@kvally said:
Oh shit, PS Pro got fucking REKT!
An odd number hardware performance increase like 3X might yield extra head room when the game is scaled by 2X.
PS4 Pro's delta memory compression and delta compression aware 32 ROPS at 911 Mhz are sustaining about 2X over PS4's 32 ROPS at 800 Mhz and effective memory bandwidth which is up to 135 GB/s.
In terms of raw FLOPS, Scorpio is 3.26X over PS4. Scorpio is 1.43X over PS4 Pro.
In terms of ROPS, Scorpio is 1.43X over PS4 Pro i.e. 1300Mhz 32 ROPS vs 911 Mhz ROPS. This is for Scorpio's 36 CU at 1300Mhz ~= 6 TFLOPS setup. Not yet factoring Vega's Maxwell style tile cache rasterization nor 32 CU/32 ROPS at 1464 Mhz configuration.
In terms of effective memory bandwidth, Scorpio is at least 2.54X over PS4. Scorpio is at least 1.54X over PS4. Using scaled up Polaris parameters not using Vega's Maxwell style tile cache rasterization.
Each Scorpio advantage over PS4 Pro, reduces the render time.
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Using the following quote as a guide for render time impacts
http://gametransfers.com/direct-ports-from-ps4xbox-one-to-nintendo-switch-could-not-be-possible-according-to-former-ubisoft-developer/
Direct ports from PS4/Xbox One to Nintendo Switch could not be possible, according to former Ubisoft Developer
Sebastian Aaltonen, former senior rendering lead at Ubisoft and co-founder of Second Order LTD, wrote on the Beyond 3D forum that direct ports from the current consoles to Nintendo Switch may not be possible.
“Around 50% of modern game engine frame time goes to running compute shaders (lighting, post processing, AA, AO, reflections, etc). Maxwell’s tiled rasterizer has zero impact on compute shaders. 25.6 GB/s is pretty low as everybody knows that 68 GB/s of Xbox One isn’t that great either. ESRAM is needed to reach good performance. But I am talking about the POV of down porting current gen games to Switch. Switch certainly fares well against last gen consoles, and Maxwell’s tiled rasterizer would certainly help older pixel + vertex shader based renderers. Too bad last gen consoles already got their last big AAA releases year ago. Easy ports between Xbox 360 and Switch are not available anymore. Xbox One is a significantly faster hardware. Straightforward code port is not possible. Content also needs to be simplified,” Sebastian Aaltonen explained.
If 33 nm render time is targeted for 30 fps at the same resolution.
shader's 50 percent of 33 ms is 16.5 ms. Scorpio is 1.45X faster than PS4 Pro shader power, hence reducing shader component to 9 ms.
if ROPS takes 50 percent of 33 ms which is 16.5 ms, Scorpio is 1.45X faster than PS4 Pro in ROPS power, hence reducing ROPS component to 9 ms or 7.5 ms when ROPS is memory bandwidth bound i.e. Scorpio is 1.54X faster than PS4 Pro in memory bandwidth.
That's 18 ms or 16 ms. You need 16 ms for 60 fps.
This principle relates well when PS4 is at 60 fps while XBO is about 45 fps i.e. PS4's just has 1.39X shader advantage with both consoles are ROPS memory bandwidth bound. Shader compute/TMU is a workaround for XBO's 853 Mhz 16 ROPS.
Scorpio is more 1.42X faster PS4 Pro when memory bandwidth bound ROPS affects render time.
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