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Xbox One December SDK Update brings better eSRAM performance.

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Some of the unintentionally comedic posts in here make me think it's time for a reminder:

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

PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +300%

That is the gap. It doesn't get smaller.
 
Ok yes ps4 is more powerful. Now can we move on to what I was actually talking about?
I just explained to you how works. In your previous post you persisted to say how much close they are where it's not true at all. Because it's not matter of the simple gpu difference. xbone ram it's an incredibly mess, the whole architecture unbalanced, I did it not surely for my obsession to prove ps4 it's more powerful, but just to answer to you. But whatever you like.
 
I just explained to you how works. In your previous post you persisted to say how much close they are where it's not true at all. xbone ram it's an incredibly mess, the whole architecture unbalanced, I did it not surely for my obsession to prove ps4 it's more powerful. But whatever you said.
Yes Xbone is a mess. PS4 is super.

Which games/hardware are you developing/engineering?
 
What about forward+ rendering? What are its upsides and downsides?

Forward+ seems to be great for point lights and simple geometry, not so great when dealing with other sorts of lights and lots of geometry. Two extra passes of the scene when doing its light culling isn't that crash hot either. But it seems to get a lot of the taking advantages of both forward and deferred.

Ok that makes sense, but to me this makes it seem deferred rendering would be much less taxing.

Am I wrong in that assessment?

Deferred you read from the depth buffer and the normal buffer. Those extra reads add up. The key is to gain more than you use. Will you reclaim a lot of shader power by doing this? Less draw calls from less passes? Are you memory bandwidth limited already?

Would you then say that it transparent objects would be rare or non-existent in MGS:V?

When you hit a transparent material you fall back to Forward, Forward+ or whatever you want to use for dealing with transparent objects. You might also fall back if you know an object is only lit by one light and therefore will most certainly only need one pass. Ryze for example uses deferred shading for a lot of its rendering paths and falls back to Forward+ where it needs to.
 
Some of the unintentionally comedic posts in here make me think it's time for a reminder:

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

PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +300%

That is the gap. It doesn't get smaller.

Numbers aren't everything. Real world performance is vastly more important and it's not a happy coincidence that games are not only matching the PS4, but in some cases are offering the superior experience.
 
No, but the Xbone's GPU wasn't really built for 1080p gaming in the first place, especially with deferred rendering engines. It has half the number of ROPs that AMD themselves recommend for 1080p gaming. It wasn't a good GPU in early 2012 and it certainly isn't a good GPU in late 2014. You can thank Microsoft's insistence on having 8 gbs of DDR3 rather than GDDR5 or dedicated high speed VRAM for that.

My fear is that they saw the Nintendo side of things where raw power doesn't mean anything. That and their initial obsession over TV.
 
Some of the unintentionally comedic posts in here make me think it's time for a reminder:

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

PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +300%

That is the gap. It doesn't get smaller.

It's truly hilarious how every time MS or someone puts out a statement about improving their SDK, people think that Sony isn't also improving their SDK and that it suddenly and automatically negates the set hardware differences.

We could have much better discussions about this stuff if people would take 30 minutes to educate themselves about the hardware.

My fear is that they saw the Nintendo side of things where raw power doesn't mean anything. That and their initial obsession over TV.

I believe it mainly had to do with wanting a media player first, game console second mentality. That meant having 8 gbs of RAM no matter what, and there was no guarantee that GDDR5 would be available in large enough quantities, which then led to the need for ESRAM to make up for the slow speed of DDR3, which, finally, resulted in significantly less available space for the GPU on the APU and a much weaker GPU overall. If they had planned for it to be a game system first and foremost we wouldn't have any of these problems.

Numbers aren't everything. Real world performance is vastly more important and it's not a happy coincidence that games are not only matching the PS4, but in some cases are offering the superior experience.

In some cases? You mean ONE case in ACU in which the devs explicitly stated they were going to gimp the PS4 version. You're right, it isn't a coincidence. Because when games are the same on both, it's because devs CHOOSE to make them the same. If you honestly think that there's some kind of huge SDK advantage and that's the reason some games look the same on both, then all I can say is that you're incredibly delusional.
 
It's truly hilarious how every time MS or someone puts out a statement about improving their SDK, people think that Sony isn't also improving their SDK and that it suddenly and automatically negates the set hardware differences.

We could have much better discussions about this stuff if people would take 30 minutes to educate themselves about the hardware.
Who said this?
 
Some of the unintentionally comedic posts in here make me think it's time for a reminder:

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

PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +300%

That is the gap. It doesn't get smaller.
How do you come to 1.18 TF for the Xbox One for games while giving the PS4 the full 1.84 TF for games?
 
Some of the unintentionally comedic posts in here make me think it's time for a reminder:

Xbone: 1.32 TF GPU (12 CUs) for games
Xbone: 768 Shaders
Xbone: 48 Texture units
Xbone: 16 ROPS
Xbone: 2 ACE/ 16 queues

PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +300%

That is the gap. It doesn't get smaller.
Sorry couldn't resist to fix an error.

Now I'll take my leave again from this thread.
 
It's truly hilarious how every time MS or someone puts out a statement about improving their SDK, people think that Sony isn't also improving their SDK and that it suddenly and automatically negates the set hardware differences.

We could have much better discussions about this stuff if people would take 30 minutes to educate themselves about the hardware.

But that isn't really going on in this thread. There are way more people complaining about that happening than people actually doing it.
 
Who said this?
Uh you?
No. I'm saying to make the definite assertions you are about how the hardware works with software, it would seem you should have some experience working on them
That's absurd. Not needs even so much knowledge you supposed. It's simple logic and elementary math. And faster, unified RAM it's simply better without something of alternative in the other hardware.
 
Some of the unintentionally comedic posts in here make me think it's time for a reminder:

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

PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +300%

That is the gap. It doesn't get smaller.

Xbox One is 1.31 TFLOPS. It got back to its theoretical max with Kinect's death. Which is what these SDK improvements are doing; letting the system get closer to its theoretical max performance.
 
Nah it's pretty much true, as it's for artistic but also for performance as you render less pixels, so that power can be used elsewhere,, it's that simple.

nope, they already said that can have the game running in full 1920x1080p but with less msaa or dropped completely, i don't remember correctly here, and some time ago Andrea Pessino stated also that 1920x1080 is less demanding that 1920x800 with 4xmsaa. So no it's still not true :D
 
Numbers aren't everything. Real world performance is vastly more important and it's not a happy coincidence that games are not only matching the PS4, but in some cases are offering the superior experience.

So now we've moved from "Da CPU Boost" to straight up denial since evey other magic sauce has failed.
 
No that's what you guys hear, cause your so concerned with proving Playstation superiority.

Saying the perfromance gap is closing. Which is demonstrably true by comparing launch games to recent games.


Is not the same as saying the hardware gap has been negated due to software changes.

Two totally different concepts.
 
Numbers aren't everything. Real world performance is vastly more important and it's not a happy coincidence that games are not only matching the PS4, but in some cases are offering the superior experience.

Please tell me you're not using a game that was a part of a big marketing deal with Xbox One to come to that conclusion.

If so they just made a fool out of you.
 
Esram adaptation chart -

http://www.slideshare.net/DevCentralAMD/inside-x-box-one-by-martin-fuller

VqwZqMo.jpg


It is a little bit sad that developers have to optimise to get the best from the low amount of esram. Would have been so much nicer if they could have found a way to have enough es/edram to support most developers normal workflows. Perhaps it simply would have meant going to a two chip solution and the cost wasn't something MS would support.
 
Ok this thread is heading into batshit crazy territory and is full of uninformed musings to boot.

Should be amusing if nothing else assuming it doesn't get locked.
 
No its not lol.

We'd all be engineers it that was the case
Jeez just stop it. You start to be embarrassing. You don't know of what you are talking about most of the time and you suppose only the engineers should talk of tech stuff. So why you are here? Why this thread? If you don't like to read the others opinion stay away to the forum.
 
Some of the unintentionally comedic posts in here make me think it's time for a reminder:

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

PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +300%

That is the gap. It doesn't get smaller.

They removed the kinect reserve for the gpu didn't they? should be 1.31tflops.
 
Jeez just stop it. You start to be embarrassing. You don't know of what you are talking about most of the time and you suppose only the engineers should talk of tech stuff. So why you are here? Why this thread? If you don't like to read the others opinion stay away to the forum.
You create a new strawman with every post. Are you even reading what I'm typing?

Never said only engineers should talk tech. I said only engineers should state their opinion on tech stuff as irrefutable fact.

Making statements like "the Xbox architecture is an unbalanced mess" I would presume that you actually have some experience working on it.

Even though we can post a list of specs, it doesn't mean we fully understand or even have all the information on the architecture.
 
Microsoft has been very aggressive about updating tools and giving technical support to developers, and it has been paying off very well for them.

That's not to say Sony hasn't been working hard too, but maybe not to the same extent.
 
Microsoft has been very aggressive about updating tools and giving technical support to developers, and it has been paying off very well for them.

That's not to say Sony hasn't been working hard too, but maybe not to the same extent.

No, it's actually Microsoft launched with incomplete software and tools for developers. They're just playing catch up.
 
You create a new strawman with every post. Are you even reading what I'm typing?

Never said only engineers should talk tech. I said only engineers should state their opinion on tech stuff as irrefutable fact.

Making statements like "the Xbox architecture is an unbalanced mess" I would presume that you actually have some experience working on it.

Even though we can post a list of specs, it doesn't mean we fully understand or even have all the information on the architecture.
MY. GOD. I give up people, I'm not an analyst. This is out of my competence. Peace and love.
 
Numbers aren't everything. Real world performance is vastly more important and it's not a happy coincidence that games are not only matching the PS4, but in some cases are offering the superior experience.

Due to the performance advantage it wouldn't surprise me if they were spending much less time optimising the PS4 builds of games, since they don't have to due to the better specs, then spend more time optimising the the XB1 build to reach parity.
 
Ok this thread is heading into batshit crazy territory and is full of uninformed musings to boot.

Should be amusing if nothing else assuming it doesn't get locked.

Haha, this thread is fucking terrible!

I've thought about posting numerous times, and these are the conclusions I keep coming to. This thread is painful.

These arguments have been going on since launch, and despite the fact that the numbers have been rehashed numerous times, the arguments never end. The players are so often the same, though we have a few new people this go around too. It's always depressing to see what should be a tech thread end up full of feelings and conclusory statements extrapolated from single examples.

Due to the performance advantage it wouldn't surprise me if they were spending much less time optimising the PS4 builds of games, since they don't have to due to the better specs, then spend more time optimising the the XB1 build to reach parity.

I'm consistently baffled that people seem blind to see this very real possibility. Think back to the PS3 and the amount of additional optimization that was required on that platform to get the same games running at 360 levels. This is not an uncommon story. More complex architecture leads to that. If a studio has limited time and resources, they're not going to spend it fiddling with getting the most out of the PS4 if the Xbox One needs more attention.
 
Just a nitpick, but reading that article, the person quoted never said anything about improved esram performance. He just said that they were giving devs more control over how the esram is used, leading to improved performance (for that dev anyway). Not that the esram itself performed any differently, which would be beyond a software update.

That being said, nitpick over. Carry on.
 
Microsoft has been very aggressive about updating tools and giving technical support to developers, and it has been paying off very well for them.

That's not to say Sony hasn't been working hard too, but maybe not to the same extent.

SDK 2.0 seemed to be a big update to the PS4 SDK for compute & camera functions.


Seems a little weird to see Sony move it's focus towards Camera improvements as MS move it's focus away from Kinect.
 
Updated specs.

PS4: 1.84TF GPU ( 18 CUs)
PS4: 1152 Shaders
PS4: 72 Texture units
PS4: 32 ROPS
PS4: 8 ACE/64 queues
8gb GDDR5 @ 176gb/s

Versus

Xbone: 1.31 TF GPU -29% (12 CUs) -34%
Xbone: 768 Shaders -33%
Xbone: 48 Texture units -33%
Xbone: 16 ROPS -50%
Xbone: 2 ACE/ 16 queues -75%
8gb DDR3 @ 69gb/s -61%+ 32MB eSRAM @109gb/s -39%


No idea what the new eSRAM performance is or if the number above already is the theoretical max.
 
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