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How powerful is the PlayStation vita?

I'm pretty surprised with complaints about UC - I only played it recently with PS+ but I was really impressed and thought it was silly to have skipped it.

I could see that it wasn't native but I felt the framerate held well (up to chapter 24 now out of 34 or so I think) and the visuals were very impressive, and considering the type of game that it is I don't get it. You guys remember what handheld games were like before UC and the Vita right?


@LL (below) - with Gravity Rush (for example), I get it, no issues with claims about jaggies and colours taking away from the experience somewhat - not that it isn't also a great game.
 
I don't doubt they look good, just the games I do have don't look too impressive. I don't think any Vita game should sacrifice native resolution. Especially Persona 4, I mean it doesn't even have crazy detailed environments\effects\models and it doesn't run at native. It's a great game but visually kind of disappointing given the hardware.
I just wanted to list some games that might be of interest to you given your disappointment.

Persona's biggest problem is that the ugly TV filter makes everything look really blurry, and especially in dungeons this creates a nasty ghosting problem that not a single other Vita game has.

And I'm not getting the praise for Gravity Rush's in-game visuals. The art is lovely, but it's somehow both blurry and jaggy at the same time, and the colors are muddy/muted. I hope the sequel, if there is one, comes closer to matching the cutscenes' comic book style sharpness and vibrant colors.
 
Well Vitas is sold at a loss. iDevices are not.

Price has nothing to do with it. The Vita is still more powerful than the iPhone 5. Part of the problem is devs try to throw in too many effects like ambient occlusion and whatnot. They should make native res a priority. Just look at PSASBR and LBP... They're absolutely beautiful on the Vita.
 
Price has nothing to do with it. The Vita is still more powerful than the iPhone 5. Part of the problem is devs try to throw in too many effects like ambient occlusion and whatnot. They should make native res a priority. Just look at PSASBR and LBP... They're absolutely beautiful on the Vita.

LBP isn't even native res iirc, 4xaa though. Still looks (and plays) great.
 
The Vita is still more powerful than the iPhone 5.
I'm not sure that's true. The A6 is a beast, and even with the OS overhead, I'm not sure there's a single Vita game iPhone 5 wouldn't be able to handle if not for the fact that most developers are still targeting iPhone 4.

One benefit in Vita's favor is no fragmentation, I guess.
 
Doesn't change the fact?

According to that list 23 out of 35 are native res. Looks like a fact but it will still be frowned up because of which games happen to be sub res.

powervr_gpu_comparison_a6x.jpg


Well, here is it compared to the new iPhone and iPad

(Keep in mind the iPhone 5 is running at 1136x640 and the iPad is running at 2048x1536)


Not sure how true this is but from wiki

http://en.wikipedia.org/wiki/List_of_PowerVR_products

Apple iPad 2: Apple A5 - SGX543MP2 @250MHz
Apple iPad Mini: Apple A5 - SGX543MP2 @250MHz
Apple iPhone 4S: Apple A5 - SGX543MP2 @200MHz
Apple iPod Touch (5th generation): Apple A5 - SGX543MP2 @200MHz
Apple TV (3rd generation): Apple A5 - SGX543MP2 @250MHz
Apple iPad (3rd generation): Apple A5X - SGX543MP4 (four cores) @250MHz
Apple iPhone 5: Apple A6 - SGX543MP3 (three cores) @266MHz
Apple iPad (4th generation): Apple A6X - SGX554MP4 (four cores) @300MHz
PlayStation Vita: SGX543MP4+ (four cores) @400MHz


So, I am curious about that bench and why everything is at 300MHz.
 
Price has nothing to do with it. The Vita is still more powerful than the iPhone 5. Part of the problem is devs try to throw in too many effects like ambient occlusion and whatnot. They should make native res a priority. Just look at PSASBR and LBP... They're absolutely beautiful on the Vita.

I'm not sure about that. They should be too close to call right away. However, OS overhead etc.

According to that list 23 out of 35 are native res. Looks like a fact but it will still be frowned up because of which games happen to be sub res.

Not sure how true this is but from wiki

http://en.wikipedia.org/wiki/List_of_PowerVR_products

Apple iPad 2: Apple A5 - SGX543MP2 @250MHz
Apple iPad Mini: Apple A5 - SGX543MP2 @250MHz
Apple iPhone 4S: Apple A5 - SGX543MP2 @200MHz
Apple iPod Touch (5th generation): Apple A5 - SGX543MP2 @200MHz
Apple TV (3rd generation): Apple A5 - SGX543MP2 @250MHz
Apple iPad (3rd generation): Apple A5X - SGX543MP4 (four cores) @250MHz
Apple iPhone 5: Apple A6 - SGX543MP3 (three cores) @266MHz
Apple iPad (4th generation): Apple A6X - SGX554MP4 (four cores) @300MHz
PlayStation Vita: SGX543MP4+ (four cores) @400MHz


So, I am curious about that bench and why everything is at 300MHz.

I'm not sure about that Vita's number either. I don't believe it.
 
I'm not sure that's true. The A6 is a beast, and even with the OS overhead, I'm not sure there's a single Vita game iPhone 5 wouldn't be able to handle if not for the fact that most developers are still targeting iPhone 4.

One benefit in Vita's favor is no fragmentation, I guess.
Vita is more powerful than iPhone 5.
 
I'm not sure about that Vita's number either. I don't believe it.

I am sure that is theoretical max. I doubt anyone has the real numbers on the speed they actually use for both the CPU nor the GPU. Also no real info exist on the + specification, the performance advantage (or disadvantage) of the fixed ram allocation. Or most importantly the speed in which all the components can communicate with each other.

I wouldn't be surprised at all if everything was underclocked at this time.

I can only imagine the can of worms that is opened up due to the fact that you cannot change the battery yourself.
 
I'm not sure that's true. The A6 is a beast, and even with the OS overhead, I'm not sure there's a single Vita game iPhone 5 wouldn't be able to handle if not for the fact that most developers are still targeting iPhone 4.

One benefit in Vita's favor is no fragmentation, I guess.

I very much doubt that. The A6 may be a beast with a great dual-core CPU and three-core GPU, but it doesn't have 128mb DEDICATED VRAM, with such low-level APIs, less OS overhead and less pixels to push in addition to the quad-core CPU and quad-core [modified] 543MP4+ GPU.
 
I am sure that is theoretical max. I doubt anyone has the real numbers on the speed they actually use for both the CPU nor the GPU. Also no real info exist on the + specification, the performance advantage (or disadvantage) of the fixed ram allocation. Or most importantly the speed in which all the components can communicate with each other.

I wouldn't be surprised at all if everything was underclocked at this time.

I can only imagine the can of worms that is opened up due to the fact that you cannot change the battery yourself.

By the time they unlock it + newer batteries (probably warranty over) it won't be so bad to switch out:

 
I very much doubt that. The A6 may be a beast with a great dual-core CPU and three-core GPU, but it doesn't have 128mb DEDICATED VRAM, with such low-level APIs, less OS overhead and less pixels to push in addition to the quad-core CPU and quad-core [modified] 543MP4+ GPU.
I don't know why so many people sleep on vitas 128 MB of VRAM. It's a huge advantage.
 
As Sumo has shown, it's definitely powerful enough to put out some great look games at native resolution.

The problem is, we've been in a lengthy 7 year cycle where pulling out fancy effects at sub-HD resolutions is a completely acceptable norm. Until developers wake up and remember that some times shaders and lighting have to be sacrificed for image quality, that won't change. I hope that someone at Sony contacts Sumo and spreads some knowledge around internally and to other third parties. Persona 4 doesn't have any reason not to run at native, for instance.
 
*Awesome image containing info on Vita game resolutions*

I think Sony needs to mandate that if your game falls below a certain res (like LBP), then you have to implement 4x AA, because that looked acceptably clean (of course it's hard to say whether the effect would apply to a game in which you have full camera control.

Very close to the original Xbox in geometry (260,000 a frame).

Did any Xbox games that push the amount of poly's a game like UGA does though? I can't think of any.
 
Probably the baseline used

Just realized your info and the info I found come from same source. Anandtech benchmarks.

http://www.anandtech.com/show/6426/ipad-4-gpu-performance-analyzed-powervr-sgx-554mp4-under-the-hood

http://www.anandtech.com/show/4216/...rmance-explored-powervr-sgx543mp2-benchmarked

I don't know where the Vita info came from but I am still looking.

Edit: Probably speculation from a gamespot comment


http://www.gamespot.com/news/sony-ngp-processor-performance-6287063

The normal nomenclature model for the PowerVR SGX543MP contains additional numbers following the MP that indicate the number of cores onboard. Imagine Technologies can configure the GPU to have 1, 2, 4, 8, and 16 cores. Sony opted to use the SGX543MP4+, which indicates that the chip has four cores. We have no details on what the "+" indicates.

Imagine Technologies states: "At 200MHz core frequency an SGX543MP4 (four cores) will deliver 133 million polygons per second and fill rates in excess of 4Gpixels/sec. Higher frequencies or a larger number of cores each deliver more performance. At 400MHz core frequency an SGX543MP8 (eight cores) will deliver 532 million polygons per second and fill rates in excess of 16Gpixels/sec."


Assuming the chip hasn't been highly modified from the PowerVR SGX543MP4, a 200MHz PowerVR SGX543MP4+ could live up to the PlayStation 3's 4.4Gpixel/s fill rate spec. We also have to add that raw fill rate numbers rarely translate into real-world performance.

looking back

http://www.youtube.com/watch?v=WyNSJHafxrA

I imagine the Vita can really achieve this but is underclocked which could explain AA being omitted and the lower resolution of some titles. The thing that gets me is that this demo reminds me of AC:liberation (even including the ugly ground textures) with the exception that AC:3 is sub res.
 
Uncharted is no slouch either honestly. Minus flame effects it impressed me first run. Good starting point. And the first wipeout was not a looker to me. Just about everything on ps1 looked like trash. Had the system at launch.
Really? I bought the PS1 at launch too, and compared to what I was getting on the Saturn up to that point, it was AMAZING! It's all relative, of course, but Ridge Racer, Wipeout, Jumping Flash and that stupid running T-Rex demo kept me and my friends wow'd for ages - granted, the "shiny shiny" effect of "3D!!!" was blinding us all with possibilities for the future, but there was nothing that could touch it in the home at the time... I specifically thought Wipeout was the most beautiful game I'd ever played - and I played that game and Ridge Racer to death...

And I agree with you on Uncharted; it's one of the most beautiful games I've ever played on a handheld, and nothing I've played on my 3DS comes close - the later two levels in the canoes were particularly beautiful imho...
 
Skyzard said:
LBP isn't even native res iirc, 4xaa though. Still looks (and plays) great.
I've wondered about this before - didn't pixel count, but LBP gives impression of added PPAA soft-look, not necessarily lower-res - but thanks to MSAA overall IQ is better than the PS3 version anyway.
On related note - out of that Whitehawk's list, only 3 titles are not using AA - and the ratio tends to be even higher with rest of library (ie. AA is a lot more common on Vita than it was on 360/PS3, and there's no point even comparing to other platforms where AA is hardly ever used - including the phones).

The real odd-man out are PS2 ports which are both sub-native and non-AA for no particularly good reason (other than lack of dev-time that is). I was seriously worried JSR would get the same poor treatment, so that turning out much better was a pleasant surprise.
 
960×640. Yes ... 'way' higher resolution.

iPhone 5 is 1136 x 640. It probably won't be the standard until next year, and it's still not way higher, but I figured I'd point it out.
 
There is no portable device which can deliver these graphics. Location spoilers, I guess...

Pixel perfect reflections, high precision water shaders, shadow casting light sources... And all this in a LAUNCH TITLE!
 
There is no portable device which can deliver these graphics. Location spoilers, I guess...


Pixel perfect reflections, high precision water shaders, shadow casting light sources... And all this in a LAUNCH TITLE!

Ipad 4 would most likely run circle around this, while doing it in 2048x1536 glory.
 
There is no portable device which can deliver these graphics. Location spoilers, I guess...


Pixel perfect reflections, high precision water shaders, shadow casting light sources... And all this in a LAUNCH TITLE!

Looks like the vita does.
 
Wipeout, UMvC3, and Ninja Gaiden Sigma are all native (well, Wipeout has dynamic res) and look fantastic and sharp.

Ninja Gaiden Sigma+ has a dynamic res like WipEout, just saying. It only really drops during Ninpo attacks and when a large amount of effects/enemies are on the screen, which is almost never.
If Ninja Gaiden Sigma 2+ looks and runs just as good, I won't care
too much
about the 30fps.

I'm actually interested in seeing what NGS2 will turn out to be like, since NGS2 was a jump from NGS, especially in terms of lighting. It'll be interesting to see what sacrifices besides polygon count and texture resolution are made to ensure it runs at a playable framerate.
 
AlStrong said:
Lazy linkers. sigh >_>:P
So ~50% AA and ~70% native from that list (granted that's not majority of the Vita library - I think total %s might be higher, especially after you include PSN games).
Anyway LBP being same res as UC is interesting - it's a real shame UC couldn't get AA.
 
Please tell me you're joking. iPad 4 couldn't even get CLOSE to running that, better GPU and all.

Umm for starter iPad 4 has a better GPU than the 543MP4+ the VITA has. A6X is recognized as the best SoC on the market for now and 554MP4 is twice as powerful as 543MP4. The mhz boost vita version has does not make up for the difference in architecture and flops.

http://www.youtube.com/watch?v=SVl7SyDvr7w

This in on iPad 3. Slick framerate, 2048x1536, similar graphics to something you'd find on current HD consoles. All of this on a device half as powerful as the iPad 4.

I'd probably shit my pants if Naughty Dogs were to develop a game for it. Not that this will ever happen.
 
Wait a sec Unit 13 and Uncharted are the same res? Why does Unit 13 seem to have so much better IQ?
 
Native res or not, games like Wipeout and Uncharted:GA look phenomenal on the system, so it doesnt even matter to me beyond what my eyes can see.
 
Umm for starter iPad 4 has a better GPU than the 543MP4+ the VITA has. A6X is recognized as the best SoC on the market for now and 554MP4 is twice as powerful as 543MP4. The mhz boost vita version has does not make up for the difference in architecture and flops.

http://www.youtube.com/watch?v=SVl7SyDvr7w

This in on iPad 3. Slick framerate, 2048x1536, similar graphics to something you'd find on current HD consoles. All of this on a device half as powerful as the iPad 4.

I'd probably s*** my pants if Naughty Dogs were to develop a game for it. Not that this will ever happen.

Yeah, I've played that game. Have spent considerable time on it, and it's not remotely close to a good console game graphics-wise. Baked shadows, fake reflections, and relatively low quality textures.

Now, let's say iPad's dual-core CPU and the Vita's quad-core CPU are about the same power-wise. That leaves the iPad's new GPU. It's TWICE as powerful as the Vita's, and has to push FOUR times the pixels. This alone makes your point moot. THEN, on top of that, the Vita has 128mb of dedicated VRAM, less OS overhead, and low-level APIs.
 
Umm for starter iPad 4 has a better GPU than the 543MP4+ the VITA has. A6X is recognized as the best SoC on the market for now and 554MP4 is twice as powerful as 543MP4. The mhz boost vita version has does not make up for the difference in architecture and flops.

http://www.youtube.com/watch?v=SVl7SyDvr7w

This in on iPad 3. Slick framerate, 2048x1536, similar graphics to something you'd find on current HD consoles. All of this on a device half as powerful as the iPad 4.

I'd probably shit my pants if Naughty Dogs were to develop a game for it. Not that this will ever happen.

What? That game looks awful. The high res actually hurts the game since the textures are so damn bad. Yuck.
 
It looks better than vita version (texture resolution) although not the framerate - but it's also not open world ^_^
 
Really? I bought the PS1 at launch too, and compared to what I was getting on the Saturn up to that point, it was AMAZING! It's all relative, of course, but Ridge Racer, Wipeout, Jumping Flash and that stupid running T-Rex demo kept me and my friends wow'd for ages - granted, the "shiny shiny" effect of "3D!!!" was blinding us all with possibilities for the future, but there was nothing that could touch it in the home at the time... I specifically thought Wipeout was the most beautiful game I'd ever played - and I played that game and Ridge Racer to death...

And I agree with you on Uncharted; it's one of the most beautiful games I've ever played on a handheld, and nothing I've played on my 3DS comes close - the later two levels in the canoes were particularly beautiful imho...


Haha Trex demo remember that also. Yeah only thing that blew my mind was toshinden. Was so crazy you could roll. Years later alpha 2 and tobal 2 import were awesome.
 
It looks better than vita version (texture resolution) although not the framerate - but it's also not open world ^_^

Yes, but Vita has real time shadows and reflections and better lighting. Although I will say just looking at the two, I think the iOS/Android game LOOKS better, but of course, it's much more simple, and as you said, not open world.
 
Regardless of how powerful the Vita is (and it's certainly powerful enough to deliver some awesome games), it's got the best input setup of any portable gaming device in my book. Feels great in the hand and I love the combination of buttons + touch screen control options.

If only it would get more support. I guess I can't complain about that when I'm one of the people who waited for an amazing deal to even consider picking it up.
 
Seems like a lot of Uncharted hate in this thread. The graphics in that game really blow me away. Such a massive step up from the PSP, 3DS, etc.

I guess I am not seeing the "IQ" problems that bother others.

Someone mentioned that NFSMW framerate drops during races and I also have not noticed that. Another very impressive Vita game imo
 
Yeah, I've played that game. Have spent considerable time on it, and it's not remotely close to a good console game graphics-wise. Baked shadows, fake reflections, and relatively low quality textures.

What?

It certainly looks better than most VITA games out there, save for Uncharted? Baked Shadows? Yes, some maybe. So does games like Halo 4, or nearly all games for that matter. Fake reflections? Those look real time to me, well, as real time as you get in the console version of MW. Reflects everything worldwide. Textures look nice too. MW looks fantastic, especially when you actually play it on the device. Tons of polygon on screen. It may not be an open world game, but it looks tons better than the VITA rendition.

Have you played NOVA3 or did you see Modern Combat 4? Those graphics are console worthy. Infinity Blade II on Ipad 3 & 4 looks stunning too.


Now, let's say iPad's dual-core CPU and the Vita's quad-core CPU are about the same power-wise. That leaves the iPad's new GPU. It's TWICE as powerful as the Vita's, and has to push FOUR times the pixels. This alone makes your point moot. THEN, on top of that, the Vita has 128mb of dedicated VRAM, less OS overhead, and low-level APIs.

The dual core in A6X is regarded as more powerful than the quad core Cortex A9. Now, AFAIK, resolution does not work like that. Your GPU isn't crippled proportionally to the resolution you are displaying. Many factors come in. Just to make your argument as precise as possible, you should take note that the iPad 4 doesn't sport 4, but 6 times the resolution of the VITA. This will indeed give worse results compared to the VITA on certain, very specific situations, but the reality is that it has around twice the GFLOPS, twice the ALU, low level tweaks and better fillrates. In nearly all situations, you will end up with better graphics on the iPad 4 anyway with a better framerate because A6X has the necessary fillrates and memory bandwidth it needs to push solid performance at that resolution. Also, like the VITA, devs has the option to run their games at a lower resolution. 1024x768 is a popular one, which fit perfectly with the pixel density of the retina display. At that resolution, the iPad 4 would simply destroy anything the VITA offer, while still running at a better resolution than the sony handheld.

OS Overlay? iOS6 runs fine on a 128mb ram device like the ipod touch 3rd gen. It's not windows heavy for god's sake. It probably has a similar memory footprint as metro 360.

Finally, do we even know what type of VRAM is used for the VITA? I've searched and searched for an answer for this ,but never actually found anything about it. Having a reserved amount of memory as "VRAM" is nothing to write home about if it's running at the same speed as your main memory. Until some body find a real statement about it, then iPad 4 would still have an advantage here with 1gb of ram.

I own both of these device and to me it isn't a contest anymore. The iPad 4 surpassed the VITA and this does not come as a big surprise as technologies evolve in such an astonishing speed, especially in the mobile space.
 
What?

It certainly looks better than most VITA games out there, save for Uncharted? Baked Shadows? Yes, some maybe. So does games like Halo 4, or nearly all games for that matter. Fake reflections? Those look real time to me, well, as real time as you get in the console version of MW. Reflects everything worldwide. Textures look nice too. MW looks fantastic, especially when you actually play it on the device. Tons of polygon on screen. It may not be an open world game, but it looks tons better than the VITA rendition.

Have you played NOVA3 or did you see Modern Combat 4? Those graphics are console worthy. Infinity Blade II on Ipad 3 & 4 looks stunning too.

Almost all the shadows are baked, except the car's. It's not like there's some baked stuff and then a huge amount of dynamic, like Halo 4. I've played the game on my Galaxy S3 with about the same screen size as the Vita. I thought it looked great...for a mobile game. I've played NOVA 3 and was unimpressed. Nice image quality but very simple in other aspects, much like most graphically intensive mobile games. Even though Resistance Burning Skies is sub-native res and definitely not one of the better graphics games on Vita, it still looked WAY better because of the vastly superior lighting and shaders.

The dual core in A6X is regarded as more powerful than the quad core Cortex A9. Now, AFAIK, resolution does not work like that. Your GPU isn't crippled proportionally to the resolution you are displaying. Many factors come in. Just to make your argument as precise as possible, you should take note that the iPad 4 doesn't sport 4, but 6 times the resolution of the VITA. This will indeed give worse results compared to the VITA on certain, very specific situations, but the reality is that it has around twice the GFLOPS, twice the ALU, low level tweaks and better fillrates. In nearly all situations, you will end up with better graphics on the iPad 4 anyway with a better framerate because A6X has the necessary fillrates and memory bandwidth it needs to push solid performance at that resolution. Also, like the VITA, devs has the option to run their games at a lower resolution. 1024x768 is a popular one, which fit perfectly with the pixel density of the retina display. At that resolution, the iPad 4 would simply destroy anything the VITA offer, while still running at a better resolution than the sony handheld.

OS Overlay? iOS6 runs fine on a 128mb ram device like the ipod touch 3rd gen. It's not windows heavy for god's sake. It probably has a similar memory footprint as metro 360.

Finally, do we even know what type of VRAM is used for the VITA? I've searched and searched for an answer for this ,but never actually found anything about it. Having a reserved amount of memory as "VRAM" is nothing to write home about if it's running at the same speed as your main memory. Until some body find a real statement about it, then iPad 4 would still have an advantage here with 1gb of ram.

I own both of these device and to me it isn't a contest anymore. The iPad 4 surpassed the VITA and this does not come as a big surprise as technologies evolve in such an astonishing speed, especially in the mobile space.

Help me understand why the power of the GPU and the number of pixels it has to push don't relate, because I'm not hugely technical with this stuff. I feel like if EVERYTHING about the GPU is twice as good as the Vita's, then the output of the GPU is...well...twice as good, effectively. It seems odd to me that twice the raw performance out of the GPU can offer over six times better results (if the iPad's graphical output, as you say it is, is BETTER than the Vita, which is pushing 1/6th the pixels).
 
It is. Nobody's debating that. There's also much more to a system's graphical output than a GPU.

I don't know I saw somewhere in this thread it looked Vita had better GPU but I guess nobody is arguing that..




Anyways I was really disapointed with a lot of Vita game's visuals. I think sub-native resolution in Vita is really irritating and easy to see compared to other systems.

Uncharted seemed to have great technical stuff, but the resolution and AA made it look real bad.

The only games I was visually impressed out of the ones I have played are Virtua Tennis 4 and Dynasty Warriors (not counting 2D games like BB). They looked really stunning and their native resolution helped a lot.

I hope its matter of understanding the system and developers putting more focus. Hopefully we get a lot better looking games with native resolution in the future.
 
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