What?, i have replied to you loads of times, and you just have your head firmly stuck in the sand. You dont need to get so defensive, its alright to not agree you know. No one has refuted anything i have said countless times over the last few days. I have tried to explain why i have said what i have said, as much as possible, and in detail. All you have said is about a better cpu and better ram, but neither of those have anything to do with polygon counts, texture quality, lighting, shadows, etc, all that is down to the gpu. The cpu and ram will help with loading times, streming assets in games, higher framerates (if devs chose that route), but not actual graphics quality.
You know how conversations work right? its a back and forth not a one sided thing
The fact that you reduced my argument to cpu and ram, proofs that either
a) You don't read
or
b) You are being willfully dense
Im still waiting for your reply on these
I really hope these rumors are true. 12-13 TF with games designed for it from the ground up and not having to support a weaker console too would be awesome. dont expect that til mid cycle. most games are gonna be crossgen for a loong time
www.neogaf.com
I really hope these rumors are true. 12-13 TF with games designed for it from the ground up and not having to support a weaker console too would be awesome. dont expect that til mid cycle. most games are gonna be crossgen for a loong time
www.neogaf.com
I'll condense them here for you
Since you seem fixed on the GPU front
- New arch that is more efficient, makes comparing TF alone pointless. Like comparing two different CPUs based on clockspeed without looking at ipc and other arch advantages
- New features and tricks
- Games designed around 13TF vs Ported to 4.2TF
- Dynamic resolution settings.
Things such as: NextGen arch customizations, FP16 (RPM) as base hardware means devs can develop around it to take advantage of it which is an extra 15 to 30% added performance depending of the scenario.
Variable rate shading and RT.
Can make the GPU punch above its weight compared to PS4 & PS4Pro.
CPU and Memory will help with LoDs, FoV, Distance Draw, more expansive and interactive worlds (bigger and more alive), destruction and physics. That impacts on the look and presentation of the game
Memory and bandwidth impact on the more complex types of lighting solutions, volumetric lightning, GI etc. Memory also impacts on texture quality.
There are also transparency effects and other bandwidth heavy effects that could be used with 880GB/s to push graphics further (see PS2 and 360 for reference on how bandwidth can affect graphics)
Anisotropic Filtering will greatly benefit from added bandwidth. Which does impact presentation