shinra-bansho
Member
I think that's just a particularly bad image really? Not sure if this helps?
EDIT: Another one:
EDIT: Another one:
Wow xbox one even missing an island
I think that's just a particularly bad image really? Not sure if this helps?
EDIT: Another one:
Really? There's nothing threadworthy about single frame captures from quick cuts in a compressed video. Let's not do this.Imo those comparison shots are threadworthy if it's indeed the XBO version.
What dedicated hardware?
It's impossible that second shot is X1. MS created directX, there is no way they would give Sony 50% advantage! or that's what I've been told.
Looking at the ropes, it almost seems like they are running at different resolutions. There's a lot more aliasing in the XB1 version.
I think that's just a particularly bad image really? Not sure if this helps?
EDIT: Another one:
That's a bullshit comparison. If you watched the video you would know exactly that.
The Xbox One, as per all publicly available information, has a number of dedicated hardware units that I see devs getting better at making use of for their specific purposes over time. This isn't about secret sauce bs, which I'm pretty sure is where trolls want to take this one.
-- The 3 display planes, 2 of which I think are available to devs. They seem pretty helpful for dynamic resolutions and could possibly have interesting uses for LOD purpose.
-- The 4 move engines, 2 of which comes with hardware specifically designed for LZ decompression and compression. Beyond that they seem pretty crucial for better leveraging the system's ESRAM and saving bandwidth wherever possible, so this seems like one of the more obvious aspects of the Xbox One that devs will possibly become better at making use of as they get more experience with the system. 3 of these are directly available to developers, whereas one is reserved for use by the system and appears automatically managed through Direct3D helping with specific game operations.
-- The SHAPE audio block, something devs have full access to, is another thing I can see devs using better with time, especially since it can help by offloading from the CPU some processing requirements as it pertains to audio. The LZ compression and decompression hardware on the move engines are also something that can help the CPU.
So no matter how you look at it, this is a fair bit of dedicated hardware that's directly under the control of game developers. Common sense suggests that developers will become smarter about how they use these things over the life of the Xbox One. To think otherwise would be ludicrous, and this in no way suggests a belief in magical, secret sauce hardware. Fact is they're all in there and available to developers for a reason. Expecting Xbox One developers to have a full grasp on how best to use all of this on day one would be like expecting PS4 developers to make full use of the PS4's 8 ACEs and all that potential for Compute on day one. Beyond the customizations available on both machines, devs won't even have it all figured out on the best way to take advantage of the CPU, GPU and memory system of each machine. It just so happens that on the Xbox One in particular, one of the main customizations of the hardware seems especially crucial to getting the most out of the memory system. PS4 devs obviously have far less of a challenge in that regard, but it's a challenge that I think Xbox One devs will manage to easily come to grips with.
It's because that screenshot has been captured slap back in the middle of a camera motion with a shit-ton of motion blur.
Here is a gif of a cool bit from the video, in gif form
I think that's just a particularly bad image really? Not sure if this helps?
EDIT: Another one:
It's because that screenshot has been captured slap back in the middle of a camera motion with a shit-ton of motion blur.
Here is a gif of a cool bit from the video, in gif form
I don't think this is a great comparison shot. It looks like the ocean is much rougher in the PS4 shot due to a weather change and the different positioning at sea makes it look like the XBO version is missing an island when it actually isn't.
PS4
XBone
The Xbox One, as per all publicly available information, has a number of dedicated hardware units that I see devs getting better at making use of for their specific purposes over time. This isn't about secret sauce bs, which I'm pretty sure is where trolls want to take this one.
-- The 3 display planes, 2 of which I think are available to devs. They seem pretty helpful for dynamic resolutions and could possibly have interesting uses for LOD purpose.
-- The 4 move engines, 2 of which comes with hardware specifically designed for LZ decompression and compression. Beyond that they seem pretty crucial for better leveraging the system's ESRAM and saving bandwidth wherever possible, so this seems like one of the more obvious aspects of the Xbox One that devs will possibly become better at making use of as they get more experience with the system. 3 of these are directly available to developers, whereas one is reserved for use by the system and appears automatically managed through Direct3D helping with specific game operations.
-- The SHAPE audio block, something devs have full access to, is another thing I can see devs using better with time, especially since it can help by offloading from the CPU some processing requirements as it pertains to audio. The LZ compression and decompression hardware on the move engines are also something that can help the CPU.
So no matter how you look at it, this is a fair bit of dedicated hardware that's directly under the control of game developers. Common sense suggests that developers will become smarter about how they use these things over the life of the Xbox One. To think otherwise would be ludicrous, and this in no way suggests a belief in magical, secret sauce hardware. Fact is they're all in there and available to developers for a reason. Expecting Xbox One developers to have a full grasp on how best to use all of this on day one would be like expecting PS4 developers to make full use of the PS4's 8 ACEs and all that potential for Compute on day one. Beyond the customizations available on both machines, devs won't even have it all figured out on the best way to take advantage of the CPU, GPU and memory system of each machine. It just so happens that on the Xbox One in particular, one of the main customizations of the hardware seems especially crucial to getting the most out of the memory system. PS4 devs obviously have far less of a challenge in that regard, but it's a challenge that I think Xbox One devs will manage to easily come to grips with.
I'm reminded of why threads like these tend to be cesspools. It's like watching Fox News. Anyone with any sense knows that isn't the Xbox One version of the game. That shit looks just about passable for current gen based on those shots. Even GTA V on 360 and PS3 has superior looking water. Anyway, last post in this thread. It has dissolved into blatantly misleading comparisons.
I think that's just a particularly bad image really? Not sure if this helps?
EDIT: Another one:
The Xbox One, as per all publicly available information, has a number of dedicated hardware units that I see devs getting better at making use of for their specific purposes over time. This isn't about secret sauce bs, which I'm pretty sure is where trolls want to take this one.
-- The 3 display planes, 2 of which I think are available to devs. They seem pretty helpful for dynamic resolutions and could possibly have interesting uses for LOD purpose.
-- The 4 move engines, 2 of which comes with hardware specifically designed for LZ decompression and compression. Beyond that they seem pretty crucial for better leveraging the system's ESRAM and saving bandwidth wherever possible, so this seems like one of the more obvious aspects of the Xbox One that devs will possibly become better at making use of as they get more experience with the system. 3 of these are directly available to developers, whereas one is reserved for use by the system and appears automatically managed through Direct3D helping with specific game operations.
-- The SHAPE audio block, something devs have full access to, is another thing I can see devs using better with time, especially since it can help by offloading from the CPU some processing requirements as it pertains to audio. The LZ compression and decompression hardware on the move engines are also something that can help the CPU.
So no matter how you look at it, this is a fair bit of dedicated hardware that's directly under the control of game developers. Common sense suggests that developers will become smarter about how they use these things over the life of the Xbox One. To think otherwise would be ludicrous, and this in no way suggests a belief in magical, secret sauce hardware. Fact is they're all in there and available to developers for a reason. Expecting Xbox One developers to have a full grasp on how best to use all of this on day one would be like expecting PS4 developers to make full use of the PS4's 8 ACEs and all that potential for Compute on day one. Beyond the customizations available on both machines, devs won't even have it all figured out on the best way to take advantage of the CPU, GPU and memory system of each machine. It just so happens that on the Xbox One in particular, one of the main customizations of the hardware seems especially crucial to getting the most out of the memory system. PS4 devs obviously have far less of a challenge in that regard, but it's a challenge that I think Xbox One devs will manage to easily come to grips with.
I think someone wants to go on a timeout again....
Who let you back in? I thought you were banned. You never learn do you? Please, get this nonsense out of here.The Xbox One, as per all publicly available information, has a number of dedicated hardware units that I see devs getting better at making use of for their specific purposes over time. This isn't about secret sauce bs, which I'm pretty sure is where trolls want to take this one.
-- The 3 display planes, 2 of which I think are available to devs. They seem pretty helpful for dynamic resolutions and could possibly have interesting uses for LOD purpose.
-- The 4 move engines, 2 of which comes with hardware specifically designed for LZ decompression and compression. Beyond that they seem pretty crucial for better leveraging the system's ESRAM and saving bandwidth wherever possible, so this seems like one of the more obvious aspects of the Xbox One that devs will possibly become better at making use of as they get more experience with the system. 3 of these are directly available to developers, whereas one is reserved for use by the system and appears automatically managed through Direct3D helping with specific game operations.
-- The SHAPE audio block, something devs have full access to, is another thing I can see devs using better with time, especially since it can help by offloading from the CPU some processing requirements as it pertains to audio. The LZ compression and decompression hardware on the move engines are also something that can help the CPU.
So no matter how you look at it, this is a fair bit of dedicated hardware that's directly under the control of game developers. Common sense suggests that developers will become smarter about how they use these things over the life of the Xbox One. To think otherwise would be ludicrous, and this in no way suggests a belief in magical, secret sauce hardware. Fact is they're all in there and available to developers for a reason. Expecting Xbox One developers to have a full grasp on how best to use all of this on day one would be like expecting PS4 developers to make full use of the PS4's 8 ACEs and all that potential for Compute on day one. Beyond the customizations available on both machines, devs won't even have it all figured out on the best way to take advantage of the CPU, GPU and memory system of each machine. It just so happens that on the Xbox One in particular, one of the main customizations of the hardware seems especially crucial to getting the most out of the memory system. PS4 devs obviously have far less of a challenge in that regard, but it's a challenge that I think Xbox One devs will manage to easily come to grips with.
I'm reminded of why threads like these tend to be cesspools. It's like watching Fox News. Anyone with any sense knows that isn't the Xbox One version of the game. That shit looks just about passable for current gen based on those shots. Even GTA V on 360 and PS3 has superior looking water. Anyway, last post in this thread. It has dissolved into blatantly misleading comparisons.
haha bogus comparison
Xbone is weak but not THAT weak. It is easy to replicate high end visuals on modern cards and to up the performance Ubisoft can drop resolution down to 720p. It won't be this bad in the end IMO
Maybe they decided not to drop the res and instead pared back sharers and effects?
The Xbox One, as per all publicly available information, has a number of dedicated hardware units that I see devs getting better at making use of for their specific purposes over time. This isn't about secret sauce bs, which I'm pretty sure is where trolls want to take this one.
-- The 3 display planes, 2 of which I think are available to devs. They seem pretty helpful for dynamic resolutions and could possibly have interesting uses for LOD purpose.
-- The 4 move engines, 2 of which comes with hardware specifically designed for LZ decompression and compression. Beyond that they seem pretty crucial for better leveraging the system's ESRAM and saving bandwidth wherever possible, so this seems like one of the more obvious aspects of the Xbox One that devs will possibly become better at making use of as they get more experience with the system. 3 of these are directly available to developers, whereas one is reserved for use by the system and appears automatically managed through Direct3D helping with specific game operations.
-- The SHAPE audio block, something devs have full access to, is another thing I can see devs using better with time, especially since it can help by offloading from the CPU some processing requirements as it pertains to audio. The LZ compression and decompression hardware on the move engines are also something that can help the CPU.
So no matter how you look at it, this is a fair bit of dedicated hardware that's directly under the control of game developers. Common sense suggests that developers will become smarter about how they use these things over the life of the Xbox One. To think otherwise would be ludicrous, and this in no way suggests a belief in magical, secret sauce hardware. Fact is they're all in there and available to developers for a reason. Expecting Xbox One developers to have a full grasp on how best to use all of this on day one would be like expecting PS4 developers to make full use of the PS4's 8 ACEs and all that potential for Compute on day one. Beyond the customizations available on both machines, devs won't even have it all figured out on the best way to take advantage of the CPU, GPU and memory system of each machine. It just so happens that on the Xbox One in particular, one of the main customizations of the hardware seems especially crucial to getting the most out of the memory system. PS4 devs obviously have far less of a challenge in that regard, but it's a challenge that I think Xbox One devs will manage to easily come to grips with.
I'm reminded of why threads like these tend to be cesspools. It's like watching Fox News. Anyone with any sense knows that isn't the Xbox One version of the game. That shit looks just about passable for current gen based on those shots. Even GTA V on 360 and PS3 has superior looking water. Anyway, last post in this thread. It has dissolved into blatantly misleading comparisons.
I really hope some people don't think that Sony just slapped together a few parts and called it a day. Like Microsoft, I'm sure they did their own customization's as well.
The Xbox One, as per all publicly available information, has a number of dedicated hardware units that I see devs getting better at making use of for their specific purposes over time. This isn't about secret sauce bs, which I'm pretty sure is where trolls want to take this one.
PS4
XBone
- "Dedicated Hardware" that simple just adds to the complexity of the console...you would have think MS would have realized that having the simpler hardware this current gen would helped them a lot...
- Dynamic resolution is just going to be a bandaid solution to help cover up deficiencies in the hardware...
- Move Engines, again bandaids to attempt to make up for deficient hardware strength
- Didn't a legit Xbone dev basically say the VAST majority of the SHAPE processor was used for Kinect purposes, and that VERY LITTLE of it was available to devs for games??
Yeah and Sage, like a lot of people defending the XB1, is seemingly choosing to be oblivious to the fact that PS4's GPU is very customised also.
The argument is almost being presented as how close can XB1's custom GPU close the gap with PS4's more powerful stock graphics processor. We all know it is far from that, with it's cache bypass, 'volatile bit' customizations and the more widely known comprehensive Compute modifications.
I think someone wants to go on a timeout again....
thats true...very common argument that people make that the Xbone uses "customized" hardware, while the PS4 uses "off the shelf" hardware...
I would challenge those making that argument to kindly find me an AMD part# for the PS4's "off the shelf" GPU for me to purchase...
the PS4's CPU and GPU (particularly GPU) is just as customized as the Xbone's...however the Xbone requires more exotic "dedicated" hardware in an attempt to remedy the fact that you're dealing with significantly less powerful hardware, and a significantly lower RAM bandwidth...
personally i can't wait to play games on both consoles..but its quite clear the PS4 is the more powerful of the two...its only a matter of what the gap is going to look like in the real world...
The Xbox One, as per all publicly available information, has a number of dedicated hardware units that I see devs getting better at making use of for their specific purposes over time. This isn't about secret sauce bs, which I'm pretty sure is where trolls want to take this one.
-- The 3 display planes, 2 of which I think are available to devs. They seem pretty helpful for dynamic resolutions and could possibly have interesting uses for LOD purpose.
-- The 4 move engines, 2 of which comes with hardware specifically designed for LZ decompression and compression. Beyond that they seem pretty crucial for better leveraging the system's ESRAM and saving bandwidth wherever possible, so this seems like one of the more obvious aspects of the Xbox One that devs will possibly become better at making use of as they get more experience with the system. 3 of these are directly available to developers, whereas one is reserved for use by the system and appears automatically managed through Direct3D helping with specific game operations.
-- The SHAPE audio block, something devs have full access to, is another thing I can see devs using better with time, especially since it can help by offloading from the CPU some processing requirements as it pertains to audio. The LZ compression and decompression hardware on the move engines are also something that can help the CPU.
So no matter how you look at it, this is a fair bit of dedicated hardware that's directly under the control of game developers. Common sense suggests that developers will become smarter about how they use these things over the life of the Xbox One. To think otherwise would be ludicrous, and this in no way suggests a belief in magical, secret sauce hardware. Fact is they're all in there and available to developers for a reason. Expecting Xbox One developers to have a full grasp on how best to use all of this on day one would be like expecting PS4 developers to make full use of the PS4's 8 ACEs and all that potential for Compute on day one. Beyond the customizations available on both machines, devs won't even have it all figured out on the best way to take advantage of the CPU, GPU and memory system of each machine. It just so happens that on the Xbox One in particular, one of the main customizations of the hardware seems especially crucial to getting the most out of the memory system. PS4 devs obviously have far less of a challenge in that regard, but it's a challenge that I think Xbox One devs will manage to easily come to grips with.
I'm reminded of why threads like these tend to be cesspools. It's like watching Fox News. Anyone with any sense knows that isn't the Xbox One version of the game. That shit looks just about passable for current gen based on those shots. Even GTA V on 360 and PS3 has superior looking water. Anyway, last post in this thread. It has dissolved into blatantly misleading comparisons.
Edit, lol at Senju going SSJ2
This is good right? I want to see how announced games may look with the increased power.
This is good right? I want to see how announced games may look with the increased power.
The Xbox One, as per all publicly available information, has a number of dedicated hardware units that I see devs getting better at making use of for their specific purposes over time. This isn't about secret sauce bs, which I'm pretty sure is where trolls want to take this one.
-- The 3 display planes, 2 of which I think are available to devs. They seem pretty helpful for dynamic resolutions and could possibly have interesting uses for LOD purpose.
-- The 4 move engines, 2 of which comes with hardware specifically designed for LZ decompression and compression. Beyond that they seem pretty crucial for better leveraging the system's ESRAM and saving bandwidth wherever possible, so this seems like one of the more obvious aspects of the Xbox One that devs will possibly become better at making use of as they get more experience with the system. 3 of these are directly available to developers, whereas one is reserved for use by the system and appears automatically managed through Direct3D helping with specific game operations.
-- The SHAPE audio block, something devs have full access to, is another thing I can see devs using better with time, especially since it can help by offloading from the CPU some processing requirements as it pertains to audio. The LZ compression and decompression hardware on the move engines are also something that can help the CPU.
So no matter how you look at it, this is a fair bit of dedicated hardware that's directly under the control of game developers. Common sense suggests that developers will become smarter about how they use these things over the life of the Xbox One. To think otherwise would be ludicrous, and this in no way suggests a belief in magical, secret sauce hardware. Fact is they're all in there and available to developers for a reason. Expecting Xbox One developers to have a full grasp on how best to use all of this on day one would be like expecting PS4 developers to make full use of the PS4's 8 ACEs and all that potential for Compute on day one. Beyond the customizations available on both machines, devs won't even have it all figured out on the best way to take advantage of the CPU, GPU and memory system of each machine. It just so happens that on the Xbox One in particular, one of the main customizations of the hardware seems especially crucial to getting the most out of the memory system. PS4 devs obviously have far less of a challenge in that regard, but it's a challenge that I think Xbox One devs will manage to easily come to grips with.
I'm reminded of why threads like these tend to be cesspools. It's like watching Fox News. Anyone with any sense knows that isn't the Xbox One version of the game. That shit looks just about passable for current gen based on those shots. Even GTA V on 360 and PS3 has superior looking water. Anyway, last post in this thread. It has dissolved into blatantly misleading comparisons.
Do you have some kind of short term memory thing that explains why you keep posting this after it's been refuted EVERY TIME? If so, I feel for ya, man.Words
Words
And yet so many topics I see Senjutsu wading into the spec wars or the tech wars, trying desperately to run defense on the Xbox One's significantly inferior hardware setup, by pretty much using the same bogus or otherwise pointless observations about the hardware.
As someone said: who gives a shit how eventually it might improve slightly versus the PS4 with the "special hardware" or whatever when they have to deal with a substantial increase in complexity, and they STILL won't even be in the same ballpark as PS4? What is the point? I don't even get it anyway. The spec wars is lost. PS4 decimates Xbox One. And yet, XBO still has plenty of good stuff coming out for it. What is to be gained from an Xbox One fan by continuing to try to find ways to highlight how much less powerful XBO is?
I asked a similar question the other day. And the answer is, they are heavily biased towards the Xbox brand, and either have MS friends who work for them or are loyal to them to the bitter end because they only ever gamed on Xbox.