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Xbox One December SDK Update brings better eSRAM performance.

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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.

Digital Foundry reader?

What games "match" without differences in pixels or effects?
 
Digital Foundry reader?

What games "match" without differences in pixels or effects?

Sorry for drop by post but how many recent games (not launch games) actually showed those crazy difference that the actual numbers claims?
 
never gets old

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Sorry for drop by post but how many recent games (not launch games) actually showed those crazy difference that the actual numbers claims?

Like 90% of them?
 
Digital Foundry reader?

What games "match" without differences in pixels or effects?

I believe Destiny is one of those games. It just means the PS4 version is being held back, as is any multiplat that is identical in resolution/frame-rate/effects.
 
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.

These optimizations will probably make other versions of the game run better as well. So it will lift all things. More efficient usage of memory is always a good thing.
 
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

You just contradicted your original argument. The fact is, the developers added the bars because they could not get the desired performance without them. If they would have removed the bars (which require more rendering power to generate additional pixels), they wouldn't have been able to have a decent form of AA (or any at all). If they decided to incorporate AA anyway, performance (framerate) would have certainly suffered.
 
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.

That is all 100% truth.

Now can it be mitigated by having each 1080p PS4 game running @ 900p on XBone? Same framerate, same effects? For people that can swallow the lower resolution?

PC gamers could run some benchmarks to see how faster 900p is given same gfx settings.
 
It’s intriguing to see that Microsoft have been making further updates to their SDK which has already helped several AAA games like Destiny and Grand Theft Auto 5 to achieve full 1080p resolution. It seems that with continuous improvements to both consoles, the performance gap is indeed narrowing down.

Reminds me of that fake question Lisa was forced to ask Mr. Burns when he was running for governor.

"Mr. Burns your campaign seems to have the momentum of a runaway freight train. Why are you so popular?"

Who wrote this article?
 
Hardware is fixed and the very large GPU and memory advantage of the PS4 will never be bridged.

Software is improving all the time on both consoles.

A 'closing of the gap' whether real or imagined is something to be upset about, NOT happy.

Why? If you'd apply logical thought for even 5 seconds you'd realise that such a thing implies intentional neglect of the stronger hardware for the benefit of the weaker hardware. There is no justice in that... just misguided developers, bought media and underhanded corporate deals. Oh.. and bizarre people such as those found here who support and cheer it.

Wake up.
 
Hardware is fixed and the very large GPU and memory advantage of the PS4 will never be bridged.

Software is improving all the time on both consoles.

A 'closing of the gap' whether real or imagined is something to be upset about, NOT happy.

Why? If you'd apply logical thought for even 5 seconds you'd realise that such a thing implies intentional neglect of the stronger hardware for the benefit of the weaker hardware. There is no justice in that... just misguided developers, bought media and underhanded corporate deals. Oh.. and bizarre people such as those found here who support and cheer it.

Wake up.
If the bolded is true then its not a new phenomenon for current gen. And people should have been mad as fuck last gen.
 
Software is improving all the time on both consoles.

I'm sure similar improvements are made on Ps4, but Microsoft obviously needs to talk about their improvements because their console is said to be less powerful. They need to tackle that with a little marketing.

But I always thought that especially the differences in early games were mainly because of lacking dev tools on XB1 and not because of raw power differences.
 
after reading this thread i can't tell if this is good news or good news that turned to bad news in this thread...but like isn't this good news for xbox it should be alot more positive..im confused, i love you all.
 
This is good news for everyone. Better X1 games closer to their PS4 counterparts is great.

MS making the SDK better and better, good stuff.

I am sure Sony is doing same.
 

Xbone: 2 ACE/ 16 queues -75%



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


I don't think it's quite fair to assign this one a percent difference, ACEs don't linearly scale up how much compute you can do, they increase the efficiency with which you can use the other existing hardware for compute. If you had 9000 ACEs in the PS4, it still would have about the same compute power, just with higher efficiency. Say, going from 80% to 95% with butt-pulled numbers.

It's hard to guess where the point of diminishing returns would be for this architecture. But I believe AMD did end up using the PS4s configuration for the 290X, with 8 and 8, so there must be a benefit, though how much is unsure.

As for the latter quoted part, yeah, the theoretical numbers are what's given, and those won't go up. This will just bring it closer to that max theoretical (which is derived by bit width and frequency).
 
This is obviously good news, but what I don't really like is once again journalists making judgements about technical details they don't fully grasp.
The "gap" is at most "narrowing" at a particular point in time. There's only so much optimization can do compared to what is possible on a more powerful (in raw numbers) and streamlined architecture (that has its own set of potential optimizations).
It's great that Xbox One owners may get better performance in their games out of this, but expressions like "closing the gap" are nothing but click and flame bait.
 
The "gap is narrowing" crap assumes Sony's SDK is stood still perpetually which is isn't and never will be.

It really doesn't though. I keep going back to last generation, but it's useful IMO. The Xbox 360 was a lot easier to develop for than the PS3, and PS3 games were a disaster in the beginning. Over time, the SDK got better, the tools got better, Sony optimized the OS and returned more RAM to developers and, lo and behold, the gap did get closed. That doesn't mean that 360 tools didn't improve to, or that 360 games didn't look better over time - just that the quality of the PS3's graphics improved at a faster rate than the Xbox 360's. Compare say, Gears of War 1 to Resistance 1 and then Gears 3 to Uncharted 3.
 
^ PS3 always had stronger potential compared to 360. Its just that 360 was much easier to bring out what it could do.

The PS3's specific intricacies only played well to games that took advantage of them. Unlike 360 which was a workhorse in general purpose horsepower.

The gap for a lot of games never really closed, as PS3 mutliplats still generally perform worse than 360 versions outside of certain circumstances.

Its a night and day scenario to this gen when they both have easy to use set ups as well as being very similar, and PS4 is just easier and more powerful. There is nothing to extract really. The power differential is simply in the hardware

after reading this thread i can't tell if this is good news or good news that turned to bad news in this thread...but like isn't this good news for xbox it should be alot more positive..im confused, i love you all.

Its obviously good news for Xbox One and users of Xbox one. The thread turned to shit when the article author decided to peddle a false narrative about gaps closing, when that's not really the case.
 
Also it's only a 50% GPU advantage on paper and because of the CU count. That extra 10% from the Kinect tweak and increased clock speed on the Xbox GPU over the PS4 GPU lower that percentage a decent amount.


No, they just bring it closer to the hypothetical Gflop mark, which was derived from the clock speed and the architecture details. The 10% Kinect reserve doesn't magically add to the Gflops rating, just brings the reality closer to the theory.
 
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.

Small addition to your post.

PS4 has nearly twice the pixel fill rate. 25.6 billion pixels/sec vs 13.6 billion pixels/sec for XB1.

PS4 has higher the texture fill rate. 57.6 billion texels/sec vs 40.9 billion texels/sec for XB1.
 
It really doesn't though. I keep going back to last generation, but it's useful IMO. The Xbox 360 was a lot easier to develop for than the PS3, and PS3 games were a disaster in the beginning. Over time, the SDK got better, the tools got better, Sony optimized the OS and returned more RAM to developers and, lo and behold, the gap did get closed. That doesn't mean that 360 tools didn't improve to, or that 360 games didn't look better over time - just that the quality of the PS3's graphics improved at a faster rate than the Xbox 360's. Compare say, Gears of War 1 to Resistance 1 and then Gears 3 to Uncharted 3.
But that was more about developers being able to realize more of the PS3's potential as they came to grips with the system. The two systems had a pretty similar max potential, it's just that developers had a much harder time hitting that max potential with the PS3. While the same could be said with the XB1 due to the memory setup, it's not going to see gains anywhere near that of the PS3 over the course of the generation, and it can only work to help developers reach the max potential of the XB1, which is a lower max than will be possible on the PS4.

I firmly believe that any "closing of the gap" that happens has more to do with developers putting far more time into the XB1 versions of games, and not maximizing the potential of the PS4. AC Unity is a great example of this. The game looks identical on both systems, and that simply doesn't make any sense. They either left a ton of GPU power untapped on the PS4, or they simply didn't put in the same level of optimization on the PS4 version of the game. The same can be said of Destiny, where again the game looks identical on both platforms. We saw a major increase in visual quality on the XB1 version, while the PS4 version didn't see any kind of bump at all. It was pretty clearly a matter of reaching a visual marker that they were happy with on the PS4, and then putting in extra optimization time on the XB1 version in order to get it up to par.

As the generation moves forward we are going to see developers want to push visuals more and more, and this whole "closing of the gap" is probably going to go away. The more developers push visuals the more they are going to get out of the PS4's GPU and the more they are going to have to sacrifice on the XB1.
 
Hardware is fixed and the very large GPU and memory advantage of the PS4 will never be bridged.

Software is improving all the time on both consoles.

A 'closing of the gap' whether real or imagined is something to be upset about, NOT happy.

Why? If you'd apply logical thought for even 5 seconds you'd realise that such a thing implies intentional neglect of the stronger hardware for the benefit of the weaker hardware. There is no justice in that... just misguided developers, bought media and underhanded corporate deals. Oh.. and bizarre people such as those found here who support and cheer it.

Wake up.
why not just have better ports for the Ps4 versions of the games? Parity is the problem. Back in the Ps2 days, Xbox versions of the gsame games always looked way better, even though they never sold better. Why not just have Ps4 versions look better (and probably sell better as well) and the xbone versions ot look as good? If anyone has a problem with that, then they'd have to just come to their sad reality that the xbone does not have the same hardware as the Ps4's.
 
Meanwhile Sony is working on their own SDK performance improvements and don't have to work towards reaching parity with competitors. Also, if I'm not mistaken, doesn't PS4 have more in terms of raw potential from future SDK updates?

You sure love you some Sony lol
 
Sorry for drop by post but how many recent games (not launch games) actually showed those crazy difference that the actual numbers claims?

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These are unquestionably the two best looking console games I have ever seen and they are both stepping on PC games toes. Not saying the XB1 cannot produce similar graphics but as of this moment I have not seen them.
 
This is why MS always wins, given enough time. Their technical fellows are without peer.

How could anyone have doubted them? They invented DirectX after all.

Anyway, back OT... Good for MS fans that the SDK is getting better as hopefully it'll help in preventing situations where games perform like Assassin's Creed Unity. Of course how it stacks up to their main competition in terms of where the SDK's are at is a completely different topic.
 
You just contradicted your original argument. The fact is, the developers added the bars because they could not get the desired performance without them. If they would have removed the bars (which require more rendering power to generate additional pixels), they wouldn't have been able to have a decent form of AA (or any at all). If they decided to incorporate AA anyway, performance (framerate) would have certainly suffered.

nope they added black bars because the game is was originally conceived in this way, indeed also the concept arts had black bars. The msaa is included in their vision from the start, because they wanted a perfect IQ, it's not so hard to understand. The game is borned in this way!
 
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