@tormentos said:
@ronvalencia said:
Sniper Elite 3 (July 2014) uses the titling method on 32 MB ESRAM for it's framebuffer i.e. it doesn't use the split render method. This indicates older XDK. This is Xbox 360 method being done on XBO.
Since XBO has about 70 percent from PS4's GPU ALU power i.e. 70 percent from 60 fps yields 46 fps which matches DF's "mid-40s" observations hahahahahahhahahahahahahahha
Tomb Raider Definitive Edition for consoles was released on January 2014. XBO version was lock to 30 fps limit i.e. XBO version wasn't allowed to float above 30 fps.
The split rendering on DDR3 and ESRAM is new feature over Xbox 360's tiling on embedded memory. This is during GDC 2015 year.
Projects Cars
PS4 has 4 rendering threads vs PC's single rendering thread.
XBO....
http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-what-its-really-like-to-make-a-multi-platform-game
Digital Foundry: To what extent will DX12 prove useful on Xbox One? Isn't there already a low CPU overhead there in addressing the GPU?
Oles Shishkovstov: No, it's important. All the dependency tracking takes a huge slice of CPU power. And if we are talking about the multi-threaded command buffer chunks generation - the DX11 model was essentially a 'flop', while DX12 should be the right one.
The MT model is not even the same LOL.
Try again.
So basically you are refuting my argument with the same baseless bullcrap that has being prove wrong time and time again.
1-Split rendering will change NOTHING at all the game was 1080p on both platforms the xbox one just could not keep up GPU wise.
2-Your math is skewed to show a smaller gap,so basically again you are claiming the xbox one has 70% of the PS4 alu,yet on real time performance that translates into a 44% resolution disparity and even more if we account 5 FPS lead like in some games in a 30FPS game so we are talking about 15% performance in frames + 44% in resolution,dude that is close to 60% gap in actual in game performance.
3-The xbox one version of tomb raider dropped to 24FPS even lock,imagine how much worse it would have be unlock.
4-Split rendering is something that will help with memory dude not with performance,the xbox one has to be 900p in some games because its GPU at 1080p just can't give playeable frames specially at the exact quality as the PS4.
5-Project Cars is a deferred game on PS4 and xbox one stated by the developer it self,in fact i quote the developer stating that DX12 gains for the XBO would also apply to the PS4 which mean on a game were the PS4 was ahead already by as much as 14 FPS would also improve more,not only that the xbox one used 7 cores the PS4 used 6 + the PS4 was 1080p vs 900p + the PS4 had extra temporal AA which the xbox one lack that is a long ass gap if you ask me in performance and much bigger than the 30% you want to claim the 2 consoles have.
Oh brother you keep quoting that sh** from Metro developer the same developer stated in that same interview that they ALREADY HAD DX12 like API and that they could not use it on Metro because of time,metro was a 2014 game imagine how much has rain since the game came out and how many developer did use the tools because they did have time.
BY the way nothing you say there change anything DX12 already hit the xbox one and not only the game it hit is slower and with lower resolution on xbox one,but is also 720p when some people use to claim better ESRAM use would allow for higher resolution,the truth is the xbox one GPU is to weak and its hardware to cumbersome which add to the disparity even more.
1. When running the same shader program, ALU bound issues can not be workaround. Note that Shader Model 6 is "last" major software DX optimisation for GCN that runs Microsoft OS platforms
2. You stuffed-up you math with PS4's memory bandwidth.
IF there's a strict 30 fps or 60 fps requirement and running the same shader programs, you lower XBO resolution
For example,
1920x1080p = 2073600 pixels
1600x900p = 1440000 pixels
1440,000 is 69.4 percent of 2,073,600.
3. There's less performance pitfalls with fast CPU and straight 256bit 2 GB GDDR5-5500 when compared to XBO's setup. To perform well, XBO has a narrow path.
4. Split rendering removes repetitive tiling loop time wastage i.e. you spill framebuffer sections to DDR3 when you exceed 32MB ESRAM instead of doing repetitive tiling loop.
ESRAM has ~109 GB/s write is split up into four channels i.e. each channel has 27 GB/s and DDR3 memory pool is being use as another channel for memory writes. The idea is to reduce rendering time.
This workaround wouldn't solve ALU bound issues.
5. http://gamingbolt.com/project-cars-dev-ps4-single-core-speed-slower-than-high-end-pc-splitting-renderer-across-threads-challenging
PC's single rendering thread is being split into four rendering threads on PS4. This doesn't remove other task that needs to be deferred.
@tormentos said:
Oh brother you keep quoting that sh** from Metro developer the same developer stated in that same interview that they ALREADY HAD DX12 like API and that they could not use it on Metro because of time,metro was a 2014 game imagine how much has rain since the game came out and how many developer did use the tools because they did have time.
Your "ALREADY HAD DX12 like API" doesn't cover the areas that 4A Games's comment on DX12. Furthermore, Rise of Tomb Raider (10 Nov 2015) was the first XBO title with Async compute usage. SWBF was released later in November, 17th and it's was XBO's first DX12 title.
XBO's result being slower than PC's 7770 with fast Intel CPU result debunks your argument.
All these API changes mitigates AMD's CPU single thread issues.
PS4's temporal AA uses previous frame.
In addition to EQAA, a 'temporal aliasing' pass is added to the Sony release, blending the previous frame with the current one to reduce flicker on moving objects. During gameplay this works surprisingly well in minimising pixel crawl, but the implementation here is a divisive one. The downside is simple: it creates a ghost image that's very easy to spot in static images, and the effect is noticeable in motion too.
According to the same developer post, a debug shot with this temporal pass disabled shows motion blur is indeed running separately on PS4 underneath - the same shader as used on PC and Xbox One. However, as the temporal filter adds a significant amount of blur to motion on its own, the team states it chose to reduce the velocity setting of the PS4's motion blur to compensate. It makes sense, but in terms of the overall effect, this hybrid setup doesn't come close to the Xbox One's smoother, cleaner gradient in motion. An option to turn the PS4's temporal pass off altogether would be a welcome step, especially if it's possible to return its motion blur velocity value to its original state.
Pros and Cons with Project Cars' 'temporal aliasing'.
Unfortunately, texture filtering isn't a high point for Project Cars. Ground textures on console make use of what appears a match for PC's 4x anisotropic filtering mode, though PS4 produces blurrier results than Xbox One overall. It's not a concern when a race kicks off, but waiting at a starting grid shows these crisp textures tailing off sharply in quality within a few metres - especially on Sony's console. PC surges forward here with its top-end 16x setting, and circuits like Willow Springs International Raceway benefit hugely from an ultra grass setting, increasing the range at which small foliage is rendered (where consoles use the PC's low setting).
PS4's infamous AF problem strikes again. My point, PS4's Project Cars is not delivering PC style advantage over XBO i.e. no compromise advantage.
Better example from http://www.eurogamer.net/articles/digitalfoundry-2015-need-for-speed-2015-face-off
A straight 1920x1080p vs 1600x900p with identical graphics details between PS4 and XBO i.e. "In our performance tests, the games are effectively like-for-like". With NFS 2015, PS4 has resolution advantage over XBO with no visual detail effect changes.
@tormentos said:
BY the way nothing you say there change anything DX12 already hit the xbox one and not only the game it hit is slower and with lower resolution on xbox one,but is also 720p when some people use to claim better ESRAM use would allow for higher resolution,the truth is the xbox one GPU is to weak and its hardware to cumbersome which add to the disparity even more.
While DX12 mitigates AMD CPU issues(feeding the GPU), DX12 wouldn't solve GPU's ALU bound issues.
Both MS and Sony has recognised they need GPU upgrade for their current consoles and both are working on it (with AMD). Sony's one of many reasons to shift towards X86 is for low cost hardware upgrade i.e. Polaris arrives regardless of Sony and Polaris is BC with older GCNs. With IBM, Sony needs pay for R&D processor core upgrades and NV CUDA GPU is a different beast from RSX/Geforce 7 GPUs (PS3 killed the abstraction layer).
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