EDGE: "Power struggle: the real differences between PS4 and Xbox One perfor

  • 105 results
  • 1
  • 2
  • 3

This topic is locked from further discussion.

Avatar image for ShaineTheNerd
ShaineTheNerd

1578

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#101 ShaineTheNerd
Member since 2012 • 1578 Posts

What is this, the 4th or 5th thread on this???

mitu123
What happened to Nigri?!!!
Avatar image for delta3074
delta3074

20003

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#102 delta3074
Member since 2007 • 20003 Posts

[QUOTE="delta3074"][QUOTE="Sonysexual1"]

133 GB/s out of 218 GB/s. You do the math, little boy.

Sonysexual1

Thats only the ESRAM , i asked how that factored in to the whole console(ie NOT just the ESRAM), you did not answer my question,and what the hell does that have to do with the fact the other guy got what we where both talking about out of context, you are VERY strange dude.

The eSRAM is an overglorified cache that'll be used for nothing more than a framebuffer. You know how the PS3 suffered due to its split memory bank? Yeah, it's the same concept. 32 mb is still just 32 mb. KZ: SF is using 40 mb for the frame buffer alone. Unified 8 GB GDDR5 allows for more flexibility with the developers.

Next, the fine-grain compute architecture of the PS4's GPU will allow the GPU to queue up compute tasks when the GPU isn't fully utilized. In the real-world, the GPU is never utilizing 100% of its power for graphics rendering. The large amount of ACEs will allow the PS4's GPU to accomplish GPGPU tasks with the cores it isn't using for graphics rendering, meaning its GPU will always utilize 100% of its power. The Xbox ONE, unfortunately, doesn't have this customization. The Xbox ONE's GPU will be used for graphics rendering, but as I have stated before, the GPU never utilizes 100% of its power for graphics rendering. The unused power will be used for GPGPU computing, but with only a paltry 2 ACEs, it's not going to accomplish much.

So not being able to use all the theoretical power of the framebuffer means they can only get 65% out of the entire console? that doesn't make any sense.
Avatar image for 04dcarraher
04dcarraher

23857

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#103 04dcarraher
Member since 2004 • 23857 Posts
[QUOTE="Sonysexual1"]

[QUOTE="delta3074"]Thats only the ESRAM , i asked how that factored in to the whole console(ie NOT just the ESRAM), you did not answer my question,and what the hell does that have to do with the fact the other guy got what we where both talking about out of context, you are VERY strange dude.delta3074

The eSRAM is an overglorified cache that'll be used for nothing more than a framebuffer. You know how the PS3 suffered due to its split memory bank? Yeah, it's the same concept. 32 mb is still just 32 mb. KZ: SF is using 40 mb for the frame buffer alone. Unified 8 GB GDDR5 allows for more flexibility with the developers.

Next, the fine-grain compute architecture of the PS4's GPU will allow the GPU to queue up compute tasks when the GPU isn't fully utilized. In the real-world, the GPU is never utilizing 100% of its power for graphics rendering. The large amount of ACEs will allow the PS4's GPU to accomplish GPGPU tasks with the cores it isn't using for graphics rendering, meaning its GPU will always utilize 100% of its power. The Xbox ONE, unfortunately, doesn't have this customization. The Xbox ONE's GPU will be used for graphics rendering, but as I have stated before, the GPU never utilizes 100% of its power for graphics rendering. The unused power will be used for GPGPU computing, but with only a paltry 2 ACEs, it's not going to accomplish much.

So not being able to use all the theoretical power of the framebuffer means they can only get 65% out of the entire console? that doesn't make any sense.

OMG really? just because the Ps4 has a higher memory bandwidth it means that the X1 cant be fully used since its using DDR3+ESram.... lol memory bandwidth isnt the total factor, you have the bus width and how fast the memory and read and write data.
Avatar image for Sonysexual1
Sonysexual1

811

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#104 Sonysexual1
Member since 2013 • 811 Posts

[QUOTE="Sonysexual1"]

[QUOTE="delta3074"]Thats only the ESRAM , i asked how that factored in to the whole console(ie NOT just the ESRAM), you did not answer my question,and what the hell does that have to do with the fact the other guy got what we where both talking about out of context, you are VERY strange dude.delta3074

The eSRAM is an overglorified cache that'll be used for nothing more than a framebuffer. You know how the PS3 suffered due to its split memory bank? Yeah, it's the same concept. 32 mb is still just 32 mb. KZ: SF is using 40 mb for the frame buffer alone. Unified 8 GB GDDR5 allows for more flexibility with the developers.

Next, the fine-grain compute architecture of the PS4's GPU will allow the GPU to queue up compute tasks when the GPU isn't fully utilized. In the real-world, the GPU is never utilizing 100% of its power for graphics rendering. The large amount of ACEs will allow the PS4's GPU to accomplish GPGPU tasks with the cores it isn't using for graphics rendering, meaning its GPU will always utilize 100% of its power. The Xbox ONE, unfortunately, doesn't have this customization. The Xbox ONE's GPU will be used for graphics rendering, but as I have stated before, the GPU never utilizes 100% of its power for graphics rendering. The unused power will be used for GPGPU computing, but with only a paltry 2 ACEs, it's not going to accomplish much.

So not being able to use all the theoretical power of the framebuffer means they can only get 65% out of the entire console? that doesn't make any sense.

Why can't you just admit that Mark Cerny, the smartest man alive, was able to design a console that is more powerful and far more efficient than Microsoft's entire engineering team?

Avatar image for drakekratos
drakekratos

2311

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#105 drakekratos
Member since 2011 • 2311 Posts

[QUOTE="delta3074"][QUOTE="Sonysexual1"]

The eSRAM is an overglorified cache that'll be used for nothing more than a framebuffer. You know how the PS3 suffered due to its split memory bank? Yeah, it's the same concept. 32 mb is still just 32 mb. KZ: SF is using 40 mb for the frame buffer alone. Unified 8 GB GDDR5 allows for more flexibility with the developers.

Next, the fine-grain compute architecture of the PS4's GPU will allow the GPU to queue up compute tasks when the GPU isn't fully utilized. In the real-world, the GPU is never utilizing 100% of its power for graphics rendering. The large amount of ACEs will allow the PS4's GPU to accomplish GPGPU tasks with the cores it isn't using for graphics rendering, meaning its GPU will always utilize 100% of its power. The Xbox ONE, unfortunately, doesn't have this customization. The Xbox ONE's GPU will be used for graphics rendering, but as I have stated before, the GPU never utilizes 100% of its power for graphics rendering. The unused power will be used for GPGPU computing, but with only a paltry 2 ACEs, it's not going to accomplish much.

Sonysexual1

So not being able to use all the theoretical power of the framebuffer means they can only get 65% out of the entire console? that doesn't make any sense.

Why can't you just admit that Mark Cerny, the smartest man alive, was able to design a console that is more powerful and far more efficient than Microsoft's entire engineering team?

LOL...its true. Cerny engineered a stronger console (PS4) and at a cheaper price. PS4 is also smaller AND doesn't have an ugly external power brick like Xbox One does.