@slimdogmilionar said:
Like I said M$ only provided the hardware for the cloud it's up to these guys to try and make their middleware work, but judging from the company's they have on board already they must have came up with something tangible.
cloudgine.com
"We're delivering rendering and processing power from the cloud, allowing game creators to define new ground-breaking online gaming mechanics." That's what it says on their front page.
http://www.cloudgine.com/technology.html
This page shows who they are collaborating with right now. Not just Microsoft, but HAvok, Nvidia, and Epic. Just from Epic's support we can already expect UE4 to support cloudgine's middleware for cloud based rendering.
http://www.gamespot.com/forums/system-wars-314159282/dx12-xbox-tool-done-on-pc-31228472/ From your own link "The Xbox One graphics API is “Direct3D 11.x” and the Xbox One hardware provides a superset of Direct3D 11.2 functionality. Other graphics APIs such as OpenGL and AMD’s Mantle are not available on Xbox One." Your thread is about DX12 not doubling Xbox one gpu not DX12 being on xbox one now.
Basically you confirmed that you don't know what Tile Resources is and what is does,the PS4 just need a 32MB buffer to do the same,which can be make by any developer they just use 32mb from the 4.5 GB and there you have it 6GB of textures can be store and unlike on xbox one where it has to change from 2 different memory set ups on PS4 is the same memory address.lol
Obviously you don't have a clue about esram I bet you tried to Google some info to debunk the whole 32mb=6gb of textures but you can't it's the first thing to pop up when you search xbox esram.
And to a point I agree that PS4 could do the same thing which is why I think M$ made Dx12 exclusive to M$ platforms, as of right now PS4 uses opengl and you have no way of doing this in opengl right now, you see Infamous second son used pretty much all of the PS4's ram.
Not to mention in order to fit those textures in esram I'm thinking they would have to be heavily compressed, Xbox has DMA engines to uncompress and move files very fast and the DMA engine work by themselves without the help of the cpu or gpu. On PS4 if those files needed to be uncompressed either the cpu or gpu would have to get involved to do so, when files need to be sent from esram to main memory it can be done without using cpu or gpu time on xbone.
After reading the above post you can see how using tiled textures the way the xbox one does wouldn't really mesh with the PS4's architecture, especially seeing as how the more you use the cpu the less bandwidth you have for the gpu so uncompressing and moving textures on the fly would not be an ideal scenario for PS.
Didn't rebellion devs already say xbox esram was faster than PS4 gddr5 "But definitely there’s this eSRAM. PS4 has 8GB and it’s almost as fast as eSRAM [bandwidth wise] but at the same time you can go a little bit further with it" Notice how he said almost as fast as esram.
It's you who really knows nothing about hardware. Keep blindly copying and pasting info without taking the time to comprehend it.
All that is joke Havok work with Physics,Physics run on CPU which is what the xbox one can offload,the xbox one can offload Physics to the cloud as long as the results are not need it to be in the same frame.
Online connection lack the bandwidth to deliver data fast enough.
What do you quoted there from my thread doesn't suit your argument,in fact read all the post and you will see why DX12 = the XBO tools on PC..hahahaa
http://channel9.msdn.com/Events/Build/2013/4-063
This ^^ is the link you posted on another thread,now start the video from 0 and you will hear him say it will work on console and PC will you mind pointing to me the GPU on PC with ESRAM.?
Since you basically claim that this doesn't work on PS4 and that ESRAM give it an edge i want to ask you why MS say PC when no PC GPU has ESRAM on it.?
In fact that demo which you linked was done on PC and demo on a PC not xbox one,so all the GPU need it to do 3GB of textures on 16MB you walking pancake was 16MB of the GPU memory,in other words the PS4 only need 16MB from its 4.5 GB memory to do that,and not the stupidity you claimed a few days ago,were you claimed the PS4 would need 6GB but only has 4.5..lol
Tribes already use PRT on both platforms and was 1080p on PS4 900p on xbox one and had bigger frame drops on XBO as well.
You have basically a PHD in stupidity,OpenGL has support PRT since 2011 on PC,when MS will support it on late 2015 with DX12,so basically it was MS who was late,and the PS4 can use Opengl but the most used tool is GNM which isn't Opengl or DX.
Wrapping things up, for the time being while Southern Islands will bring hardware support for PRT software support will remain limited. As D3D is not normally extensible it’s really only possible to easily access the feature from other APIs (e.g. OpenGL), which when it comes to games is going to greatly limit the adoption of the technology. AMD of course is working on the issue, but there are few ways around D3D’s tight restrictions on non-standard features.
http://www.anandtech.com/show/5261/amd-radeon-hd-7970-review/6
Hahah you know shit about what your talking..hahahaa
Tile Resources has been supported on GCN by OpenGL since 2011..ahahahaa And there are already a game on PS4 that uses it and performs better on PS4 than xbox one..hahaha
Tribes Fusion...hahahaa
The PS4 has 2 Data move engines they are call DMA,for the 100 times stop saying sh**,MS changed the came again to trick suckers like you DME and DMA are the same,just like Tile Resources and Partially Resident Textures which MS pretended was something new..hahaha
Nop that was an example from sony on what not to do,on a game developers conference,already was a game using 172Gb/s from the 176Gb's pool so wring again..lol
Rebellion? Rebellion Rebellion oh i remember now who Rebellion is...hahahahaaa
They make this game which has as big as 19FPS gap on this video ^^ in favor of the PS4,which also have higher quality effects on PS4,which also has a horrible screen tearing which need it to be patch,so if you chose to active V-synch to lower the screen tearing problems then you get even more screwed by the PS4 version.
This is what happen when you active V-synch which on PS4 is on by default i may add,on XBO was added as a patch,because on the original release Rebellion let it off to speed off frames on xbox one because while V-synch the XBO version wasn't even close to the PS4 one.
Even with V-synch off the XBO version loss for as much as 19FPS,when V-synch is on the xbox one version lock into 30FPS and the PS4 command a devastating gap that can be as big as 30FPS double the frames of the xbox one,you chose the worse the developer to quote,as its game show one of the biggest recorded gaps of the PS4 vs the xbox one alone side Tomb Raider.
Average like 20FPS when the xbo is V-synch,is not even close..
You know why this happen.?
Because regardless of the so call bandwidth the xbox one can have,it mean sh** when your GPU is a 7770 like or weaker,it could have 300Gb/s it would still mean sh** with the GPU it has,like i already told you the 660TI has almost 100GB/s less in bandwidth than the 7950 yet both perform about the same and the 660TI win in several test.
You have been owned again...
Rebellion Game to become irrelevant in 10,9,8,7,6......lol
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