• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Digital Foundry: the complete Xbox One architects interview

Let's say you are a dev team that isn't looking to take advantage of the PS4's extra resources for your multiplatform game. Your game is 60 FPS and 1080p on both. Could the extra resources be enough to just increase the AA significantly on PS4 and improve LOD at long distances? That would be huge for me on multiplatform games.

absolutely.
 
Well...writing GPGPU code is not easy. It is said to be more difficult than writing normal code for GPU's, I personally agree with that.

The thing is there are different things that can be done to make the games use more of the PS4's power which don't involve writing entirely new algorithms.

GPGPU isn't just the same code running on different parts of the machine, it needs to be developed specifically for the PS4 in this case. If the game is multi platform on PC too, then it ups the chances of the PS4 getting it too, depending on who is developing which ports etc as well.

It's nothing to do with MS paying off developers or anything, but if your Developing Assassins creed 17 it become less economically viable to have (likely specialist) GPGPU programmers working entirely on the flames in Lamps and on braziers if the techniques used can only be used on 2 platforms(PC and PS4) out of 7?

If XB1 had these GPGPU optimizations it would at least be 3 platforms out of 7.

GPGPU isn't that hard if the algorithm your working with maps well to the GPU paradigm and your programmers know enough about the architecture to be competent. Its when you try and port things that don't map well the paradigm that you end up in trouble.
 
why MS PR so obsessed with the word "Balance"? repeating it will not make it true.
and the price being fair and that what they are offering actually have that value, repeating it will not make us believe MS.

there is a joke in there I tried to hold back but I couldn't so please everyone forgive me
Xbone as fair and balanced as Fox News

it's one of the only buzzwords left that can be used in PR without it being incorrect or pulled apart because it's such a non statement.

After the reveal most of MS PR has been ragged silly so they effectively need a new angle so "Balance" IMO seems like PR damage limitation more than anything else, actually thinking about what other buzzwords could they use without creating more negative PR?

"The best next gen experience" PS4 trumps
"The most powerful console" PS4 trumps
"Best graphics" PS4 trumps
"best games" debatable

I'm struggling to think of a buzzword or slogan they could use, anyone else?
 

Knowing how cheap an ARM SoC can be (Under $10), it wouldn't surprise me.

Make a new thread, so we can finally talk about it :)

We don't know enough info about the ARM chip/SoC in the PS4 (other than what Cerny told us at the PS4 event in February) to make a new thread about it. It would just be us speculating.
 
GPGPU isn't that hard if the algorithm your working with maps well to the GPU paradigm and your programmers know enough about the architecture to be competent. Its when you try and port things that don't map well the paradigm that you end up in trouble.

But the algorithms would have to be new algorithms created by the devs is kind of my point.

The Devs could use current gen techniques or they would have to write their own GPGPU algorithms to really get the benefit, which would of course be a more costly solution.

EDIT: to clarify, I'm not talking about moving over current techniques which are in use but creating more advance techniques which only become possible with the added grunt of GPGPU.
 
It's nothing to do with MS paying off developers or anything, but if your Developing Assassins creed 17 it become less economically viable to have (likely specialist) GPGPU programmers working entirely on the flames in Lamps and on braziers if the techniques used can only be used on 2 platforms(PC and PS4) out of 7?

If XB1 had these GPGPU optimizations it would at least be 3 platforms out of 7.
I guess that essentially comes down to a semantic issue. It reminds me of the 'consoles hold back PC gaming' argument. If the system has a strong enough ecosystem to warrant the development, great, but if it's only viable because it has peers in it's performance group, then that's the bag it's in with.

Some people would say 'XBO is limiting PS4', but it's more logical to say the PS4 install base is limiting PS4. The blame shouldn't fall on MS, the fact there is a similar spec console is actually very good for PS4. The fact it's lower spec is not inherently bad either, it means at least some comfortable headroom on every multiplatform release, even if they're not taxing the machine to it's knees every time.

I guess we'll see, we've had notably more powerful systems before, (PS2 to Xbox), but they didn't have such similar libraries, and there was a huge install base difference on the side of the weaker system. If PS4 handily out sells the XBO, I think you'll see plenty of developers push the system as hard as they can, regardless of the compromises that will mean to the XBO SKU of a game.
 
It's nothing to do with MS paying off developers or anything, but if your Developing Assassins creed 17 it become less economically viable to have (likely specialist) GPGPU programmers working entirely on the flames in Lamps and on braziers if the techniques used can only be used on 2 platforms(PC and PS4) out of 7?

If XB1 had these GPGPU optimizations it would at least be 3 platforms out of 7.

I don't really think the same parts of the team take care of current gen and next-gen. That would be highly inefficient.
 
Well, without going into any theoretical biases, it's easy to see why people would think so. If you copypaste the titles of Next Gen articles from Digital Foundry since August, you'll see this.

Xbox One:

Digital Foundry: the complete Xbox One architects interview - The whole story.
Microsoft to unlock more GPU power for Xbox One developers - Kinect and app reservations will be accessible to game-makers.
Digital Foundry vs. the Xbox One architects - "There's a lot of misinformation out there and a lot of people who don't get it. We're actually extremely proud of our design."
Xbox One exclusive Ryse runs at 900p - Full HD off the table for Crytek's showcase. Digital Foundry assesses the news
Xbox One CPU speed increased by 9.375 per cent - 1.6GHz processor bumped up to 1.75GHz in production hardware.
Beyond live TV - what the Xbox One user interface means for gamers - Digital Foundry on the next-gen dash, voice control... and Kinect.
Digital Foundry vs. Respawn: the Titanfall interview - Xbox One, the cloud, the Source Engine - and the 1080p60 question
Xbox One graphics speed increased by 6.62 per cent - GPU receives post-E3 53MHz speed boost.

PS4:

Digital Foundry vs. Resogun - Head-to-head with Housemarque, plus exclusive PlayStation 4 60fps gameplay video.
Mark Cerny: lead architect of... PlayStation Vita? - PS4 design chief also responsible for Sony's handheld.



It's probably safe to say DF is more interested in Xbox One, or Microsoft really wants to talk to them all the time. Or Sony PR could just be slacking off since they're in the publicity lead.

Can you also list the author of each article? ;)
 
I guess that essentially comes down to a semantic issue. It reminds me of the 'consoles hold back PC gaming' argument. If the system has a strong enough ecosystem to warrant the development, great, but if it's only viable because it has peers in it's performance group, then that's the bag it's in with.

Some people would say 'XBO is limiting PS4', but it's more logical to say the PS4 install base is limiting PS4. The blame shouldn't fall on MS, the fact there is a similar spec console is actually very good for PS4. The fact it's lower spec is not inherently bad either, it means at least some comfortable headroom on every multiplatform release, even if they're not taxing the machine to it's knees every time.

I guess we'll see, we've had notably more powerful systems before, (PS2 to Xbox), but they didn't have such similar libraries, and there was a huge install base difference on the side of the weaker system. If PS4 handily out sells the XBO, I think you'll see plenty of developers push the system as hard as they can, regardless of the compromises that will mean to the XBO SKU of a game.

Hopefully we will see the PS4 install base become much larger than XB1 so that we do get these multi platform games to be the best experiences we can get, though of course regardless of install base, some games will lag behind (yearly installment cash cows, but that's pure greed more than anything else)
 
Then perhaps he should not have made a "factual" statement regarding console comparison, or at least corrected himself, as he is yet to do so, I asked him multiple times i the thread about this matter, even pointing out the fact the PS4 does not have 10gb/s coherent bandwidth.
What would MS fellow know about ps4? why is albert posting info as an official MS representative without checking his fact?
Didn't he say it was all told to him by the Fellow before he posted it?
I wasnt really defending Albert there, sorry my post was not clear that I was sarcastic. It's plainly obvious what Albert tried to do with the numbers.

I've already heard quite a bit about latency from someone already programming for the system. I don't need an article reinforcement. Thanks for your consideration though. :)
Dat
pseudo-
insider card!

jim-carrey-gif8kji3.gif
 
I don't really think the same parts of the team take care of current gen and next-gen. That would be highly inefficient.

No they don't, but resources are shared.

I wasnt really defending Albert there, sorry my post was not clear that I was sarcastic. It's plainly obvious what Albert tried to do with the numbers.


Dat
pseudo-
insider card!

jim-carrey-gif8kji3.gif

My bad, Sarcasm is becoming more difficult to spot, I did find it strange with your avatar though.
 
From this article, I learned that the guy who approved Mark Cerny to lead the PS4 design was none other than Phil Harrison.
Yes, that Phil Harrison.
I'm mostly serious right now. I haven't finished reading all the former GAF threads yet but, I'm starting to develop a small fear of Sony getting wrapped up in corporate espionage or something court cases in a few years. A man that worked with Playstation since it's inception, leaving after handling the last hand-off for the PS4, going to Atari mostly to pick up a buddy, then going to Gaiki, serving on the board (Sony buys Gaiki relatively shortly afterwards), and then leaves for Microsoft. In the games division.

TL;DR : Starting to think Agent Harrison is seriously real.

All the other stuff I don't understand is interesting too.
 
Don't like this interview. They talk a lot about really a very efficient system, where you can get most out of each component, but never go in deep enough to explain why (and even less so to explain why other system aren't).

The compute part is the most jarring... They literally have said nothing about how the system is able to run compute jobs not taking a huge hit on the graphics tasks... It was like: Ok, so Sony decided to give a little extra ALU to allow compute, we had a different approach which is .

Not sure how you can call it a "balanced" system if basicaly everything is about to deal with the slow DDR3 ram.
And the ESRAM is clearly not big enough for 1080p output in mind.

Why not? 32Mb is a better deal for 1080p than the 360 got with 10mb for 720p.

And this time, it should be easier to alleviate the impacts from tiling, so like 360 that should be able to hold bigger buffers, but with less performance drain.
 
I don't understand why Leadbetter is so hellbent on fighting for something that is obviously inferior from a hardware perspective. As a supposedly unbiased journalist, why does he feel so strongly that he must defend/advocate one company's choices over another company's? He certainly is not giving the same amount of time to PS4's architectural choices. Is he really that much of a fanboy?

Well, if you think about it for a moment, it makes sense that competitive consoles are in Ledbetter's best interests. Competition breeds clicks for his face-off articles. You don't want one guy to be declared the loser from day one.
 
What do you mean by this?

Are you saying the information in this article is not accurate?

What is even there to call inaccurate? They said nothing about it, other than they haven't made statements about latency. Even though they talk about latency a few times in that very article, but just not in the context of specifically referring to ESRAM. They do, however, talk about it in documents to developers. I've regularly in talking about latency acknowledged, precisely as they did, that, yes, GPU's are latency tolerant, but that in no way suggests that you don't benefit from lower latency memory at all.

It's also mentioned in the leaked vgleaks info, which came from official documentation, unless people want to tell me that information isn't accurate?

http://www.vgleaks.com/durango-gpu-2/2/

The difference in throughput between ESRAM and main RAM is moderate: 102.4 GB/sec versus 68 GB/sec. The advantages of ESRAM are lower latency and lack of contention from other memory clients—for instance the CPU, I/O, and display output. Low latency is particularly important for sustaining peak performance of the color blocks (CBs) and depth blocks (DBs).

See how this works? I'm sorry, but you people can't have it both ways. If the architects say something people don't want to hear, it's instantly bullshit or PR damage control. If they say something that people believe helps reinforce their already negative or pessimistic view of the system, then somehow you can take what they said to the bank, and ignore official documentation highlighting the ESRAM's low latency (although they don't specify just how low that is.) I'm not saying the architects are wrong like so many on here have said numerous times. I'm just taking all of what they say in the context of how they've presented it, in addition to how leaked official information has presented it, and what I've heard from a friend coding for the console.

I've already said on here many times that I have a friend in first party development for the system, and I've heard what I would consider very good things about the implication of the ESRAM's latency on actual, real world performance. If you want to believe I'm making that up, go right ahead, it doesn't bother me. And because there's that level of distrust, I've even posted direct quotes from an actual game developer, such as this one here

http://beyond3d.com/showpost.php?p=1738762&postcount=3325

On Xbox 360, the EDRAM helps a lot with backbuffer bandwidth. For example in our last Xbox 360 game we had a 2 MRT g-buffer (deferred rendering, depth + 2x8888 buffers, same bit depth as in CryEngine 3). The g-buffer writes require 12 bytes of bandwidth per pixel, and all that bandwidth is fully provided by EDRAM. For each rendered pixel we sample three textures. Textures are block compressed (2xDXT5+1xDXN), so they take a total 3 bytes per sampled texel. Assuming a coherent access pattern and trilinear filtering, we multiply that cost by 1.25 (25% extra memory touched by trilinear), and we get a texture bandwidth requirement of 3.75 bytes per rendered pixel. Without EDRAM the external memory bandwidth requirement is 12+3.75 bytes = 15.75 bytes per pixel. With EDRAM it is only 3.75 bytes. That is a 76% saving (over 4x external memory bandwidth cost without EDRAM). Deferred rendering is a widely used technique in high end AAA games. It is often criticized to be bandwidth inefficient, but developers still love to use it because it has lots of benefits. On Xbox 360, the EDRAM enables efficient usage of deferred rendering.

Also a fast read/write on chip memory scratchpad (or a big cache) would help a lot with image post processing. Most of the image post process algorithms need no (or just a little) extra memory in addition to the processed backbuffer. With large enough on chip memory (or cache), most post processing algorithms become completely free of external memory bandwidth. Examples: HDR bloom, lens flares/streaks, bokeh/DOF, motion blur (per pixel motion vectors), SSAO/SSDO, post AA filters, color correction, etc, etc. The screen space local reflection (SSLR) algorithm (in Killzone Shadow Fall) would benefit the most from fast on chip local memory, since tracing those secondary rays from the min/max quadtree acceleration structure has quite an incoherent memory access pattern. Incoherent accesses are latency sensitive (lots of cache misses) and the on chip memories tend to have smaller latencies (of course it's implementation specific, but that is usually true, since the memory is closer to the execution units, for example Haswell's 128 MB L4 should be lower latency than the external memory). I would expect to see a lot more post process effects in the future as developers are targeting cinematic rendering with their new engines. Fast on chip memory scratchpad (or a big cache) would reduce bandwidth requirement a lot.

where they explain some of the potential implications of low latency on chip memory. You might then be asking yourself "Well, how do you know the ESRAM is on chip memory and low latency." If nothing else, the architects have confirmed in these eurogamer articles that the ESRAM is built very close on chip with that GPU, and is, in fact, internal memory. It's also confirmed to be SRAM, so that means it's quite low latency by default. The architects don't need to say that the ESRAM is low latency, because it's already said in official Microsoft documentation that it is, and that it's one of the benefits or implications of the ESRAM being included in the system. The Xbox One ESRAM is a fast on chip memory scratchpad exactly as described in that post by the game developer.

Comments by architects that I think largely imply the ESRAM is much closer to the execution units of the GPU, thus making it rather low latency, are in plain site in the eurogamer articles that have been put out. They say explicitly multiple times that ESRAM is internal memory and DDR3 is external memory. They, I believe, say that very thing 4 different times. I don't want to bother pointing it out to people, because it's in this article.

And I'll leave it at that, because I'm already explicitly aware of what kind of crowd I'm dealing with. I swear speaking with a positive outlook on this system is almost like insulting people's mothers or something.
 
Well...writing GPGPU code is not easy. It is said to be more difficult than writing normal code for GPU's, I personally agree with that.

I said the same thing to a friend actually working with just GPGPU he nearly smacked me. It all depends on the person in question, he had apparently been breathing this code so it became second nature to him and he found it wasteful to not utilize it when given the chance.

Then again as you point out later, it probably is a "cost waste" in the publishers eyes seeing as tools and engines needs to be made to take advantage of it. Maybe down the road, lets say 2-3 years?
 
I'm mostly serious right now. I haven't finished reading all the former GAF threads yet but, I'm starting to develop a small fear of Sony getting wrapped up in corporate espionage or something court cases in a few years. A man that worked with Playstation since it's inception, leaving after handling the last hand-off for the PS4, going to Atari mostly to pick up a buddy, then going to Gaiki, serving on the board (Sony buys Gaiki relatively shortly afterwards), and then leaves for Microsoft. In the games division.

TL;DR : Starting to think Agent Harrison is seriously real.

All the other stuff I don't understand is interesting too.

S9eei.gif
 
http://beyond3d.com/showpost.php?p=1738762&postcount=3325
where they explain some of the potential implications of low latency on chip memory. You might then be asking yourself "Well, how do you know the ESRAM is on chip memory and low latency." If nothing else, the architects have confirmed in these eurogamer articles that the ESRAM is built very close on chip with that GPU, and is, in fact, internal memory. It's also confirmed to be SRAM, so that means it's quite low latency by default. The architects don't need to say that the ESRAM is low latency, because it's already said in official Microsoft documentation that it is, and that it's one of the benefits or implications of the ESRAM being included in the system. The Xbox One ESRAM is a fast on chip memory scratchpad exactly as described in that post by the game developer.

Who is sebbbi?
 
I'm mostly serious right now. I haven't finished reading all the former GAF threads yet but, I'm starting to develop a small fear of Sony getting wrapped up in corporate espionage or something court cases in a few years. A man that worked with Playstation since it's inception, leaving after handling the last hand-off for the PS4, going to Atari mostly to pick up a buddy, then going to Gaiki, serving on the board (Sony buys Gaiki relatively shortly afterwards), and then leaves for Microsoft. In the games division.

TL;DR : Starting to think Agent Harrison is seriously real.

All the other stuff I don't understand is interesting too.

He messed up Sony in the same way while he was there, it points to blinkered incompetence rather than espionage, if you ask me.
 
What is even there to call inaccurate? They said nothing about it, other than they haven't made statements about latency. Even though they talk about latency a few times in that very article, but just not in the context of specifically referring to ESRAM. They do, however, talk about it in documents to developers. I've regularly in talking about latency acknowledged, precisely as they did, that, yes, GPU's are latency tolerant, but that in no way suggests that you don't benefit from lower latency memory at all.

It's also mentioned in the leaked vgleaks info, which came from official documentation, unless people want to tell me that information isn't accurate?

http://www.vgleaks.com/durango-gpu-2/2/



See how this works? I'm sorry, but you people can't have it both ways. If the architects say something people don't want to hear, it's instantly bullshit or PR damage control. If they say something that people believe helps reinforce their already negative or pessimistic view of the system, then somehow you can take what they said to the bank, and ignore official documentation highlighting the ESRAM's low latency (although they don't specify just how low that is.) I'm not saying the architects are wrong like so many on here have said numerous times. I'm just taking all of what they say in the context of how they've presented it, in addition to how leaked official information has presented it, and what I've heard from a friend coding for the console.

I've already said on here many times that I have a friend in first party development for the system, and I've heard what I would consider very good things about the implication of the ESRAM's latency on actual, real world performance. If you want to believe I'm making that up, go right ahead, it doesn't bother me. And because there's that level of distrust, I've even posted direct quotes from an actual game developer, such as this one here

http://beyond3d.com/showpost.php?p=1738762&postcount=3325



where they explain some of the potential implications of low latency on chip memory. You might then be asking yourself "Well, how do you know the ESRAM is on chip memory and low latency." If nothing else, the architects have confirmed in these eurogamer articles that the ESRAM is built very close on chip with that GPU, and is, in fact, internal memory. It's also confirmed to be SRAM, so that means it's quite low latency by default. The architects don't need to say that the ESRAM is low latency, because it's already said in official Microsoft documentation that it is, and that it's one of the benefits or implications of the ESRAM being included in the system. The Xbox One ESRAM is a fast on chip memory scratchpad exactly as described in that post by the game developer.

Comments by architects that I think largely imply the ESRAM is much closer to the execution units of the GPU, thus making it rather low latency, are in plain site in the eurogamer articles that have been put out. They say explicitly multiple times that ESRAM is internal memory and DDR3 is external memory. They, I believe, say that very thing in 4 different times. I don't want to bother pointing it out to people, because it's in this article.

And I'll leave it at that, because I'm already explicitly aware of what kind of crowd I'm dealing with. I swear speaking with a positive outlook on this system is almost like insulting people's mothers or something.

point taken, ESRAM is low latency. No shit because it is on chip memory lol. GPU threads are not affected by latency in the first place. Why? Because in the end all of those assets have to be post processed, rendered and put onto the screen so the calculations going on in the background have extra time to get pushed through. So latency really means jack diddly when your talking about rendering. Which is why you know, every single GPU hardware manufacturer uses GDDR5. Not 2GB of DD3 with 16-32MB of eSRAM for the GPU. Doesn't make sense.

We have been seeing a 7 year generation of art assets that had to be compressed to hell and low resolution to keep the size of the game and poly counts up due to RAM limitations. Now developers have enough space to throw out high resolution, highly textured, post processed to hell art assets. So those assets are going to grow in size in a massive way over the next 5 years. 8MB is far too small for a frame buffer this gen, which is what essentially the eDRAM was in the 360. Frame buffer and assisted in AA ( free AA as MS puts it ).
 
He messed up Sony in the same way while he was there, it points to blinkered incompetence rather than espionage, if you ask me.

I seem to remember reading something awhile back, about him being really difficult to work with. I could just be imagining that though.
 
Who is sebbbi?

A confirmed videogame developer that posts over there from time to time. He has coded for released Xbox 360 titles, and I believe other systems also. I use to know in more explicit detail which games those were, and a bunch of other details the work he has done, but I no longer have my old browser bookmarks which would point me more clearly to that information, and I definitely don't want to go searching it out. :P

point taken, ESRAM is low latency. No shit because it is on chip memory lol. GPU threads are not affected by latency in the first place. Why? Because in the end all of those assets have to be post processed, rendered and put onto the screen so the calculations going on in the background have extra time to get pushed through. So latency really means jack diddly when your talking about rendering. Which is why you know, every single GPU hardware manufacturer uses GDDR5. Not 2GB of DD3 with 16-32MB of eSRAM for the GPU. Doesn't make sense.

We have been seeing a 7 year generation of art assets that had to be compressed to hell and low resolution to keep the size of the game and poly counts up due to RAM limitations. Now developers have enough space to throw out high resolution, highly textured, post processed to hell art assets. So those assets are going to grow in size in a massive way over the next 5 years. 8MB is far too small for a frame buffer this gen, which is what essentially the eDRAM was in the 360. Frame buffer and assisted in AA ( free AA as MS puts it ).

Sorry, but your opinion is obviously highly uninformed when experienced professionals that do this stuff for a living say otherwise. Seriously. To believe what some people are saying, you would have to genuinely believe that game programmers that have been in this business for longer than some people here have probably been alive, don't know what they're talking about. If left with a choice to believe a poster whose knowledge on the subject is questionable (that includes me too. I don't exempt myself) or to believe videogame developers, but more specifically graphics programmers that have done work in released games that people have been able to play and appreciate, I will choose to believe those programmers 10 times out of 10. And that's my final point on the matter, because we've had these discussions hundreds of times by now.
 
For me, the face-off to watch come launch week is gonna to be Call of Duty: Ghosts. This is THE multiplatform franchise most closely linked to the Xbox. If any developer is going to have pressure on them to gimp the PS4 version, it's this one. It would be particularly embarrassing for Microsoft to have paid all that money for their DLC deal, and marketing plans, and then have the PS4 version acknowledged as the better version of the game.
 
I think both next-gen consoles are going to be awesome, and as a gamer I've very excited for the new gaming experiences both will bring. At this point, that's all that should really matter. I grow very tired of all the console-wars and dick-measuring contests that ensue every time there's an article pointing out positive info or tech analysis of various consoles (especially when its Xbone related, which seems to be the scapegoat du jour currently). We should be evangelizing the unique technical capabilities that each console brings, rather than condemning them for not being EVERYTHING we want them to be.
 

Did you miss what they said in article ?

Why ESRAM ?
because:

- better production value (in APU instead of daughter die)
- it was necessary because DDR3 bandwidth was too small.

When DF asked specifically about latency:

- GPUs don't need low latency so lower latency is useless
- CPU does not have good connection to ESRAM and they suggest it is slow being used by CPU. Which points that latency again won't give CPU boost.


They choose it because of production values not for its latency. End of story. If there were some latency boost they would tell about it. You just don't hide advantages if you are asked about it.
 
Sorry, but your opinion is obviously highly uninformed when experienced professionals that do this stuff for a living say otherwise. Seriously. To believe what some people are saying, you would have to genuinely believe that game programmers that have been in this business for longer than some people here have probably been alive, don't know what they're talking about. If left with a choice to believe a poster whose knowledge on the subject is questionable (that includes me too. I don't exempt myself) or to believe videogame developers, but more specifically graphics programmers that have done work in released games that people have been able to play and appreciate, I will choose to believe those programmers 10 times out of 10. And that's my final point on the matter, because we've had these discussions hundreds of times by now.

Unless you are the experienced professional, then you're using "appealing to authority" fallacy. You yourself don't understand it but you make it look it's fact based on what few professionals said.
 
I remember that thread. An unsubstantiated hearsay claim on twitter that a fanboy misguidedly turned into a thread that was locked by a mod.

Have you got any verified quotes from any devs that have stated that the Xbox One is handicapped?

It's not like this all came out of the blue. The tech people on here looked at the specs and came to the conclusion that there would be a significant power gap. The edge article and the tweet from Adrian only reinforced what the specs already told us.
 
A confirmed videogame developer that posts over there from time to time. He has coded for released Xbox 360 titles, and I believe other systems also. I use to know in more explicit detail which games those were, and a bunch of other details the work he has done, but I no longer have my old browser bookmarks which would point me more clearly to that information, and I definitely don't want to go searching it out. :P



Sorry, but your opinion is obviously highly uninformed when experienced professionals that do this stuff for a living say otherwise. Seriously. To believe what some people are saying, you would have to genuinely believe that game programmers that have been in this business for longer than some people here have probably been alive, don't know what they're talking about. If left with a choice to believe a poster whose knowledge on the subject is questionable (that includes me too. I don't exempt myself) or to believe videogame developers, but more specifically graphics programmers that have done work in released games that people have been able to play and appreciate, I will choose to believe those programmers 10 times out of 10. And that's my final point on the matter, because we've had these discussions hundreds of times by now.



I don't think you understand where the skepticism comes from. Pardon me in advance for being blunt.

"Believing" is conditional on several things. First, that your interpretation of what this person is saying is correct. Second, that this person, who is a first party developer, is being completely, 100% forthcoming to you.

Penello himself completely botched information that was supposedly given directly to him by the technical fellow when bringing it over to GAF. Why should we trust you, again, with your multiple bans over the past few months? And with a plethora of fairly crude technical misstatements you've made in this period? And I'm operating under the assumption that you are being completely honest, by the way.
 
I'm mostly serious right now. I haven't finished reading all the former GAF threads yet but, I'm starting to develop a small fear of Sony getting wrapped up in corporate espionage or something court cases in a few years. A man that worked with Playstation since it's inception, leaving after handling the last hand-off for the PS4, going to Atari mostly to pick up a buddy, then going to Gaiki, serving on the board (Sony buys Gaiki relatively shortly afterwards), and then leaves for Microsoft. In the games division.

TL;DR : Starting to think Agent Harrison is seriously real.

All the other stuff I don't understand is interesting too.

Some Hollywood stuff right there.
 
Did you miss what they said in article ?

Why ESRAM ?
because:

- better production value (in APU instead of daughter die)
- it was necessary because DDR3 bandwidth was too small.

When DF asked specifically about latency:

- GPUs don't need low latency so lower latency is useless
- CPU does not have good connection to ESRAM and they suggest it is slow being used by CPU. Which points that latency again won't give CPU boost.


They choose it because of production values not for its latency. End of story. If there were some latency boost they would tell about it. You just don't hide advantages if you are asked about it.

Exactly. By inference, their not mentioning it when questioned directly about latency suggests that it is not important to them.
 
Exactly. By inference, their not mentioning it when questioned directly about latency suggests that it is not important to them.

They didn't ignore it. They said that GPU don't need low latency. That itself tells you everything.

If they planned ESRAM because of low latency and it would be serious thing for GPU they would say it from start after that question.


Ofcourse there is second side to it. They could specially hide that fact about low latency being big boost.

tinfoil-helmet-study.jpg


For what purpose ?
 
This is from the last big thread.

X1 GPU:
1.18 TF GPU (12 CUs) for games
768 Shaders
48 Texture units
16 ROPS
2 ACE/ 16 queues

PS4 GPU:
1.84TF GPU ( 18 CUs) for games + 56%
1152 Shaders +50%
72 Texture units +50%
32 ROPS + 100%
8 ACE/64 queues +400%

I love that post because... higher numbers equal better right? (don't hate, i'm not a tech guru like some of you guys), if so... then the PS4 is clearly superior.
 
Sorry, but your opinion is obviously highly uninformed when experienced professionals that do this stuff for a living say otherwise. Seriously. To believe what some people are saying, you would have to genuinely believe that game programmers that have been in this business for longer than some people here have probably been alive, don't know what they're talking about. If left with a choice to believe a poster whose knowledge on the subject is questionable (that includes me too. I don't exempt myself) or to believe videogame developers, but more specifically graphics programmers that have done work in released games that people have been able to play and appreciate, I will choose to believe those programmers 10 times out of 10. And that's my final point on the matter, because we've had these discussions hundreds of times by now.

Genuinely made me laugh. Thanks for that.
 
Top Bottom