EDGE backs up PS4 "50% faster" story

Not cherry picking. Just spotted it and decided to post it. There was nothing particularly bad about that post. It just said the PS4 didn't need the same level of audio processing because it didn't have the voice recognition functions like Kinect. I don't see a problem with it.

Here's a thought...read the thread and look what ppl like bkilian say. He designed SHAPE in X1. He knows what he is talking about. Picking random ppl who know nothing about audio hardware blindly just because they say what you wanted to hear doesn't impress me.

I'm saying that's not the point I'm trying to make.

The don't go out on that limb in the future. Now you look stupid.

I'm saying that you are flatout being intellectually dishonest by pretending not to know what I was talking about. That somehow the ESRAM was utilized in the same way as the GDDR5 was.

Nobody has EVER said the eSRAM was 'utilized in the same way as GDDR5'. What I did say was that GDDR5 has literally zero advantages over the X1's memory subsystem. It has less bandwidth to both the GPU and CPU. It has WAY more latency. It costs more. It's got far fewer prospects for future cost reductions. And the pool is 4.5GB with 5GB if you work closely with Sony compared to 5GB for X1. In literally every possible area that matters to games or platform considerations it is worse.

Trying to change the subject is being dishonest, which is what you've been trying this whole time.

Here is a quote from B3D for you:

And why am I suppose to care about some random quote from a guy who knows nothing at B3d? Why are you repeating quotes that I already tore apart? You want quotes from ppl who actually know wtf is going on. Not Brad Grenz or Betanumerical (Sony fanboys). Look for stuff from ERP (a Sony first party dev) or sebbbi or DaveBauman or 3dcgi or best of all bkilian. Those are game/graphics programmers, AMD engineers, and the audio engineer on SHAPE/X1. You want facts? Go to the ppl who work on this stuff for a living. Stop picking any ole random post that tells you what you WANT to hear as if we are supposed to be impressed.

Weren't the guys claiming about the ram from EA? There was another (anonymous) report that Infinity Ward had issues also. Not saying that Infinity Ward isn't lazy that's not the point.

Who? No. It's just EDGE's no name anonymous source. Literally nobody else has suggested as much. lhuerre is a dev but not Matt, who iirc isn't a dev at all and just spreads FUD on GAF. lhuerre confirmed the 14/4 usage info and said the two platforms are basically the same in performance. He specifically said it was much closer than 360/PS3. But no, those two had nothing to do with anything.
 
Lol cutting no he means shake his head, just like everyone else, everytime I go in a thread ppl are making fun of you for the same things over and over and over again. Everyone knows you love KZ(regardless of how much slower it looks when that's all you talked about was how fast gameplay on ps3 KZ is), we're blown away you think it looks the best of all console games, super surprised! Where is this widespread opinion you mention of SF being the best looking game? I'm on NeoGaf and psu and I don't see that. Just another ploy to back up your ultra based opinion. Again.
Which people? People who are biased to the Xbox? Um yeah
It looks faster and any unbiased gamer will tell you KZ2/KZ3 are faster then the Halo's(which you blindly/ignorantly denied(you never played KZ3 online)

You mentioned gaf? http://www.neogaf.com/forum/showthread.php?t=661117

You wanna try and make me look biased but.... what are the top 3 best looking LAUNCH titles between the PS4 and the XBO IYO?
 
Microsoft isn't even investing heavily in hands free gaming themselves at the moment.

Kinect is more about the interface imo. And I've always thought that even when others thought that most of Microsoft's exclusive would be Kinect games.
 
What? Who told you that? No...It's got nothing to do with the console, it's the game that demands audio processing as per its programming.



There's no 'supposedly' about it. That's outright false. We don't have to guess the motivations. We KNOW them because bkilian told us months ago. The MEC was for Kinect. The rest is for traditional game audio, including SHAPE, which is the synthesizing tasks I have been talking about. Like knowing how to calculate echoes and reverb in a cave or warehouse (see: CoD: Ghosts) or how to handle Doppler shifts on moving sources or how to do reverb and muffling on voices/nades in a small enclosed train car (see: BF4's Levolution trailers).

Trying to compare things to PS3 vs 360 audio is dumb because the only differences there were in sound quality from the speakers (7.1 vs 5.1) and very few have 7.1 setups to begin with. Here the difference is in the sound files being played back themselves and its pretty dramatic difference if it's not there.



If you wanted your games to sound like s*** compared to the competition, sure. This isn't about the quality of the audio coming out of your speakers (7.1 vs 5.1 etc). It's about the fidelity of synthesizing audio. Games aren't about just playing back pre-made audio files anymore. and with the CPU's as they are in X1/PS4 I highly doubt devs will want to do what they have always done, meaning throw a CPU at it. Both have worked (much less so on Sony's end) to move loads off of the CPU. They do that for a reason. Adding audio back onto the CPU is a recipe for cutting lots of corners in physics, AI, etc. in that version which means you have to re-balance your game.

sebbbi made this point at B3d just yesterday. The LAST thing devs will want to do most likely is adjust physics or AI across sku's by moving those tasks from the CPU on PC/X1 over to the GPU on PS4. The VAST majority of physics/AI calculations don't benefit from the parallelism the GPGPU stuff offers (you use GPGPU moreso for stuff where you need 10k+ threads processing the tasks and very little physics/AI fits into that framework). Fluid sim? Yes. Screenspace post fx like certain types of AA and AF? Sure. But you wanna keep your baseline physics and AI on the CPU.

Audio, on the other hand, doesn't directly affect gameplay and doesn't need extensive re-testing after tweaks. It is also often done in large chunks where parallelism at the GPGPU level is gonna be helpful. Hence, I expect devs to push audio tasks to the CU's and keep the CPU disparity at a minimum between the platforms to avoid extensive game re-testing.



They either do it there or on the CPU. Those are your options. Not having audio isn't an option. Not having modern audio processing isn't an option either if you want your game to sell. Unless you don't care how immersive your game is in the first place.

Which is basically what he said. Much like PS3/360 there was quite a difference in quality in audio synthesizing between PS3 and 360 games (there has to be because both consoles handle it very differently). Developers are going to work with lowest common denominator with multiplatform games to keep parity. As in they'll build around the weakest CPU (in this case PS4) and go from there for the XBO version. As Bkilian would say (paraphrasing) chances are high when they create their engines they're going to make PS4's audio capabilities the baseline and anything beyond it will be an XBO feature. Much the opposite of your indirect suggestion that XBO's audio abilities will be the baseline.

And no, the average gamer doesn't care about "immersive" audio at all, to pretend they do is a lie. Nor will it affect sales in any meaningful way, hell it won't even be relevant in gaming forum console war threads.
 
Which people? People who are biased to the Xbox? Um yeah
It looks faster and any unbiased gamer will tell you KZ2/KZ3 are faster then the Halo's(which you blindly/ignorantly denied(you never played KZ3 online)

You mentioned gaf? http://www.neogaf.com/forum/showthread.php?t=661117

You wanna try and make me look biased but.... what are the top 3 best looking LAUNCH titles between the PS4 and the XBO IYO?

I don't have to make you look biased at all, you do that while trying still not to. KZ3 is faster than halo 4 and both are faster than this game, the sprint in this game looks like slow motion, but you are fine with it obviously it has "killzone" in the title.

Is that the link you posted the correct link, didn't seem overwhelming blown away, despite it being a known sony camp over there, I was surprised it wasn't more one sided with positive comments actually, that the best you could find? Wow unimpressed.

My top 3? They are all unfinished, but I'd say, Forza, and maybe the singleplayer of this game or BF4 if they are both 60fps.
 
Which is basically what he said. Much like PS3/360 there was quite a difference in quality in audio synthesizing between PS3 and 360 games (there has to be because both consoles handle it very differently). Developers are going to work with lowest common denominator with multiplatform games to keep parity. As in they'll build around the weakest CPU (in this case PS4) and go from there for the XBO version. As Bkilian would say (paraphrasing) chances are high when they create their engines they're going to make PS4's audio capabilities the baseline and anything beyond it will be an XBO feature. Much the opposite of your indirect suggestion that XBO's audio abilities will be the baseline.

And no, the average gamer doesn't care about "immersive" audio at all, to pretend they do is a lie. Nor will it affect sales in any meaningful way, hell it won't even be relevant in gaming forum console war threads.

To say sound isnt important to video games is like saying sound isnt important to films. That's inaccurate Ketto and you know it. When sound stands out in a review, people take notice. If the sound is good enough to be mentioned, people will welcome those benefits and want more of it and reviews will include their opinions as well. Sound matters just as much as the visuals.
 
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To say sound isnt important to video games is like saying sound isnt important to films. That's inaccurate Ketto and you know it. When sound stands out in a review, people take notice. If the sound is good enough to be mentioned, people will welcome those benefits and want more of it. Same as any good technology.

Yes. I think Ketto and the other person (sorry forgot the name) are confusing people not caring about differences between 5.1 and 7.1 sound breakout with slightly higher fidelity rates; not audio fidelity and architecting in terms of varied sound effects, environmental effects, etc. of in game elements. The latter is what gets lauded, not the former. The former just gets honorable mention for the few that actually care.
 
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Yes. I think Ketto and the other person (sorry forgot the name) are confusing people not caring about differences between 5.1 and 7.1 sound breakout with slightly higher fidelity rates; not audio fidelity and architecting in terms of varied sound effects, environmental effects, etc. of in game elements. The latter is what gets lauded, not the former. The former just gets honorable mention for the few that actually care.

It'll get much more mention next gen as well as devs can now take a more Hollywood approach to it. Sound is a big deal...
 
Which is basically what he said. Much like PS3/360 there was quite a difference in quality in audio synthesizing between PS3 and 360 games (there has to be because both consoles handle it very differently).

You're not helping. You are conflating audio output quality in terms of how many speakers it gest spread across with the actual processing of audio files to adjust to gameplay interaction. Having 2 more channels to output doesn't significantly affect your processing. Doing totally different filtering and synthesizing does.

Developers are going to work with lowest common denominator with multiplatform games to keep parity.

They will likely keep the CPU loads at parity if at all possible and shuffle audio processing to PS4's CU's. I already explained why they will go that route over trying to notably alter physics or AI and incur tons of additional play testing and bugs.

As in they'll build around the weakest CPU (in this case PS4) and go from there for the XBO version. As Bkilian would say (paraphrasing) chances are high when they create their engines they're going to make PS4's audio capabilities the baseline and anything beyond it will be an XBO feature. Much the opposite of your indirect suggestion that XBO's audio abilities will be the baseline.

They will create those audio engines knowing that PS4 has CU's to offload them to. They aren't going to just not use those CU's just for s***s 'n giggles. It's pretty straightforward as is. Ya NEED to avoid disparities in AI and physics handled on the CPU end and you gotta do audio processing somewhere...hey look, free CU's that we aren't using! Voila. Wanna use them for graphics instead? Fine, but ya don't get jack s*** for a visual payoff and all ya did was create more costs for your game budget and ya STILL have nowhere to handle audio. Devs will wanna keep things as identical as possible and the way to do that is obvious; same CPU loads, use CU's for audio on PS4, exploit smaller areas like the other CU's and display planes and whatnot on the contours.

And no, the average gamer doesn't care about "immersive" audio at all, to pretend they do is a lie.

Lemme know when you wanna come visit reality Ketto. No AAA devs agree with you on this. You're not even close to in the ballpark of being right on this one.
 
Lemme know when you wanna come visit reality Ketto. No AAA devs agree with you on this. You're not even close to in the ballpark of being right on this one.

A day ago I would have disagreed with you but then I started reading the Forza forums about audio, and some of them have stereo setups crazier than mine to get the roar and feel of those engine noises.

Insane stuff like 3000 watt sub-woofers, through 100 hz bandpass filters just to recreate the lfo of the car from the sub-harmonics embedded in their soundtrack.

Race car simulation guys are kinda crazy...
 
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No. The best predictor of future success is past achievement. Thankfully, we've seen what kind of potent (can't believe you use this word) options this type of input device has given developers over the past...going on 3 years now. Gamers just don't want to use their bodies to play the latest Call of Duty. Gamers want to sit, relax, and try to burn as few calories as possible while gaming. Decreasing lag, adding points of articulation, and including the device with every console doesn't sound like a recipe for revolution. Now that I think about it, weren't you championing the first Kinect? You know what they say about past achievement (or lack thereof)...

The Kinect is not potent if all it's given us thus far is Steel Battalion, Fable The Journey, and UI voice commands. One would argue the better choice of word is IMpotent.





"Very little". What? Where are you coming up with this stuff? Can you back any of this up with actual numbers? Let me give this a shot, to see what it feels like.

...because an extraordinary amount of experimentation was done in the console arena with it thus far...as a direct result of it selling 24 million units and being on the market for three years now. Plus all the attention from the gaming and non gaming press it received in an almost Wii like fashion for months on end. Additionally, resources targeting Kinect 2.0 are going to dry up considering the small user base of the XBone, the hefty price that comes with it ($499.00), the rising popularity of the PC market, and the aggressive position Sony is taking with their PS4.

Look, anyone can say stuff on the internet and not back it up. It's what makes this place so ideal for non payroll shills such as yourself.





Show me the numbers. You're just spouting off nonsense at this point. Read above if you're confused.




I don't think there's a single person who's afraid to admit they don't find the Kinect/XBone value prop to their liking. I'm pretty sure gaming is filled with these types of people right now.



I brought attention to the childish phrasing you used earlier. If you're interested in the XBone, you're interested in the PS4 and vice versa. The machines are basically identical at this point. Hyperbole gets old when used by someone who is wrong so frequently.





Oh, I got it. YOU'RE right and EVERYONE ELSE is wrong. You see things that no one else sees. Where have I seen this before?

24 million units sold and counting says hello. (Not cool to discount the numbers because they don't fit-in with your troll mongering) If that isn't a success (never mind the damned thing broke records for fastest selling device) I don't know what is. Thats a hell of a lot more sold than the Move and more then enough reason to improve upon the original, not to mention make it mandatory next gen. And I can GUARANTEE we see more than 24 million Kinect 2.0 out in the real world by the end of this generation and a new standard set before Sony gets a clue. Unless you guys are still banking on the Kinect 2.0 not receiving support through out the X1's 10 YEAR SHELF LIFE even though its a mandatory and guaranteed to come with every X1 sold from November forward? Pfft. Talk about delusions of Grandeur...


And lets not mention how the Kinect v1 was so pathetic and unsuccessful (according to you) that Sony ripped pages from Microsofts book and created a damned near EXACT copycat of a so called FAILED CURRENT GEN camera for a NEXT GENERATION console thats not even out yet and STILL behind the curve before its even released. Pfft. Don't get me started...
 
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You're not helping. You are conflating audio output quality in terms of how many speakers it gest spread across with the actual processing of audio files to adjust to gameplay interaction. Having 2 more channels to output doesn't significantly affect your processing. Doing totally different filtering and synthesizing does.

No I think you're the one who's conflating here, there are several games that were talked about on B3D by ERP and others in which the very process of doing audio itself was extensively different on each platform not just the channels or the compression. Do a google search with the modifer "site:beyond3d.com" and search for Battlefield (or DICE) audio you should find some talks on exactly how different the two systems handled audio that extend further than merely quality.

astrograd said:
They will likely keep the CPU loads at parity if at all possible and shuffle audio processing to PS4's CU's. I already explained why they will go that route over trying to notably alter physics or AI and incur tons of additional play testing and bugs.

Which again using PS4's CPU is the base for engines then they'll simply do "good enough" audio along with everything else you're mentioning then on the XBO one version they'll shuttle the audio off to SHAPE and expand said audio if they feel so inclined (bkilian doesn't think vast majority of developers are even going to use 50% of SHAPE's capabilities for reasons already explained) which is basically how it's been handled since...forever. It's not nearly as set in stone as you're trying to convey.

astrograd said:
They will create those audio engines knowing that PS4 has CU's to offload them to. They aren't going to just not use those CU's just for s***s 'n giggles. It's pretty straightforward as is. Ya NEED to avoid disparities in AI and physics handled on the CPU end and you gotta do audio processing somewhere...hey look, free CU's that we aren't using! Voila. Wanna use them for graphics instead? Fine, but ya don't get jack s*** for a visual payoff and all ya did was create more costs for your game budget and ya STILL have nowhere to handle audio. Devs will wanna keep things as identical as possible and the way to do that is obvious; same CPU loads, use CU's for audio on PS4, exploit smaller areas like the other CU's and display planes and whatnot on the contours.

Those "CUs" aren't sitting there not being used, especially when you have many developers speaking about moving some if not all of their physics and collisions off to the CUs for their engines, and many are already doing GPGPU accelerated effects on the GPU. And for some reason you're under the impression that CUs would be slaved off doing audio the entire time or that it would take 4CUs which won't be the case at all.

And you are correct devs will want to keep things as identical as possible which is why they'll use PS4's CPU as base because it's the lowest common denominator. Not really that hard to understand, hell I'll use a next gen game as an example. This is the snippet of actual CPU load of a next gen game (not cross gen either).

60
AI characters

940
Entities, 300 Active

8200
Physics objects (1500 keyframed, 6700 static)

500
Particle systems

120
Sound voices

110
Ray casts

1000
Jobs per frame

if this was being ported to XBO, then lets look at what can be moved and expanded upon. Obviously we can move sound voices (well assume this is filtering/mixing) to SHAPE and even increase the number now we have some free cycles, as a result we can increase the number of physics objects to 8400, maybe even increase the particle systems output to 600 (obviously I don't truly know how much can be increased with the move to audio).

Lemme know when you wanna come visit reality Ketto. No AAA devs agree with you on this. You're not even close to in the ballpark of being right on this one.

Other than EPR, Bkilian and Shifty agreeing with me. Audio is easily the last thing the average gamer cares about, they don't care if game sounds have 3 bounces versus a platform in which it only has 1. The average gamer cares about audio quality nearly as much as they care about resolution of their games. Developers could use the same audio from PS3/360 on their PS4/XBO and vast majority of people wouldn't even notice nor would they care which coincidentally...cross plaform games most definitely are, they'll probably do extra with SHAPE but again lowest common denominator. If The Last of Us was ported to 360 it's audio would be scaled back tremendously and a much more simple approach would be implemented, but I'd bet several thousands of dollars that the average gamer won't notice the difference.

AAA developers care obvious because they spend time on the audio, but the people who consume their games definitely don't. Which is why many games have "good enough" audio. As I said back on TXB you can count the number of games doing raycast or raycast-esque audio on one hand, and they're all on PS3. And I'm willing to bet if you asked the average gamer to name the most "immersive" sounding games, vast majority of them won't name any of those PS3 games. Audiophiles are a ridiculously small subset of the average person who consumes entertainment. If people cared about audio then the MP3 format would have died out ages ago, s***ty headphones wouldn't be a thing, vast majority of gamers wouldn't play their game with the audio coming from their TV speakers, Beats by Dre wouldn't be the best selling headphones. Sorry but you'll find that most gamers don't give a s*** about immersive sounds and quite happy with "good enough."

I'll leave the words of someone who actually knows what they're talking about.

Someone Who Actually Knows What They're Talking About said:
SHAPE, if it were utilized 100% at all times, would be hard to equal in CPU, yes. But they don't need to equal it. For one, it's using better, but more expensive algorithms, for which the cheaper versions work fine, and have been used for the last generation without complaint. And second, It's highly doubtful that it will be utilized 100% for most games. I'd be surprised if developers used even 50% of it's capabilities for most titles.
By the time developers are looking to push the capabilities of the audio block, I suspect using GPU compute audio will be well understood and a reasonable solution.

He's right and he's FAR more knowledgeable than you on this subject. Which is exactly how it's going to play out. GPGPU accelerated audio is going to be a rarity that only a handful of developers utilize, and until that time filtering/mixing will be handled on the CPU on PS4 and ported to XBO in which it will be moved over to SHAPE.
 
Ketto,

As I have been saying the audio solutions are not a hard computation problem, frankly moving it into the GPU is a waste and only makes the problem worse. The issue with doing audio in a non DSP solution is LATENCY. There will be significant audio and video (from the camera and mic) latency in interactive video applications on the PS4. So much so that the console will be unsuitable to do these types of applications for all but the youngest gamers. (5 year olds wont care about the latency on PSEyeToy version Sesame Street)

So in your Karoke games, and Dance Games, the X1 is set to be king, the PS4 is DEAD ON ARRIVAL in these types of interactive games. It won't be relevant in this area. I suspect they will also kill off all the PS4 voice and gesture command on the PS4 executive layer as well. The X1 will probably also add virtual avatars and voice changers to Skype to enhance privacy and anonymity.

Where this will really hit the PS4 is gestures and and voice commands in core games, which I believe are going to be a large part of the X1 experience, and the next gen core game experience as well. In cross plat games, these types of activities will work great on the X1 hardware, while they will suffer greatly on audio and video streams processed on either the CPU or GPU on the PS4. And again the reason is LATENCY.
 

I hadn't realized that many devs had voiced concern over the XB1 architecture. By the sounds of it MS have used very low end components, and concocted a very elaborate set-up to push it as close as it can to 1080p (900p in most cases).

Also I know many here disagree with EDGE because of their recent articles but having read edge for nearly 9 years, they are normally right or not far off. They nailed the specs of the XB1 and MS plan before the reveal, which many dismissed at TXB.

My hype levels for XB1 are dropping faster than an anchor, the more I read and found out about the Xb1 the worse it sounds. I'd would be very interested to know what MS could sell the XB1 for if Kinect hadn't being shoe horned in. My guess £225 - £250.
 
Correct me if I am wrong but only here do we see a argument that XBO is more powerful because it has a dedicated to sound chip that frees up the CPU... Why don't any 3rd parties also notice this amazing(?) advantage the XBO has and tout/tweet it? Is this what the argument is?

Also this current gen the PS3 blew away the 360 in sound with capable setups.... Even with a dedicated chip for sound on XBO...expect PS4 and XBO to be virtually identical in sounds unlike the current gen. If XBO has a advantage it won't be heard with 3rd party games and I HIGHLY doubt 1st party games will make much of a difference either.
 
I believe (I could be wrong) That the SHAPE audio chip is mainly used for kinect, but also could be used to off-load CPU tasks on the audio front. And yes the PS3 does have better sound capabilities.
 
When half of you get a clue about Shape, audio processing trends at development companies today and what actually requires what, then please feel free to make a post that actually shows that you know something.

Otherwise this is just cyclical nonsense back and forth with Ketto (as usual) leading the charge of FUD and not worth battling with head to head for fear of ultimately being banned when he and the brigade push you the point of exhaustive anger.

Honestly.
 
Correct me if I am wrong but only here do we see a argument that XBO is more powerful because it has a dedicated to sound chip that frees up the CPU... Why don't any 3rd parties also notice this amazing(?) advantage the XBO has and tout/tweet it? Is this what the argument is?

Also this current gen the PS3 blew away the 360 in sound with capable setups.... Even with a dedicated chip for sound on XBO...expect PS4 and XBO to be virtually identical in sounds unlike the current gen. If XBO has a advantage it won't be heard with 3rd party games and I HIGHLY doubt 1st party games will make much of a difference either.

Yeah that seems to be the new argument. Granted it is the new argument I have only seen on this forum and by only a few people, but "audio" is the new secret sauce of the month.
 
When half of you get a clue about Shape, audio processing trends at development companies today and what actually requires what, then please feel free to make a post that actually shows that you know something.

Otherwise this is just cyclical nonsense back and forth with Ketto (as usual) leading the charge of FUD and not worth battling with head to head for fear of ultimately being banned when he and the brigade push you the point of exhaustive anger.

Honestly.

Says the guy who thinks that the objectively weaker specs are better than the objectively better specs.

PS4: 1.84TF GPU ( 18 CUs)
PS4: 1152 Shaders
PS4: 72 Texture units
PS4: 32 ROPS
PS4: 8 ACE/64 queues
8192mb GDDR5 @ 176gb/s

versus

Xbone: 1.31 TF GPU (12 CUs)
Xbone: 768 Shaders
Xbone: 48 Texture units
Xbone: 16 ROPS
Xbone: 2 ACE/ 16 queues
8192mb DDR3 @ 68gb/s (+ 32mb ESRAM @ 192 gb/s)

Before these stupid consoles warz no one would ever argue such a difference could be made up by 32 megabytes of ESRAM or an "audio processor." No PC gamer would have ever argued that a Radeon 7770 was better than a 7850, or that they would prefer DDR3 memory in their next video card over GDDR5. Yet here we are, in crazyville.
 
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Yeah that seems to be the new argument. Granted it is the new argument I have only seen on this forum and by only a few people, but "audio" is the new secret sauce of the month.

No, it is just one instance, one of many that MS engineered to divert resources fro CPU and GPU. Next Gen sound design is about sound emitters positioned in the geometry itself and interacting with objects at the material level. Infinity Ward and Sucker Punch are two devs that have articles out there touching on what they are doing for Ghosts and Second Son.

As for GPU performance and how ESRAM helps; Expletive at B3D even sums it up probably best overall at this point in time, even addressing why some dev feedback would be found as pointed to in the Edge article and others (which are mostly from the Edge article itself). http://forum.beyond3d.com/showpost.php?p=1788040&postcount=6626

Again it is a matter of people here who have been developing in the tech industry and can better understand nuances of technology better, even if we are not directly "game" developers. As opposed to you "arm chair" warriors.
 
Says the guy who thinks that the objectively weaker specs are better than the objectively better specs.

PS4: 1.84TF GPU ( 18 CUs)
PS4: 1152 Shaders
PS4: 72 Texture units
PS4: 32 ROPS
PS4: 8 ACE/64 queues
8192mb GDDR5 @ 176gb/s

versus

Xbone: 1.31 TF GPU (12 CUs)
Xbone: 768 Shaders
Xbone: 48 Texture units
Xbone: 16 ROPS
Xbone: 2 ACE/ 16 queues
8192mb DDR3 @ 68gb/s (+ 32mb ESRAM @ 192 gb/s)

Before these stupid consoles warz no one would ever argue such a difference could be made up by 32 megabytes of ESRAM or an "audio processor." No PC gamer would have ever argued that a Radeon 7770 was better than a 7850, or that they would prefer DDR3 memory in their next video card over GDDR5. Yet here we are, in crazyville.


And again you show that your understanding is at a cliff notes level of reading charts. You must be helpful to your significant other as you can follow lists quite well.
 
I hadn't realized that many devs had voiced concern over the XB1 architecture. By the sounds of it MS have used very low end components, and concocted a very elaborate set-up to push it as close as it can to 1080p (900p in most cases).

Also I know many here disagree with EDGE because of their recent articles but having read edge for nearly 9 years, they are normally right or not far off. They nailed the specs of the XB1 and MS plan before the reveal, which many dismissed at TXB.

My hype levels for XB1 are dropping faster than an anchor, the more I read and found out about the Xb1 the worse it sounds. I'd would be very interested to know what MS could sell the XB1 for if Kinect hadn't being shoe horned in. My guess £225 - £250.

Step back for a moment and establish exactly who the people are bad mouthing the Xbox One. Mr. Blow, while I don't want to be completely dismissive of his opinion, is, for all intents and purposes, a Sony mouthpiece, proving he's ready and willing to bash the Xbox One any time anyone asks for his opinion. I also question who these "anonymous" sources are listed in the Edge article. I ask because the timing of their piece eerily coincides with the taken-out-of-context Adrian Chielarz tweet which makes it look like he's saying the PS4 is 50% more powerful when, in fact, he clarified it to mean that the PS4, according to his developer sources, is 50% fast to develop for. Is that a function of the hardware, or is it because the Xbox One's development tools are, admittedly, less-mature at this point than Sony's? I honestly don't know. The guy from Housermarque -- are they one of the indie developers Microsoft mentioned developing Xbox One content (I know they're working on a PS4 title)? If not, then how does Mr. Krueger know enough to compare the two systems? And, as others have mentioned, how is eSRAM now a "pain to work with" when its predecessor, eDRAM, was featured in the much-easier-to-develop-for Xbox 360's architecture? Gaijin Entertainment? Are they working on Xbox One content? And why are we dismissing folks like John Carmack who, like other high-profile developers (Kojima, et al), say the two systems are so close, it's "almost weird"?

Read the interview Digital Foundry conducted recently with the Xbox One engineers. While it may not change your mind about which system is more powerful, I don't think you can conclude that Microsoft went with low-end components when, in fact, the system appears to be a very thorough, well-engineered console, and the architects explain why they did what they did. There is a lot going on inside Microsoft's box that can't be summed up by merely looking at the spec sheet.

Finally, I'd say look at the games. Yeah, Ryse is native 900p, but it still looks better than most anything I've seen from the PS4's first-party crop of games. In fact, it's probably the most hyped next-gen game, and that's solely because of its aesthetics. Compare Forza 5 to Drive Club. Head-to-head, compare the videos showcasing Metal Gear Solid on both platforms. Guess what? They're identical. If the PS4 were, in fact, as significantly more powerful than some want us to believe, then, as one of the developers in the link you quoted stated, the disparity would be evident on day one. Because that absolutely hasn't come to fruition, I'm inclined to believe that the two systems are very close to one another in terms of performance, and you won't be able to tell the games apart in the end.
 
There is everything wrong with it. Just alone the fact that Kinect's processing is in the Kinect itself. So the finely crafted Gentz post is useless FUD.

It is on you to post things with proper context and whole arguments; not he said she said cr@p which is what you are doing, thus distributing and persisting FUD, which I think you just enjoy doing and don't really have any particular care of proving a point or not.

Nonsense, lol. You guys are extremely biased. So it's difficult for me to tell whether or not you are being genuine or not.

I've not been on the forums for about a week or so but I heard Ryse is not even 1080p, 900p?

I wonder what offloading audio will do for that...

:laugh: Yeah, all the stuff they are saying isn't really adding up.

They say the games look "the same", but there hasn't been a single multiplatform game shown on either console. So how would you know if the games "look the same"?
 
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