Maybe I'm not reading this correctly, but doesn't the bolded contradict each other?
Will game performance in CPU bottlenecked games just naturally perform better on the Neo without any updates due to the higher clockspeed?
Whoah... imagine Horizon and GOW5 utilizing Neo PS4's abilities in full, would Sony allow them?. They gotta make Neo look desirable to us guys who already have a PS4!the differences in the two games would be obvious if the system is actually utilized.
We don't code for clock speed. We fill what we can of 16.6 or 33.3 frame buffer and move on. The more cycles available, the faster the operation can perform over the same amount of time.I wondered about this too. But it may depend on both how the game is coded and how neo runs the ps4 games without a specific neo mode. It may be that the neo specifically says "run in 1.6GHz and 7 cores" when playing a ps4 game that doesn't have a neo mode. In which case the game won't be able to utilize the extra power. Or it may be fully unlocked, but the game itself has specifically set limits of "1.6GHZ cpu usage on 6 cores"
I think the former, that the neo runs it by purposely limiting the resources available in baseps4 mode might end up happening, which would be a shame, but not doing something like that might break compatibility or cause bugs.
We don't code for clock speed. We fill what we can of 16.6 or 33.3 frame buffer and move on. The more cycles available, the faster the operation can perform over the same amount of time.
Think of it like a waveform. There are 44,100 samples in a standard CD format audio file over the course of 1 second. By increasing the fidelity to 96,000, we can fit more samples in the same amount of time. With faster clock speeds, operations perform faster, we can increase the number of operations. Not using all available cycles will mean you will be done before the frame is ready, as you should be. The next set of instructions won't execute until the next frame needs to be built.
If it's the exact same CPU but clocked. I expect zero issues and I expect games that choke on PS4 to run better on PS4k provided the CPU was the choke.
Cool. So basically this means as long as the ps4k isn't itself somehow set to limit the clockspeed when running baseps4 games that don't have a particular neo mode, games that have a variable framerate (45-50 on average with maybe a 60fps cap) or games that have a 30fps cap but have minor dips due to CPU power on the baseps4, could in theory run even closer to or at 60fps, and at a solid 30fps respectively right out of the box?We don't code for clock speed. We fill what we can of 16.6 or 33.3 frame buffer and move on. The more cycles available, the faster the operation can perform over the same amount of time.
Think of it like a waveform. There are 44,100 samples in a standard CD format audio file over the course of 1 second. By increasing the fidelity to 96,000, we can fit more samples in the same amount of time. With faster clock speeds, operations perform faster, we can increase the number of operations. Not using all available cycles will mean you will be done before the frame is ready, as you should be. The next set of instructions won't execute until the next frame needs to be built.
If it's the exact same CPU but clocked. I expect zero issues and I expect games that choke on PS4 to run better on PS4k provided the CPU was the choke.
I doubt they will do that, at least in PVP since that would be extremely unfair. They might make PS4 30FPS and PS4K 60FPS in PVE though.
I excpect PVP to be 900p/60 on PS4 and 1080p/60 on PS4K
Sorry for the wait work and all, anyways. Notes from a few friends.
As far as the patching of games is concerned it is very doubtful that games will be patched that do not get a lot of post release attention. A great example of a game that would have been in line is Driveclub had sony not closed Evolution studios. He also states that certain games that are released yearly more than likely would not be patched and the studios would more than likely just focus the newer games at a higher spec to showcase the new system.
The general gist was that this thing is a substantial (not minimal) upgrade and could in theory make ports more complicated as the differences in the two games would be obvious if the system is actually utilized.
Last bit before I forget everyone I have talked to including Diana would be largely surprised if this thing does not have UHD media capabilities.
Again. Can't wait for the neo remakes.
Bitch Pudding said:Concerning the difference of Vanilla PS4 and PS4 Neo games: Even with a much stronger CPU, let's say twice as strong, the differences between both versions of a game would still be negligible, at least in 3rd party games.
You don't limit clock speeds. There's no need to.Cool. So basically this means as long as the ps4k isn't itself somehow set to limit the clockspeed when running baseps4 games that don't have a particular neo mode, games that have a variable framerate (45-50 on average with maybe a 60fps cap) or games that have a 30fps cap but have minor dips due to CPU power on the baseps4, could in theory run even closer to or at 60fps, and at a solid 30fps respectively right out of the box?
snip
Although I agree with diminishing returns to a certain extent, in theory, just comparing GPU specs, the Neo should make a massive difference.
Look at Xbox 360 vs Xbox One GPUs:
0.24TF (3? generations older architecture than Xbox One)
1.23TF (2 generations older architecture than latest dGPUs at launch?)
1TF difference and most would say the jump is pretty damn good but not as spectacular as previous generations.
PS4 vs Neo GPUs
1.84TF (2 generations older architecture than latest dGPUs at launch?)
4.2TF (could use Polaris tech at least in part)
2.35TF difference (Could use latest GPU architecture 3 gens ahead of PS4)
You don't limit clock speeds. There's no need to.
That's not a very good metric for measuring performance advantages (as it can be misleading). On Xbox One the GPU could do ~5.5 times as many operations compared to Xbox 360 (disregarding the big changes in architecture). Neo can do ~2.3 times as much as PS4; that's not bad, but it's not a generational leap.
Also, the differences between the GCN architectures are pretty small.
Will game performance in CPU bottlenecked games just naturally perform better on the Neo without any updates due to the higher clockspeed?
Xbox One GPU is 5.5 times the flops of Xbox 360 & PS4 Neo is 3.2 times the flops as Xbox One.
Xbox One GPU is 1 Tflop more than Xbox 360 & PS4 Neo is almost 3 Tflops more than Xbox One.
flops isn't everything but damn!
Xbox One GPU is 5.5 times the flops of Xbox 360 & PS4 Neo is 3.2 times the flops as Xbox One.
Xbox One GPU is 1 Tflop more than Xbox 360 & PS4 Neo is almost 3 Tflops more than Xbox One.
flops isn't everything but damn!
PS4K has double the GPU power...it would be possible for devs to make entirely new assets for it, but since this is just another SKU for Sony to sell, i doubt many will take advantage of that...and really they don't need to if they substitute it with higher IQ
I would imagine Sony will opt to limit performance in games that don't support the Neo to ensure compatibility, but they might get away with not doing so.Cool. So basically this means as long as the ps4k isn't itself somehow set to limit the clockspeed when running baseps4 games that don't have a particular neo mode, games that have a variable framerate (45-50 on average with maybe a 60fps cap) or games that have a 30fps cap but have minor dips due to CPU power on the baseps4, could in theory run even closer to or at 60fps, and at a solid 30fps respectively right out of the box?