• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

CBOAT: ESRAM handicap for now, but will get better

ironcreed

Banned
Yeah, it pretty much lines up with what we have been hearing. Even when they have the workaround in place, it is still just weaker hardware in general. But on the bright side, it is also still quite a leap from the 360 and it will have both gorgeous and fun games. Hell, it already does at launch. They just need to drop that price and it will be looking quite nice indeed.
 

L4nnist3r

Member
They haven't seen that this guy keeps moving the goal posts all over the place? I actually tried to go over there and read some stuff once, and I quickly got a headache trying to follow all this stuff. It's insane, and what makes it tougher is reading the comments section. A lot of genuinely cool people that are totally being misled by this individual, who I'm 100% convinced is having conversations with himself, and not some "insider."

I thought about the same thing the other day. I concur with you 100%
 

The Flash

Banned
It truly depends, but it's 100% possible, especially with as fast as they 180'd their policies. However, Sony really bit the bullet to catch up and stay competitive with the 360. They took massive losses and started amazingly generous initiatives to build faith. It will be interesting to see if MS would make those same sacrifices, because after all they're profiting/breaking even off every single console. They may sell at a rate that gives them an expected lifetime sale of 50 million console, and coast. The Xbox One is positioned to be the most profitable Xbox no matter how many boxes they sell (within reason).

Whatever happens it will be fascinating to see how far MS will go. Will they care more about being "first place" in market share, or would they rather maximize profits? Time will tell.

Desperate MS is best MS as the saying goes. In a really weird way, I'm kinda glad all of this crap has happened. MS as a whole has been slipping for years. I think the triple hit of the Xbox One snafu, Windows 8 (which I'm using now), and the Surface RT (which is on my nightstand right next to me) will snap them out of the funk that they've been in. A little bit sad to see Ballmer go because he was goofy and seemed like a cool guy but at least Mattrick is gone. I think they're heading in the right direction but only time will tell.
 
Fast forward to 2016

digital-clock.gif


X-Box One Point Five - Now with all those things you were expecting
-No Disc Drive
-One Thousand and Eighty Pees
-That clock that you were asking for because the front of the black box was wasted space
-Limited X-Box One backwards compatibility, because you only play those games that come out once a year anyway

I'd actually be curious if someone attempts to take the cell phone approach to game consoles. MS already flirted with it with the subsidized model.

They'd have to be pretty strict about enforcing game compatibility though, and it would definitely be a long-shot (and mostly unprecedented in the console world)
 

Hurf

Neo Member
And that got me thinking yesterday about Sony's kerfuffle circa 2006. If Sony can recover from "$599" and "Giant Enemy Crabs" and get to where they are now, then I'd imagine MS could do something similar. I'm not saying that's what's going to happen but, you know, anything's possible. Naïve hope and what not.

This keeps coming up but the situations are simply not comparable.

PS3 was as or more powerful than the 360, was fully backwards compatible with PS2 games, had built-in wifi, had a guaranteed hard drive, was not only the cheapest but best Blu-ray player on the market and while the launch window was utterly dead Sony still had (And has) a stable of top-tier first-party developers. PS3 was hilariously expensive and Sony's marketing was terrible, but the product itself was superior and the two areas where it lacked in comparison to the 360, game selection and online service, were readily solved.

What does the more expensive yet substantially weaker Xbone intrinsically have over PS4?

Fantasy football and an HDMI input that doesn't actually replace your still-necessary cable box and is too laggy to run another console through.

Good luck with that.

Desperate MS is best MS as the saying goes. In a really weird way, I'm kinda glad all of this crap has happened. MS as a whole has been slipping for years.

The people responsible for Xbox and Xbox 360 are all gone; it's Microsoft old guard in charge of the division as of a few years ago when the 360 stopped seeing worthwhile first-party titles and turned into a Kinect and advertisement delivery device.
 

LiquidMetal14

hide your water-based mammals
I think both consoles will improve but it just shows how substantial the rift is by what some of us are hearing about both consoles. I bet Xbone gets better as things go but don't bank on Sony not improving their tool chain and making things even better than they are now.
 
Devs will always drop the resolution to keep the bells and whistles the same hoping no one will notice.

PS4 will be the multiplatform console of next generation and it won't be like this gens "OH ITS MISSING A BUSH" it will be noticeable in all aspects of the game.
Now in this gen will be missing a bush,sparks and some p
 

borghe

Loves the Greater Toronto Area
Slightly different than the PS3 situation. Well I guess same as PS3 third party situation. So in that respect absolutely. But at the end of this gen the PS3 unquestionably turned out to be the more powerful system (when utilized by first parties).

The best the XBONE can hope for is fun first party titles and third party that's "close enough".
 

stryke

Member
Desperate MS is best MS as the saying goes. In a really weird way, I'm kinda glad all of this crap has happened. MS as a whole has been slipping for years. I think the triple hit of the Xbox One snafu, Windows 8 (which I'm using now), and the Surface RT (which is on my nightstand right next to me) will snap them out of the funk that they've been in. A little bit sad to see Ballmer go because he was goofy and seemed like a cool guy but at least Mattrick is gone. I think they're heading in the right direction but only time will tell.

A desperate MS could very well be an MS sans Xbox.
 

statham

Member
Desperate MS is best MS as the saying goes. In a really weird way, I'm kinda glad all of this crap has happened. MS as a whole has been slipping for years. I think the triple hit of the Xbox One snafu, Windows 8 (which I'm using now), and the Surface RT (which is on my nightstand right next to me) will snap them out of the funk that they've been in. A little bit sad to see Ballmer go because he was goofy and seemed like a cool guy but at least Mattrick is gone. I think they're heading in the right direction but only time will tell.

I agree 100%, plus they can't ride this out, they are going to have to fight. free forza would help.
 
He is saying what basically everyone has been saying. It is a struggle to figure out how to effectively and efficiently use the hardware. We see this with every single console release. His other predictions are much larger and slightly more obscure to normal inquiry (i.e. his initial prediction on power output from the esram). In addition. he says a work around will come up to overcome the power drop in the esram cycle. That is an odd way to put it, as it is very ambiguous. What does he mean by work around, something that exists within the cycle itself that developers can take advantage of, or something that they must work around in their coding by trying to time the cycles and output the most at the peaks in the cycles. The second would be very difficult in human controlled parts, as they could be traveling at a fast pace, or turning at a fast pace which would lead to high volume calls which can occur at any time during the esram cycle. Having this high volume call during a low point in the cycle leads to frame rate drop. This was seem during demanding points in Dead Rising 3 before they finally tuned it and got it locked to 30 fps.

I think the ease of coding for the ps4 is going to be a blessing and curse. It doesn't have as many tricks behind it, and with that, it may not lead to odd gains that could be found with the esram. The Xbox One, if timed right in cut scenes, can pump out a great deal of details in cut scenes very quickly. It must wait and read the timing just right to do this though, and with that it isn't as practical in the dynamism of player control. I have not looked to deep or thought to deeply in the category of the ps4, and so I am probably overlooking something key. The thing is though, it seems as though the steady flow rate of the ps4 will lead to better game dynamism while the Xbox One will focus more on the Cinematic quality within games. That seems to be were Microsoft wanted the Xbox One to drift towards with their reveal and their support for live action sequences/ live action series inspired by the games.

Ryse and Quantum Break are great examples of where Microsoft want to head. In Quantum Break we get these very cinematic scenes which I think will be the center of the game. The scenes will be played out at a set pace at first, which will allow all the rendering to be optimized for the ESRAM cycle, and for that information to be paged for recall when rewinding the scene. Additionally, the slower pace when rewinding will lead to less stress on the gpu, and the paused scenes/ interactive scenes will be more cpu intensive. The cinematic ideas are also present in Ryse, where they state that that is exactly what they were going for. Additionally, many of the games assets can be loaded in during the opening, in game cut scenes, which they can control the camera and the pace. This allows them to utilize the cycle of the ESRAM to the best of their abilities. Also, the slow down during "dynamic" combat is a cinematic choice in this game, rather than the cyclical choice in Quantum Break, as the assets are already loaded.

This is just my conjecture on how the ESRAM is currently being worked around, and how it may be worked around in the future. My background isn't in coding, but video games and technology are my passion. Take what I have said with a huge grain of salt, and feel free to criticize what I have said.
 
nice, thanks cboat, launch titles may suffer but next year it'll be ironed out. preorder uncanceled.

I guess you missed the part where he says that 900-720p will still be the norm.

Gotta keep that hope alive, though!

I wholeheartedly agree with CBoaT's post about how the games will still be great, though. It's why I'm getting an Xbox One despite knowing in advance that it's technically inferior. I'll have a PS4 for the multiplats.
 

Zee-Row

Banned
This keeps coming up but the situations are simply not comparable.

PS3 was as or more powerful than the 360, was fully backwards compatible with PS2 games, had built-in wifi, had a guaranteed hard drive, was not only the cheapest but best Blu-ray player on the market and while the launch window was utterly dead Sony still had (And has) a stable of top-tier first-party developers. PS3 was hilariously expensive and Sony's marketing was terrible, but the product itself was superior and the two areas where it lacked in comparison to the 360, game selection and online service, were readily solved.

What does the more expensive yet substantially weaker Xbone intrinsically have over PS4?

Fantasy football and an HDMI input that doesn't actually replace your still-necessary cable box and is too laggy to run another console through.

Good luck with that.

PS3 had that split RAM problem and lack of a scaler.
 

Alchemy

Member
The problem I see with the ESRAM is that it simply doesn't perform any benefit for you if you're trying to reach 1080p. There simply isn't enough memory there for a 1080p framebuffer using deferred rendering, which is pretty much the way to go.

I have no idea how you optimize around that outside of dropping deferred rendering, which is a pretty major blow to the quality of your images considering the Xbone is already slower than the PS4.

PS3 had that split RAM problem and lack of a scaler.
And the Cell still makes up for it. The Last of Us looks better than anything I've ever seen on the 360.
 
Desperate MS is best MS as the saying goes. In a really weird way, I'm kinda glad all of this crap has happened. MS as a whole has been slipping for years. I think the triple hit of the Xbox One snafu, Windows 8 (which I'm using now), and the Surface RT (which is on my nightstand right next to me) will snap them out of the funk that they've been in. A little bit sad to see Ballmer go because he was goofy and seemed like a cool guy but at least Mattrick is gone. I think they're heading in the right direction but only time will tell.
Mattrick was the WORST thing that has ever happened to the xbox brand. However, numbers will show differently because he rode the coat tails of his predecessors and then pulled his golden parachute when he saw what a disaster his lead policies were going into the XBONE.
 
Desperate MS is best MS as the saying goes. In a really weird way, I'm kinda glad all of this crap has happened. MS as a whole has been slipping for years. I think the triple hit of the Xbox One snafu, Windows 8 (which I'm using now), and the Surface RT (which is on my nightstand right next to me) will snap them out of the funk that they've been in. A little bit sad to see Ballmer go because he was goofy and seemed like a cool guy but at least Mattrick is gone. I think they're heading in the right direction but only time will tell.

Depends what kind of desperate MS.

On one hand, we have awesome desperate where they're making excellent hardware like Surface.

On the other end, we have fucking stupid desperate with their smear marketing campaigns, Scroogled, mocking Steve Jobs, Web apps on WP without content approval, etc.

There's a very polarised MS.
 

stew

Member
We already know of a few games with resolution differences between PS4 and XBO. Aside from that, resolution differences were pretty common this gen. I don't exactly know by what you're asking about it being a lot of work. It's a compromise to get the framerate and effects the same on both platforms. Depending on the game they could decide to cut back on resolution, AA, effects, or some combination of settings in order to get the closest approximation of the intended result.
http://www.edge-online.com/news/pow...erences-between-ps4-and-xbox-one-performance/
This claim was later countered by a contact at a different studio. “It would be totally fine for us to make one version prettier without any political difficulties but it usually doesn’t make financial sense,” they said, “unless it’s a very simple tweak.”
Thank for the answer, I was thinking about that, I think I misinterpreted this.
 

Spongebob

Banned
He is saying what basically everyone has been saying. It is a struggle to figure out how to effectively and efficiently use the hardware. We see this with every single console release. His other predictions are much larger and slightly more obscure to normal inquiry (i.e. his initial prediction on power output from the esram). In addition. he says a work around will come up to overcome the power drop in the esram cycle. That is an odd way to put it, as it is very ambiguous. What does he mean by work around, something that exists within the cycle itself that developers can take advantage of, or something that they must work around in their coding by trying to time the cycles and output the most at the peaks in the cycles. The second would be very difficult in human controlled parts, as they could be traveling at a fast pace, or turning at a fast pace which would lead to high volume calls which can occur at any time during the esram cycle. Having this high volume call during a low point in the cycle leads to frame rate drop. This was seem during demanding points in Dead Rising 3 before they finally tuned it and got it locked to 30 fps.

I think the ease of coding for the ps4 is going to be a blessing and curse. It doesn't have as many tricks behind it, and with that, it may not lead to odd gains that could be found with the esram. The Xbox One, if timed right in cut scenes, can pump out a great deal of details in cut scenes very quickly. It must wait and read the timing just right to do this though, and with that it isn't as practical in the dynamism of player control. I have not looked to deep or thought to deeply in the category of the ps4, and so I am probably overlooking something key. The thing is though, it seems as though the steady flow rate of the ps4 will lead to better game dynamism while the Xbox One will focus more on the Cinematic quality within games. That seems to be were Microsoft wanted the Xbox One to drift towards with their reveal and their support for live action sequences/ live action series inspired by the games.

Ryse and Quantum Break are great examples of where Microsoft want to head. In Quantum Break we get these very cinematic scene which I think will be the center of the game. The scene will be played out at a set pace at first, which will allow all the rendering to be optimized for the ESRAM cycle, and for that information to be paged for recall when rewinding the scene. Additionally, the slower pace when rewinding will lead to less stress on the gpu, and the paused scenes/ interactive scenes will be more spu intensive. The cinematic ideas are also present in Ryse, where they state that that is exactly what they were going for. Additionally, many of the games assets can be loaded in during the opening, in game cut scenes, which they can control the camera and the pace. This allows them to utilize the cycle of the ESRAM to the best of their abilities. Also, the slow down during "dynamic" combat is a cinematic choice in this game, rather than the cyclical choice in Quantum Break, as the assets are already loaded.

This is just my conjecture on how the ESRAM is currently being worked around, and how it may be worked around in the future. My background isn't in coding, but video games and technology are my passion. Take what I have said with a huge grain of salt, and feel free to criticize what I have said.
Just stop.
 
D

Deleted member 80556

Unconfirmed Member
I'd actually be curious if someone attempts to take the cell phone approach to game consoles. MS already flirted with it with the subsidized model.

They'd have to be pretty strict about enforcing game compatibility though, and it would definitely be a long-shot (and mostly unprecedented in the console world)

I'm pretty sure that the over saturation of consoles (coupled with a few terrible, terrible games) lead us to a industry collapse, no? Not sure if I'm over simplifying or I'm just plain wrong.
 
Desperate MS is best MS

I definitely agree. I hope and believe that this PR nightmare will lead to a focused Microsoft push to regain the hearts and minds of gamers, thus leading to more software on the market.

Looking forward to this next console generation.
 
Now in this gen will be missing a bush,sparks and some p
The IQ. The difference between 720 and 1080 is the difference between mud and ice. Future skyrims, gta's, fallouts, and any other open world games are going to be very different per console. Open world thrives on fast memory but don't forget the 1.84 TFLOPS sitting around.
 

The Flash

Banned
This keeps coming up but the situations are simply not comparable.

PS3 was as or more powerful than the 360, was fully backwards compatible with PS2 games, had built-in wifi, had a guaranteed hard drive, was not only the cheapest but best Blu-ray player on the market and while the launch window was utterly dead Sony still had (And has) a stable of top-tier first-party developers. PS3 was hilariously expensive and Sony's marketing was terrible, but the product itself was superior and the two areas where it lacked in comparison to the 360, game selection and online service, were readily solved.

What does the more expensive yet substantially weaker Xbone intrinsically have over PS4?

Fantasy football and an HDMI input that doesn't actually replace your still-necessary cable box and is too laggy to run another console through.

Good luck with that.

Well I'm talking more along the lines of public perception as it stands now. Like that EDGE article a few weeks ago.

water1.gif


And in my experience there's no such thing as luck.
 

vpance

Member
The problem I see with the ESRAM is that it simply doesn't perform any benefit for you if you're trying to reach 1080p. There simply isn't enough memory there for a 1080p framebuffer using deferred rendering, which is pretty much the way to go.

I have no idea how you optimize around that outside of dropping deferred rendering, which is a pretty major blow to the quality of your images considering the Xbone is already slower than the PS4.

They don't have to keep the entire framebuffer in ESRAM like they did for the 360 and its EDRAM. They can actually split it between the ESRAM and DDR3. An MS engineer talks about this in the latest EG tech article.

I'd say the limitation will be down to the performance of the GPU itself even after they've figured out how to use the ESRAM. But for now it's a combination of both problems.
 

statham

Member
I guess you missed the part where he says that 900-720p will still be the norm.

Gotta keep that hope alive, though!

I wholeheartedly agree with CBoaT's post about how the games will still be great, though. It's why I'm getting an Xbox One despite knowing in advance that it's technically inferior. I'll have a PS4 for the multiplats.

Have a great PC for multiplats.
 

Chobel

Member
He is saying what basically everyone has been saying. It is a struggle to figure out how to effectively and efficiently use the hardware. We see this with every single console release. His other predictions are much larger and slightly more obscure to normal inquiry (i.e. his initial prediction on power output from the esram). In addition. he says a work around will come up to overcome the power drop in the esram cycle. That is an odd way to put it, as it is very ambiguous. What does he mean by work around, something that exists within the cycle itself that developers can take advantage of, or something that they must work around in their coding by trying to time the cycles and output the most at the peaks in the cycles. The second would be very difficult in human controlled parts, as they could be traveling at a fast pace, or turning at a fast pace which would lead to high volume calls which can occur at any time during the esram cycle. Having this high volume call during a low point in the cycle leads to frame rate drop. This was seem during demanding points in Dead Rising 3 before they finally tuned it and got it locked to 30 fps.

I think the ease of coding for the ps4 is going to be a blessing and curse. It doesn't have as many tricks behind it, and with that, it may not lead to odd gains that could be found with the esram. The Xbox One, if timed right in cut scenes, can pump out a great deal of details in cut scenes very quickly. It must wait and read the timing just right to do this though, and with that it isn't as practical in the dynamism of player control. I have not looked to deep or thought to deeply in the category of the ps4, and so I am probably overlooking something key. The thing is though, it seems as though the steady flow rate of the ps4 will lead to better game dynamism while the Xbox One will focus more on the Cinematic quality within games. That seems to be were Microsoft wanted the Xbox One to drift towards with their reveal and their support for live action sequences/ live action series inspired by the games.

Ryse and Quantum Break are great examples of where Microsoft want to head. In Quantum Break we get these very cinematic scenes which I think will be the center of the game. The scenes will be played out at a set pace at first, which will allow all the rendering to be optimized for the ESRAM cycle, and for that information to be paged for recall when rewinding the scene. Additionally, the slower pace when rewinding will lead to less stress on the gpu, and the paused scenes/ interactive scenes will be more cpu intensive. The cinematic ideas are also present in Ryse, where they state that that is exactly what they were going for. Additionally, many of the games assets can be loaded in during the opening, in game cut scenes, which they can control the camera and the pace. This allows them to utilize the cycle of the ESRAM to the best of their abilities. Also, the slow down during "dynamic" combat is a cinematic choice in this game, rather than the cyclical choice in Quantum Break, as the assets are already loaded.

This is just my conjecture on how the ESRAM is currently being worked around, and how it may be worked around in the future. My background isn't in coding, but video games and technology are my passion. Take what I have said with a huge grain of salt, and feel free to criticize what I have said.

I do.
 
Because brands and companies are run by humans, and we make mistakes.

If MS took Apple seriously a few years ago like Google/Samsung instead of laughing them off, they'd be in a completely different position now.

And Apple/Google are closing in on MS's biggest fort (Office) faster than MS I'd closing the mobile gap.

Nah Bill Gates funded Apple when it was suffering in the early 90's without any stock options or anything in trade

MS need apple's competition legally otherwise they'll get some nasty nasty monopoly suits

no fucikn shit

Aab
abgosuteylut nopthi nyou $aid made a lick so fsense.

Wow somehow I always post right next to cboat
 

stryke

Member
He is saying what basically everyone has been saying. It is a struggle to figure out how to effectively and efficiently use the hardware. We see this with every single console release. His other predictions are much larger and slightly more obscure to normal inquiry (i.e. his initial prediction on power output from the esram). In addition. he says a work around will come up to overcome the power drop in the esram cycle. That is an odd way to put it, as it is very ambiguous. What does he mean by work around, something that exists within the cycle itself that developers can take advantage of, or something that they must work around in their coding by trying to time the cycles and output the most at the peaks in the cycles. The second would be very difficult in human controlled parts, as they could be traveling at a fast pace, or turning at a fast pace which would lead to high volume calls which can occur at any time during the esram cycle. Having this high volume call during a low point in the cycle leads to frame rate drop. This was seem during demanding points in Dead Rising 3 before they finally tuned it and got it locked to 30 fps.

I think the ease of coding for the ps4 is going to be a blessing and curse. It doesn't have as many tricks behind it, and with that, it may not lead to odd gains that could be found with the esram. The Xbox One, if timed right in cut scenes, can pump out a great deal of details in cut scenes very quickly. It must wait and read the timing just right to do this though, and with that it isn't as practical in the dynamism of player control. I have not looked to deep or thought to deeply in the category of the ps4, and so I am probably overlooking something key. The thing is though, it seems as though the steady flow rate of the ps4 will lead to better game dynamism while the Xbox One will focus more on the Cinematic quality within games. That seems to be were Microsoft wanted the Xbox One to drift towards with their reveal and their support for live action sequences/ live action series inspired by the games.

Ryse and Quantum Break are great examples of where Microsoft want to head. In Quantum Break we get these very cinematic scenes which I think will be the center of the game. The scenes will be played out at a set pace at first, which will allow all the rendering to be optimized for the ESRAM cycle, and for that information to be paged for recall when rewinding the scene. Additionally, the slower pace when rewinding will lead to less stress on the gpu, and the paused scenes/ interactive scenes will be more cpu intensive. The cinematic ideas are also present in Ryse, where they state that that is exactly what they were going for. Additionally, many of the games assets can be loaded in during the opening, in game cut scenes, which they can control the camera and the pace. This allows them to utilize the cycle of the ESRAM to the best of their abilities. Also, the slow down during "dynamic" combat is a cinematic choice in this game, rather than the cyclical choice in Quantum Break, as the assets are already loaded.

This is just my conjecture on how the ESRAM is currently being worked around, and how it may be worked around in the future. My background isn't in coding, but video games and technology are my passion. Take what I have said with a huge grain of salt, and feel free to criticize what I have said.

Wtf did I just read?

So esram is great for cinematic games now is it?
 
Wait A fucking second there! You're not the same SanjutsuSage that I know.

I have always said this from the very beginning, but people only like to target the parts of my posts that they don't like, and misinterpret the entirety of what I'm saying. It's just that in addition to that I've been saying that ESRAM has benefits to the system outside of the obvious bandwidth benefits based on what my friend has told me about work they're doing on the system. No more, no less.
 
Slightly different than the PS3 situation. Well I guess same as PS3 third party situation. So in that respect absolutely. But at the end of this gen the PS3 unquestionably turned out to be the more powerful system (when utilized by first parties).

The best the XBONE can hope for is fun first party titles and third party that's "close enough".

Good enough to be a big success even if they lose some of the hardcore. They'll be competitive graphically and (if their plans succeed) capture a much larger marketshare through all the other services theyre going to offer.
 

rdrr gnr

Member
Not enough frothing negativity?

While I simply don't agree with his technical points (very reductive) nothing warrants the dismissive attitude. Really, I'll take a reasoned approach over the ridiculous shitslinging that has pervaded the talk the last two days, even if it's something I find inherently incorrect.
Don't agree? He's objectively wrong given he is making technical points. It's not just incorrect -- it's also incoherent.
 
Just stop.

But why, it's my conjecture. Please give me more than "Just stop." We know the max outputs in each of the console pipelines, and we know the power outputs. I am not talking about just graphical fidelity here, I am talking in game mechanics, load times, and advantages that could be used by first parties on either console. I haven't looked as in depth into the ps4 pipeline, so I gave a light conjecture and maybe I should not have given one at all.
 
Whatever Ms does in the future it's safe to say they need to sell GAF early. The amount of xb1 fud caused by gaf threads is insane. N4g is like a GAF reader app these days. Its fun to see.
 
I wonder how GAF is going to react when we see the first 900p game in the PS4's lifetime? Yes, it's a machine primed for 1080p, but don't game resolutions tend to drop over a console's lifetime as devs try to push visuals to their peak?

Just wanna throw that out there so people are prepared for the inevitable day. 1080 will always be the norm, tho.

Aren't people tipping BF4 will be 900p? Won't have to wait long then...
 
But why, it's my conjecture. Please give me more than "Just stop." We know the max outputs in each of the console pipelines, and we know the power outputs. I am not talking about just graphical fidelity here, I am talking in game mechanics, load times, and advantages that could be used by first parties on either console. I haven't looked as in depth into the ps4 pipeline, so I gave a light conjecture and maybe I should not have given one at all.
Tell me more about these magical game mechanics and fast load times with slower RAM.
 
Top Bottom