@tormentos said:
@ronvalencia said:
To bad for you, somebody has done Async compute with a game and reduce frame time render.
YOU keep ignoring DirectX12 or any Async compute performance gains..
Using Async Compute on already low over head API (PS4) still increases 19 percent performance.
At March 2014 XDK, XBO's Async Compute features wasn't fully unlocked. XBO has it's first known Async compute usage with Rise of Tomb Raider XBO (November 2015) i.e. that's 21 months from initial feature unlocking to the release of Rise of Tomb Raider XBO.
From http://www.gamepur.com/news/16560-dev-explains-forza-horizon-2-1080p4x-msaa-management-says-controversial.html
For FH2, not just frame buffer for ESRAM.
I'm still waiting for PS4's 1920x1080p with MSAA 4X.
The main reason for XBO is under preforming PC's 7770 results are mostly due to the CPU issues. If XBO's CPU was powerful, they wouldn't need remote Intel Xeon servers for Crackdown 3.
If a developer wants to deliver improved game play logic/game play modeling over last gen consoles, the developer will put additional load on the CPU side.
For next gen 14 nm parts, AMD plans to replace Jaguar/Puma with low power ZEN variant.
My god you repeat the same sh** over and over again even when you freaking know is wrong,FH2 has MSAAx 4 because it look like total sh** is a very unimpressive game,why doesn't F5 or F6 have MSAA X4 oh yeah they target 60FPS and better visuals so the xbox one can't do it.
I am still waiting for a next gen looking racer on xbox one 1080p and MSAA x4 did little for FH2 it look like total sh** compare to Drive Club.
No it under performs because it is weak as the 7770 is,in fact in flop count they are pretty much even but the 7770 has no ESRAM as pitfall,
Oh and physics can run on the GPU Sony has done it and they look quite great.
Why bring in 60 fps into this debate when PS4's The Order is also 30 fps? The shader power between the two boxes are about 30 percent difference i.e. XBO is 71 percent of PS4's shader power. XBO needs shaders cost to be 30 percent cheaper than PS4. For XBO's 1920x1080p frame buffer, shaders has to be 30 percent cheaper than PS4's version, then MSAA step is applied at the end of the rendering pipeline. The alternative is to reduce frame buffer resolution by 30 percent and run the same shader program version. My point, what's magical about another 30 percent extra shader power?
For The Order, PS4 has the CU shader/color-ROPS power to render 1920x1080p then apply MSAA but it's limited to 2X i.e. they blame the problem on memory bandwidth not CU power. If PS4's has 7950's memory bandwidth, MSAA 4X would be applied.
MSAA is a geometry edge AA that uses Z-ROPS(read depth data), color-ROPS units(read/write color data from/to frame buffer) and memory bandwidth. MSAA processors reads depth data, reads color data, apply MSAA and writes color data and it's memory bandwidth consumer. My point, MSAA power has nothing to do with CU power.
MSAA is applied at the end of the rendering pipeline. GCN's 32 ROPS was designed for MSAA with 7950/7970's level memory bandwidth and PS4's 32 ROPS doesn't have 7950/7970's memory bandwidth.
7770 doesn't have ESRAM pitfall hence no bandwidth mitigation when TMU and ROPS operates at the same time i.e. limited to ~72 GB/s of memory bandwidth for both TMU and ROPS.
The fact is 7770 is backed by stronger CPU.
At 1920x1080p, running my 7970 GE's memory bandwidth down to ~120 GB/s affects MSAA performance, but shader performance is largely unaffected.
I already know PS4 has Havok GPU and MSFT just taken over Havok. Hopefully, MSFT ports Havok GPU to PC world. Intel has a conflict of interest to not port Havok GPU to the PC.
Year 2006, before Intel
Havok physics on the PC GPU back in 2006. Intel killed this development path on the PC.
Year 2006 is NVIDIA's Geforce 8800 GTX.
Havok Physics GPU revisited for PS4.
Sony already using MS Visual Studio for their PS4 development tool chain . Microsoft still sells Minecraft for PS4 and still publish by SCEE.
From http://blogs.microsoft.com/blog/2015/10/02/havok-to-join-microsoft/
As we welcome Havok to the Microsoft family, we will continue to work with developers to create great gaming experiences, and continue to license Havok’s development tools to partners. We believe that Havok is a fantastic addition to Microsoft’s existing tools and platform components for developers, including DirectX 12, Visual Studio and Microsoft Azure.
Havok is an amazing technology supplier in the games industry and the leading real-time physics creator. We saw an opportunity to acquire Havok to deliver great experiences for our fans. Throughout the company’s history, they’ve partnered with Activision, EA, Ubisoft, Nintendo, Sony, Microsoft and many others to create more than 600 games including Halo, Assassin’s Creed, Call of Duty, Destiny, Dark Souls and The Elder Scrolls.
From http://segmentnext.com/2015/12/21/power-of-the-cloud-is-available-to-ps4-if-sony-wants-it-no-xbox-app-for-mac-phil-spencer/
According to Microsoft, it is available to Sony or any other rival company for its games, even exclusives.
MS's power of the cloud (Azure service) is available to PS4, if Sony wants it.
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