It
seems like a realistic roadmap. Devkits usually are sent out far before any announcement is made, especially Alpha kits.
See the PS3 for example and take note of the release dates of these devkits: (I wrote about a similar thing
back in March on ERA, and i took a shot of it):
It shows how much can change between Alpha Kit to Final Silicon, and also how
early these dev kits are shipped (In PS3's case almost 1.5 years). This should be considered an example of how early dev kits are released before final silicon. Ofcourse, results may vary, but this is as accurate as assumption we can make for PS5 (and Xbox Next) if anything else. Perhaps there is also a similar table around for PS4 devkits, i don't know.*
*It should also be stated that these evaluation boards were for Cell CPU's. With more common x86 architecture, Sony may or may not have forfeited the practice of developing
test systems like this.
A lot of people throw in assumptions varying from the reasonable to the borderline naive. I mean, that is to be expected whenever there is new silicon on the horizon.
The difference between all these assumptions are the notions that are
realistic in nature and people just throwing in guesswork and hoping something sticks. Given that PS360 multiplat ports played ideally on PC's with 4 GB ram, it wouldn't take much leaps of logic to assume consoles would at the very least feature just that, 4 GB. In fact, Killzone Shadow Fall was developed on 4 GB GDDR5 before Sony upped the ante to 8 GB at the last minute, with Microsoft not being aware that GDDR5 availability would be big enough to consider for a console, which is why they went the DDR3/Embedded RAM setup. Microsoft also didn't target top end graphics with their original vision for XBO, opting for a device more focussed on multimedia.
Whilst their initial release didn't completely deliver on that note, i think we can all conclude that over the years Microsoft did fulfill that multimedia aspect, thanks to UWP, backwards compatibility and more.
Not everyone is as well versed in reading the evolutions of technology, so why is this a surprise, really?
What i find far more dangerous is alluding that people
know things or
claim they saw things coming all along when at best at the time they just made statements like everyone else. Retroactively claiming bragging rights on the internet is really cheap imo.
And to that effect, ill predict that the NES Classic will feature an ARM processor. What do i win?
What good use does it have to brag about this retroactively? I have seen you do that fairly regularly and i don't really understand the self-imposed pat on the back., always citing some posts from years ago to somehow prove you are
right.
Even more funny is how the post you link there does not even mention anything to the sort that you are saying here (That you didn't think 8 GB was crazy). You arrived at 6 GB RAM and 3 GB VRAM and for PS4 6 GB RAM and 512 MB embedded RAM which at best vaguely resembles Xbox One. At worst, literally nothing about your ''I didn't think 8GB was crazy lol'' is proven by that post, its just some general mathematics to arrive at a completely unsubstantiated conclusion that in the end only vaguely resembled final silicon. It does not prove anything as that is what you are implying with your post here.
And
''they are thinking like me''?
My man you are really not as
important as you imply you are. Especially when what you are saying here isn't even resembling what you are saying in the cite.
Its just a vague remark, yet you act like you saw the future before anyone else. And i have seen you do this on numerous occassions.
Its a fundamentally different rendering paradigm. GPU's have been built with rasterization in mind: This is what they are good at. To do something like Raytracing brings a significant performance deficit. Nvidia (and Imagination before that) are trying to limit the penalty imposed by moving the
aspects of raytracing to dedicated cores.
Raytracing is a
simpler, more straightforward way of rendering that can bring more
natural lighting, reflections and more accurate shadows to the mix. Whilst Real time raytracing has existed before, it always focused on
full scene raytracing. What Nvidia (and Imagination prior) are doing, is a hybrid approach: Taking those aspects of raytracing that don't bring such heavy penalities and intermixing it with rasterization.