@Tighaman:
Dude the Xbox One is weaker deal with it, and it already uses a low-level acess API, DX12 is going to do nothing for the Xbox One because the low level part of it in already in the Xbox One software game development process.
The One's CPU has more load and performs worse then the PS4, but it is only slower by a little bit(PS4 CPU shows texture regeneration is higher on PS4)
And the GPU is also better in the One, better RAM design too, Xbox One made a big mistake just sticking with only 32 mb of ESRAM, it it pretty dam stupid when more then half your system bandwidth is all locked up in a measly 32 MB.
The One is essentially already pushed to the brink and basically it's maxiumum potential, the PS4 Has much more upside and potential and will only improve with graphics because game engines are slowly moving torwards incorporation GPGPU in their games, and the PS4 has a HUGE edge here over the One in compute/GPGPU.
Like in Assasin's Creed Unity, devs talk about the CPU being the weakest part, they could easily use GPGPU for the PS4 to boost the crowd, boost AI and path finding a bit more with GPGPU to help out the CPU more, this would give the PS4 and gives the PS4 a huge advantage down the road as the PS4 has over 400 gigaflops to spare they can use for GPGPU while the One can't even really spare any CU's for GPGPU/compute or its graphics rendering will suffer hard,(I mean shit, its only a 1.31 TF GPU, and the OS uses some of it so not even 1.30 teraflops for graphics rendering)
The PS4 can match the One exactly in CU count for graphics rendering, and still have 3-4 CU's left over for Compute/GPGPU, This is a huge advantage down the road and Mark Cerny made a fantastic engineering choice to make the PS4 GPGPU proof and tweak the architecture a bit to improve GPGPU performance also
Lemmings cant deny this, but lemmings have been in denial for so long, basically almost their whole lifes so what is gonna change now LOL
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