Xbox One OWNS the PS4 with a technique called "Tiled Resources"

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super600

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#51 super600  Moderator
Member since 2007 • 33160 Posts

[QUOTE="super600"]

[QUOTE="silversix_"]Can we please stop comparing X1 to ps4? There's a much better opponent for X1. Its called the wiiu. Both are selling/will sell like crap, both have no games and both are underpowered. X1 vs WiiU need to happen.silversix_

In terms of graphics the xbox one and the ps4 are pretty close to each other.

Yeaaaaah right :roll: its about ps4 and X1 we're talking about not the 360 vs ps3.

They are not even a generation apart in graphics. The ps4 is probably not even 2x stronger than the xbox one.

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ronvalencia

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#52 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="Krelian-co"]

7850 > underclocked 7770

gddr5 > ddr3

that is not pr bs, that is fact

#dealwithit

Krelian-co

Your "underclocked 7770" for X1 is BS.

trying to care about your opinion, but i really couldn't, sorry :(

1. X1, 7850, PS4 has 2 primitives per cycle. 7770 has 1 primitive per cycle. This factor is important for DX11 titles.

2. 7850's 800mhz 32 ROPS would be underutilized as shown by 7950(non-BE)'s 800Mhz 32 ROPS results.

-----------------------

I'll post another 768 stream processor GCN, i.e. AMD FirePro W5000 SKU.

FirePro_W5000_GPUZ.jpg

Notice FirePro W5000's 102 GB/s video memory bandwidth almost matches VGLeaks' eSRAM memory bandwidth.

Some gaming benchmarks for AMD FirePro W5000.

http://www.tomshardware.co.uk/workstation-graphics-card-gaming,review-32643-9.html

7850 = 45.

W5000 = 33.

Crysis2DX11-1080p.png

7870 GE's 52.3 fps / 20 CUs = 2.615 x 10 CUs = 26.15 fps which roughly matches 7770's 25.9 fps result. My scale down theory and actual results works

FirePro W5000's 12 CUs (825 Mhz) scales down from Radeon HD 7850's 16 CUs (860 Mhz).

7850's 45.3 fps / 16 CUs (860Mhz) = 2.831 x 8 CUs = 22.65 fps which roughly matches 7750's 21.5 fps result. 7750 is clocked at 800Mhz. Again, my scale down theory and actual results works.

If we use the 7850 and 7750 as the two points for the "line of best fit", FirePro W5000 falls into the expected slot for scaled 12 CUs @ ~800 Mhz.

---------------------

If you scale 7750's 21.1 FPS result to 12 CUs you get 31.65 FPS which is close to W5000's 33 FPS result.

If you scale 7750's 21.1 FPS result to 16 CUs you get 42.2 FPS which is close to 7850's 45 FPS result. You got 60Mhz difference between 7750 and 7850.

If you scale 7750's 21.1 FPS result to 18 CUs you get 47.47 FPS which is between 7850's and 7870's FPS results.

The gap between 31.65 FPS and 47.47 FPS is about 33 percent i.e. 31.65 FPS has about 66 percent of 47.47 FPS performance.

or

The gap between 47.47 FPS and 31.65 FPS is about 49.9 percent i.e. 47.47 FPS has 49.9 percent extra performance over 31.65 FPS.

Both 31.65 FPS and 47.47 FPS plays the same game with the same settings.

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super600

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#53 super600  Moderator
Member since 2007 • 33160 Posts

[QUOTE="super600"]

[QUOTE="silversix_"]Can we please stop comparing X1 to ps4? There's a much better opponent for X1. Its called the wiiu. Both are selling/will sell like crap, both have no games and both are underpowered. X1 vs WiiU need to happen.dream431ca

In terms of graphics the xbox one and the ps4 are pretty close to each other.

What?? I haven't seen them in action yet in person. Please do tell. (I know, I'm a jerk.) :P

In terms of their tech specs the ps4 is about 2x stronger maybe more maybe less.Both consoles will already be able to pull off high quality visuals for a console. The only difference between ps4 exclusives and maybe multiplats and xbox one exclusives and maybe multiplats will mostly be resolution and framerate related.PS4 exclusives and multiplats will be able to have better textures and etc. The xbox one will be able to handle almost anything the ps4 can handle.

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StrongBlackVine

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#54 StrongBlackVine
Member since 2012 • 13262 Posts

[QUOTE="Krelian-co"]

[QUOTE="ronvalencia"] Your "underclocked 7770" for X1 is BS.ronvalencia

trying to care about your opinion, but i really couldn't, sorry :(

1. X1, 7850, PS4 has 2 primitives per cycle. 7770 has 1 primitive per cycle. This factor is important for DX11 titles.

2. 7850's 800mhz 32 ROPS would be underutilized as shown by 7950(non-BE)'s 800Mhz 32 ROPS results.

 

 

-----------------------

I'll post another 768 stream processor GCN, i.e. AMD FirePro W5000 SKU.

FirePro_W5000_GPUZ.jpg

 

Notice FirePro W5000's 102 GB/s video memory bandwidth almost matches VGLeaks' eSRAM memory bandwidth.

 

Some gaming benchmarks for AMD FirePro W5000.

http://www.tomshardware.co.uk/workstation-graphics-card-gaming,review-32643-9.html

7850 = 45.

W5000 = 33.

Crysis2DX11-1080p.png

 

 

7870 GE's 52.3 fps / 20 CUs = 2.615 x 10 CUs = 26.15 fps which roughly matches 7770's 25.9 fps result. My scale down theory and actual results works

 

FirePro W5000's 12 CUs (825 Mhz) scales down from Radeon HD 7850's 16 CUs (860 Mhz).

7850's 45.3 fps / 16 CUs (860Mhz) = 2.831 x 8 CUs = 22.65 fps which roughly matches 7750's 21.5 fps result. 7750 is clocked at 800Mhz. Again, my scale down theory and actual results works.

 

 

If we use the 7850 and 7750 as the two points for the "line of best fit", FirePro W5000 falls into the expected slot for scaled 12 CUs @ ~800 Mhz.

---------------------

 

If you scale 7750's 21.1 FPS result to 12 CUs you get 31.65 FPS which is close to W5000's 33 FPS result.

If you scale 7750's 21.1 FPS result to 16 CUs you get 42.2 FPS which is close to 7850's 45 FPS result. You got 60Mhz difference between 7750 and 7850.

If you scale 7750's 21.1 FPS result to 18 CUs you get 47.47 FPS which is between 7850's and 7870's FPS results.

 

The gap between 31.65 FPS and 47.47 FPS is about 33 percent i.e. 31.65 FPS has about 66 percent of 47.47 FPS performance.

or

The gap between 47.47 FPS and 31.65 FPS is about 49.9 percent i.e. 47.47 FPS has 49.9 percent extra performance over 31.65 FPS.

 

 

Both 31.65 FPS and 47.47 FPS plays the same game with the same settings.

 

 

So this means a game the PS4 can run at a locked 30fps will run at sub-15fps on the Xbox One...or get downgraded graphically. Thanks.

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Sollet

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#55 Sollet
Member since 2003 • 8288 Posts

[QUOTE="MonsieurX"]Baurus_1 fail thread :lol:Ribnarak

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silversix_

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#56 silversix_
Member since 2010 • 26347 Posts

[QUOTE="super600"]

[QUOTE="xboxiphoneps3"]

dat DirectX 11.2 exclusive "Tiled Resources"

 

 

 

Gaming-Planet

People really need ot stop screen capturing terrible pics  from titanfall videos.

They're not terrible pics, the textures are really low res in this game.

A next gen game, released in 2014 using Source engine is kinda pathetic if you ask me... Its like if people used UE3 when UE5 is avaialble like wtf is wrong with you, upgrade... its next gen and eye candy is the first thing EVERYONE will notice.

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Teuf_

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#57 Teuf_
Member since 2004 • 30805 Posts

"Tiled Resources" is just Microsoft's name for Partially Resident Textures, which exists in current AMD GPU's. It is most definitely not some killer exclusive feature for the Xbox 1.

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ManatuBeard

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#58 ManatuBeard
Member since 2012 • 1121 Posts

Next time research a bit before starting a stupid thread Baurus...

Best self ownage ive seen...

*facepalm*

*facedesk*

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dream431ca

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#59 dream431ca
Member since 2003 • 10165 Posts

"Tiled Resources" is just Microsoft's name for Partially Resident Textures, which exists in current AMD GPU's. It is most definitely not some killer exclusive feature for the Xbox 1.

Teufelhuhn

So that means it's on PS4 as well then right? Since the PS4 is using a AMD GPU as well?

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deactivated-58e448fd89d82

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#60 deactivated-58e448fd89d82
Member since 2010 • 4494 Posts

[QUOTE="Teufelhuhn"]

"Tiled Resources" is just Microsoft's name for Partially Resident Textures, which exists in current AMD GPU's. It is most definitely not some killer exclusive feature for the Xbox 1.

dream431ca

So that means it's on PS4 as well then right? Since the PS4 is using a AMD GPU as well?

 

 

Yes, Tiled Resources is a new thing with DX 11.2, not AMD, it is also for intel and Nvidia.

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VendettaRed07

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#61 VendettaRed07
Member since 2007 • 14012 Posts

lol.jpg

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dream431ca

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#62 dream431ca
Member since 2003 • 10165 Posts

[QUOTE="dream431ca"]

[QUOTE="Teufelhuhn"]

"Tiled Resources" is just Microsoft's name for Partially Resident Textures, which exists in current AMD GPU's. It is most definitely not some killer exclusive feature for the Xbox 1.

AMD655

So that means it's on PS4 as well then right? Since the PS4 is using a AMD GPU as well?

 

 

Yes, Tiled Resources is a new thing with DX 11.2, not AMD, it is also for intel and Nvidia.

Well, a little digging and the truth comes out. It seems like everything Microsoft says with the XB1 gets shot down rather quickly.

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deactivated-58e448fd89d82

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#63 deactivated-58e448fd89d82
Member since 2010 • 4494 Posts

Microsoft-DirectX-11-1.jpg

 

DirectX 11.2 is the next major update to DirectX, bumping the AI version up by 0.1 (currently is at DX11.1). But relax, it does more than just bump up a number. DX11.2 brings a major new feature titled Tiled Resources, that allows developers to be able to dynamically place high-resolution textures in a scene, all without placing much extra load on the GPU. The new technologyicon1.png works to make sure that the textures dont appear blurry when seen at close up

Read more: http://vr-zone.com/articles/directx-11-2-to-bring-tiled-resources-to-windows-8-1-and-the-xbox-one/41876.html#ixzz2ZTaGIKKe


Microsoft-DirectX-11-2.jpg


We continue to innovate DirectX to make Windows the best gaming platform out there, claims Microsoft vice president of Windows Antoine Leblond. At the companys Build conference in San Franciso, Microsoft have been showing off the power of DirectXicon1.png 11.2 and how its new abilities can create unprecedented amounts of detail.

In addition to that, DX11.2 brings reduced latencies for apps running atop the API, allowing for faster UI response.  To get an in-depth review of all the new features that comes along with the new API, head over to Microsofts Windows 8.1 feature guide page.

HSL shader linking. W8.1 store appsicon1.png can compile shaders in runtime, so the behavior of the shaders can be dynamic. However compiling is slow, so this feature allows you to pre-compile shaders at build time and link them at runtime, this way you can create new dynamic shaders without the performance hit. Dynamics shaders could be used for instance for a game to test the performance of the device its going to run and modify to a simpler or a more complex version of the shader to maintain the best visual quality while maintaining the target framerate. Its also useful for building shader library dlls that can be shared among different projects and each app decides how to build their shaders from this library.

Heres a video detailing tiled resources:


http://www.youtube.com/watch?v=EswYdzsHKMc



Read more: http://vr-zone.com/articles/directx-11-2-to-bring-tiled-resources-to-windows-8-1-and-the-xbox-one/41876.html#ixzz2ZTaNup6j





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btk2k2

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#64 btk2k2
Member since 2003 • 440 Posts

This is real computer science, not some fanboy pseudo-science.

Read this article: http://www.escapistmagazine.com/news/view/125435-Microsoft-Tiled-Resources-Key-To-Xbox-One-Graphics

So it looks like it will be another console gen of Sony's console being owned in the graphics department.

Baurus_1
This is PRT which is a hardware accelerated form of the Megatexture idea that ID have used. This is part of the GCN architecture which means that it both PS4 and Xbox1 have it available on the hardware level. DX 11.1 did not actually expose this functionality through the API so that even though it was a feature of the GPU it was not used on the PC. It is exposed in OGL as the AMD_sparse_texture extension so any games developed using OGL have native support for this feature. The PS4 API's are based on OGL which means that it is already part of the PS4 toolset. However the Xbox1 API's are based (or maybe even are) DX. Now that DX11.2 has an extension to make use of this feature it means the Xbox1 can take advantage of it.
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btk2k2

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#65 btk2k2
Member since 2003 • 440 Posts

[QUOTE="ronvalencia"]

[QUOTE="Krelian-co"]

trying to care about your opinion, but i really couldn't, sorry :(

StrongBlackVine

1. X1, 7850, PS4 has 2 primitives per cycle. 7770 has 1 primitive per cycle. This factor is important for DX11 titles.

2. 7850's 800mhz 32 ROPS would be underutilized as shown by 7950(non-BE)'s 800Mhz 32 ROPS results.

 

 

-----------------------

I'll post another 768 stream processor GCN, i.e. AMD FirePro W5000 SKU.

FirePro_W5000_GPUZ.jpg

 

Notice FirePro W5000's 102 GB/s video memory bandwidth almost matches VGLeaks' eSRAM memory bandwidth.

 

Some gaming benchmarks for AMD FirePro W5000.

http://www.tomshardware.co.uk/workstation-graphics-card-gaming,review-32643-9.html

7850 = 45.

W5000 = 33.

Crysis2DX11-1080p.png

 

 

7870 GE's 52.3 fps / 20 CUs = 2.615 x 10 CUs = 26.15 fps which roughly matches 7770's 25.9 fps result. My scale down theory and actual results works

 

FirePro W5000's 12 CUs (825 Mhz) scales down from Radeon HD 7850's 16 CUs (860 Mhz).

7850's 45.3 fps / 16 CUs (860Mhz) = 2.831 x 8 CUs = 22.65 fps which roughly matches 7750's 21.5 fps result. 7750 is clocked at 800Mhz. Again, my scale down theory and actual results works.

 

 

If we use the 7850 and 7750 as the two points for the "line of best fit", FirePro W5000 falls into the expected slot for scaled 12 CUs @ ~800 Mhz.

---------------------

 

If you scale 7750's 21.1 FPS result to 12 CUs you get 31.65 FPS which is close to W5000's 33 FPS result.

If you scale 7750's 21.1 FPS result to 16 CUs you get 42.2 FPS which is close to 7850's 45 FPS result. You got 60Mhz difference between 7750 and 7850.

If you scale 7750's 21.1 FPS result to 18 CUs you get 47.47 FPS which is between 7850's and 7870's FPS results.

 

The gap between 31.65 FPS and 47.47 FPS is about 33 percent i.e. 31.65 FPS has about 66 percent of 47.47 FPS performance.

or

The gap between 47.47 FPS and 31.65 FPS is about 49.9 percent i.e. 47.47 FPS has 49.9 percent extra performance over 31.65 FPS.

 

 

Both 31.65 FPS and 47.47 FPS plays the same game with the same settings.

 

 

So this means a game the PS4 can run at a locked 30fps will run at sub-15fps on the Xbox One...or get downgraded graphically. Thanks.

Well if a multiplat is locked at 30fps on the Xbox1 then it would be locked at 45FPS on the PS4 assuming they did not limit frame rate. In reality it will also be locked at 30FPS and it will likely have more graphical fidelity such as better shadows, improved ambient occlusion, more particle effects etc. It may or may not be noticeable depending on what is enabled. The other advantage is that if it is a choppy 20-30FPS on the xbox1 it will be a solid 30fps on the PS4 at the same graphics settings. No matter which way you cut it there is no way that the PS4 version of a game will perform worse than the Xbox1 unless the developers purposefully sabotage the PS4 version. This is not a case where the consoles have different strengths and weaknesses because they both use the exact same architecture. Where the Xbox1 is strong the PS4 is stronger and where the PS4 is weak the Xbox1 is weaker. Even if the Xbox1 dev tools are slightly more efficient they are not going to be better by enough to overcome the hardware differences.
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ronvalencia

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#66 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="Baurus_1"]

This is real computer science, not some fanboy pseudo-science.

Read this article: http://www.escapistmagazine.com/news/view/125435-Microsoft-Tiled-Resources-Key-To-Xbox-One-Graphics

So it looks like it will be another console gen of Sony's console being owned in the graphics department.

btk2k2

This is PRT which is a hardware accelerated form of the Megatexture idea that ID have used. This is part of the GCN architecture which means that it both PS4 and Xbox1 have it available on the hardware level. DX 11.1 did not actually expose this functionality through the API so that even though it was a feature of the GPU it was not used on the PC. It is exposed in OGL as the AMD_sparse_texture extension so any games developed using OGL have native support for this feature. The PS4 API's are based on OGL which means that it is already part of the PS4 toolset. However the Xbox1 API's are based (or maybe even are) DX. Now that DX11.2 has an extension to make use of this feature it means the Xbox1 can take advantage of it.

There are multiple tier level with DX11.2's tiled resource.

http://msdn.microsoft.com/en-us/library/windows/desktop/dn280435(v=vs.85).aspx

DX11.2's tiled resource follows the same 64KB tile size as AMD PRT.

It's upto to GPU driver to JIT recomplie Direct3D ASM to GPU's feature set.

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#67 faizan_faizan
Member since 2009 • 7869 Posts

 .

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btk2k2

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#68 btk2k2
Member since 2003 • 440 Posts

[QUOTE="btk2k2"][QUOTE="Baurus_1"]

This is real computer science, not some fanboy pseudo-science.

Read this article: http://www.escapistmagazine.com/news/view/125435-Microsoft-Tiled-Resources-Key-To-Xbox-One-Graphics

So it looks like it will be another console gen of Sony's console being owned in the graphics department.

ronvalencia

This is PRT which is a hardware accelerated form of the Megatexture idea that ID have used. This is part of the GCN architecture which means that it both PS4 and Xbox1 have it available on the hardware level. DX 11.1 did not actually expose this functionality through the API so that even though it was a feature of the GPU it was not used on the PC. It is exposed in OGL as the AMD_sparse_texture extension so any games developed using OGL have native support for this feature. The PS4 API's are based on OGL which means that it is already part of the PS4 toolset. However the Xbox1 API's are based (or maybe even are) DX. Now that DX11.2 has an extension to make use of this feature it means the Xbox1 can take advantage of it.

There are multiple tier level with DX11.2's tiled resource.

http://msdn.microsoft.com/en-us/library/windows/desktop/dn280435(v=vs.85).aspx

DX11.2's tiled resource follows the same 64KB tile size as AMD PRT.

It's upto to GPU driver to JIT recomplie Direct3D ASM to GPU's feature set.

Are you trying to argue something or just point out something interesting about the implementation of PRT in DX11.2?
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#69 soulitane
Member since 2010 • 15091 Posts
[QUOTE="ronvalencia"]

[QUOTE="btk2k2"] This is PRT which is a hardware accelerated form of the Megatexture idea that ID have used. This is part of the GCN architecture which means that it both PS4 and Xbox1 have it available on the hardware level. DX 11.1 did not actually expose this functionality through the API so that even though it was a feature of the GPU it was not used on the PC. It is exposed in OGL as the AMD_sparse_texture extension so any games developed using OGL have native support for this feature. The PS4 API's are based on OGL which means that it is already part of the PS4 toolset. However the Xbox1 API's are based (or maybe even are) DX. Now that DX11.2 has an extension to make use of this feature it means the Xbox1 can take advantage of it.btk2k2

There are multiple tier level with DX11.2's tiled resource.

http://msdn.microsoft.com/en-us/library/windows/desktop/dn280435(v=vs.85).aspx

DX11.2's tiled resource follows the same 64KB tile size as AMD PRT.

It's upto to GPU driver to JIT recomplie Direct3D ASM to GPU's feature set.

Are you trying to argue something or just point out something interesting about the implementation of PRT in DX11.2?

There's no point in even trying, he'll continue to post benchmarks or other nonsense even if it doesn't pertain to your post.
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trasherhead

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#70 trasherhead
Member since 2005 • 3058 Posts
It says in the article that this is mipmapping, which have been around for 10-15 years.
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#71 pelvist
Member since 2010 • 9001 Posts

Oh I see now! So THATS how they get Source engine games to run on it.

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#72 FoxbatAlpha
Member since 2009 • 10669 Posts
[QUOTE="soulitane"]Where does the article mention it in comparison to what the PS4 can do? Man the trolls here suck =/

Why would the article mention that when this system is for X1 and Windows 8? They didn't mention it because it is easy to figure out that Sony is not capable of this.
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#73 tormentos
Member since 2003 • 33793 Posts

This is real computer science, not some fanboy pseudo-science.

Read this article: http://www.escapistmagazine.com/news/view/125435-Microsoft-Tiled-Resources-Key-To-Xbox-One-Graphics

So it looks like it will be another console gen of Sony's console being owned in the graphics department.

Baurus_1

 

That technique i saw it first on PS2..:lol:

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soulitane

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#74 soulitane
Member since 2010 • 15091 Posts
[QUOTE="FoxbatAlpha"][QUOTE="soulitane"]Where does the article mention it in comparison to what the PS4 can do? Man the trolls here suck =/

Why would the article mention that when this system is for X1 and Windows 8? They didn't mention it because it is easy to figure out that Sony is not capable of this.

So then how can he say that it's better than the PS4? Extrapolating inforation that isn't there is exactly smart. Plus, try reading this thread, this tech is nothing new.
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tormentos

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#75 tormentos
Member since 2003 • 33793 Posts

Are you trying to argue something or just point out something interesting about the implementation of PRT in DX11.2?btk2k2

 

He is trying to argue that only the xbox one will do it because f DirectX...:lol:

 

He always does that,he also try to imply many times that PRT will not work on PS4 because it doesn't have ESRAM..:lol:

Like if ESRAM was actually part of GCN in any way.. 

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FoxbatAlpha

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#76 FoxbatAlpha
Member since 2009 • 10669 Posts
[QUOTE="soulitane"][QUOTE="FoxbatAlpha"][QUOTE="soulitane"]Where does the article mention it in comparison to what the PS4 can do? Man the trolls here suck =/

Why would the article mention that when this system is for X1 and Windows 8? They didn't mention it because it is easy to figure out that Sony is not capable of this.

So then how can he say that it's better than the PS4? Extrapolating inforation that isn't there is exactly smart. Plus, try reading this thread, this tech is nothing new.

Just because the tech is nothing new doesn't mean Sony is capable. Didn't the PS3 not have the ability for AA? That wasn't new at the time but the 360 sure had that ability.
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soulitane

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#77 soulitane
Member since 2010 • 15091 Posts
[QUOTE="FoxbatAlpha"][QUOTE="soulitane"][QUOTE="FoxbatAlpha"] Why would the article mention that when this system is for X1 and Windows 8? They didn't mention it because it is easy to figure out that Sony is not capable of this.

So then how can he say that it's better than the PS4? Extrapolating inforation that isn't there is exactly smart. Plus, try reading this thread, this tech is nothing new.

Just because the tech is nothing new doesn't mean Sony is capable. Didn't the PS3 not have the ability for AA? That wasn't new at the time but the 360 sure had that ability.

AMD cards can do said technique, so why wouldn't the PS4? The PS3 is fully capable of AA, it just can't utilize that special RAM (which the name escapes me) that the 360 can to do AA.
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Shewgenja

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#78 Shewgenja
Member since 2009 • 21456 Posts

Bandwidth to the shared system RAM in PS4 is actually higher than the bus between the ESRam and the GPU on the XBone.

 

Thus negating any need to tile or cache texture or shadow maps to any particular part of the memory and also, thusly, negating any advantage tiling has on the XBone.  This thread is utterly piss.

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Shewgenja

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#79 Shewgenja
Member since 2009 • 21456 Posts

In fact, the bandwidth on PS4 is even slightly faster than combined read from the ESRam and main system memory on the XBone.

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RR360DD

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#80 RR360DD
Member since 2011 • 14099 Posts
I guess thats what happens when Sony just grabs off the shelf parts and slaps its together to make a console :cool:
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btk2k2

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#81 btk2k2
Member since 2003 • 440 Posts
[QUOTE="FoxbatAlpha"][QUOTE="soulitane"][QUOTE="FoxbatAlpha"] Why would the article mention that when this system is for X1 and Windows 8? They didn't mention it because it is easy to figure out that Sony is not capable of this.

So then how can he say that it's better than the PS4? Extrapolating inforation that isn't there is exactly smart. Plus, try reading this thread, this tech is nothing new.

Just because the tech is nothing new doesn't mean Sony is capable. Didn't the PS3 not have the ability for AA? That wasn't new at the time but the 360 sure had that ability.

The PS3 can do AA but it does take a bigger hit than the 360 in doing so. The PS4 can use this texturing method because its built into the GPU. This is just MS saying that it is part of the DX11.2 spec. It has been an extension to OGL for a while so there is no reason at all why the PS4 cannot do it if the devs choose to use it.
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menes777

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#82 menes777
Member since 2003 • 2643 Posts

Oh wow, MS tries to make some old tech look new and the Xbots eat it right up. :lol:

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Heil68

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#83 Heil68
Member since 2004 • 60833 Posts
This is real computer science, not some fanboy pseudo-science. :lol:
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menes777

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#84 menes777
Member since 2003 • 2643 Posts

This is real computer science, not some fanboy pseudo-science. :lol: Heil68

That means serious business.... :cool:

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Shewgenja

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#85 Shewgenja
Member since 2009 • 21456 Posts

The only thing XBox One is owning is Lems wallets.

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superclocked

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#86 superclocked
Member since 2009 • 5864 Posts

[QUOTE="Baurus_1"]

This is real computer science, not some fanboy pseudo-science.

Read this article: http://www.escapistmagazine.com/news/view/125435-Microsoft-Tiled-Resources-Key-To-Xbox-One-Graphics

So it looks like it will be another console gen of Sony's console being owned in the graphics department.

xboxiphoneps3

sorry, AMD has had this tech in there GPU's for a while, its called PRT and other game engines use it, self owned

PRT performance is massively improved in the XBox One over the the PS4, due to the move engines that provide lighting fast movement of data between the 32MB of L4 cache and 8GB of RAM...
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NoodleFighter

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#87 NoodleFighter
Member since 2011 • 11897 Posts

You're real late bro

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ziggyww

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#88 ziggyww
Member since 2012 • 907 Posts
HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me up
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superclocked

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#89 superclocked
Member since 2009 • 5864 Posts
HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me upziggyww
The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...
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btk2k2

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#90 btk2k2
Member since 2003 • 440 Posts
[QUOTE="ziggyww"]HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me upsuperclocked
The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...

If the data transfer between the DDR3 and the ESRAM is instant why not do away with the ESRAM and have instant data transfer from the DDR3 direct to the GPU.... Oh wait it does not work like that!!! Bandwidth does not make a huge difference to PRT. PRT is a way to more efficiently use the pool of memory you have so you can get higher resolution textures into a smaller Vram pool.
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CaseyWegner

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#91 CaseyWegner
Member since 2002 • 70153 Posts

article says nothing about the ps4.

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tormentos

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#92 tormentos
Member since 2003 • 33793 Posts

I guess thats what happens when Sony just grabs off the shelf parts and slaps its together to make a console :cool:RR360DD

 

So where can i grab an off the shelf 8 core jaguar APU with a 78XX GPU,and 8GB of GDDR5.?

 

:lol:

 

Keep eating anything MS feed you,and you will have diarrhea in the brain.

 

If anything the xbox one is more off the shelf,DDR3,less custom GPU.

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superclocked

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#93 superclocked
Member since 2009 • 5864 Posts
[QUOTE="superclocked"][QUOTE="ziggyww"]HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me upbtk2k2
The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...

If the data transfer between the DDR3 and the ESRAM is instant why not do away with the ESRAM and have instant data transfer from the DDR3 direct to the GPU.... Oh wait it does not work like that!!! Bandwidth does not make a huge difference to PRT. PRT is a way to more efficiently use the pool of memory you have so you can get higher resolution textures into a smaller Vram pool.

move engines
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Shewgenja

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#94 Shewgenja
Member since 2009 • 21456 Posts

Gosh, if only my PC had Move engines.  I could use DDR2 forever!

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#95 superclocked
Member since 2009 • 5864 Posts

[QUOTE="RR360DD"]I guess thats what happens when Sony just grabs off the shelf parts and slaps its together to make a console :cool:tormentos

 

So where can i grab an off the shelf 8 core jaguar APU with a 78XX GPU,and 8GB of GDDR5.?

 

:lol:

 

Keep eating anything MS feed you,and you will have diarrhea in the brain.

 

If anything the xbox one is more off the shelf,DDR3,less custom GPU.

Less custom GPU? The XBox One's GPU is custom, just like the PS4 GPU. It has 32MB of L4 cache, custom texture compression hardware and move engines to greatly improve PRT performance and negate the GDDR5 advantage...
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Shewgenja

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#96 Shewgenja
Member since 2009 • 21456 Posts
[QUOTE="tormentos"]

[QUOTE="RR360DD"]I guess thats what happens when Sony just grabs off the shelf parts and slaps its together to make a console :cool:superclocked

 

So where can i grab an off the shelf 8 core jaguar APU with a 78XX GPU,and 8GB of GDDR5.?

 

:lol:

 

Keep eating anything MS feed you,and you will have diarrhea in the brain.

 

If anything the xbox one is more off the shelf,DDR3,less custom GPU.

Less custom GPU? The XBox One's GPU is custom, just like the PS4 GPU. It has 32MB of L4 cache, custom texture compression hardware and move engines to greatly improve PRT performance and negate the GDDR5 advantage...

/points /laughs
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#97 clone01
Member since 2003 • 29845 Posts

This is real computer science, not some fanboy pseudo-science.

Read this article: http://www.escapistmagazine.com/news/view/125435-Microsoft-Tiled-Resources-Key-To-Xbox-One-Graphics

So it looks like it will be another console gen of Sony's console being owned in the graphics department.

Baurus_1
Yawn. You're a terrible troll.
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ziggyww

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#98 ziggyww
Member since 2012 • 907 Posts
[QUOTE="ziggyww"]HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me upsuperclocked
The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...

Good thing that the PS4 doesn't need to have instantaneous movement of data between its 32mb and 8gb then. still don't get whats worthwhile about this. Both have it but the PS4 still has the better bandwidth and easier channel to program for.
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#99 ziggyww
Member since 2012 • 907 Posts
[QUOTE="superclocked"][QUOTE="btk2k2"][QUOTE="superclocked"]
[QUOTE="superclocked"][QUOTE="ziggyww"]HAHAHAHAHAHAHAHA LOL Open GL has had this technique for a couple of years now only now has direct X got a version of their own LOL. The PS4 will be able to do this aswell HAHAHAHAHAHAHAHAHAHA only its not new with open GL so it hasn't been in the news now Direct X comes out and says its got a new feature everyone goes heads over heals and laughs at the PS4 before checking, If they did they would have found the PS4 is going to have the exact same feature. LOL you Lems crack me upbtk2k2
The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...

If the data transfer between the DDR3 and the ESRAM is instant why not do away with the ESRAM and have instant data transfer from the DDR3 direct to the GPU.... Oh wait it does not work like that!!! Bandwidth does not make a huge difference to PRT. PRT is a way to more efficiently use the pool of memory you have so you can get higher resolution textures into a smaller Vram pool.

This I think superclocked is a fanboy
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btk2k2

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#100 btk2k2
Member since 2003 • 440 Posts
[QUOTE="btk2k2"][QUOTE="superclocked"]The point is, the XBox One will be much better at it, due to the near instantaneous movement of data between the 32MB of L4 cache and 8GB of DDR3 memory...superclocked
If the data transfer between the DDR3 and the ESRAM is instant why not do away with the ESRAM and have instant data transfer from the DDR3 direct to the GPU.... Oh wait it does not work like that!!! Bandwidth does not make a huge difference to PRT. PRT is a way to more efficiently use the pool of memory you have so you can get higher resolution textures into a smaller Vram pool.

move engines

They compress data and shuffle it around to hide the low bandwidth of DDR3. It is a good solution considering at the time the console was designed 8GB of GDDR5 was not on any of the manufacturers road maps so MS went with the only solution they knew would be available come launch. If they were so effective at their job that they could in effect double the 68GB/s of bandwidth up to an effective 136GB/s then they would not need the ESRAM and all the issues that go along with it. The fact they need the ESRAM shows that while the move engines help, they are not enough to overcome the deficit so the more complex ESRAM model is needed. Besides, as I stated. What PRT does is enables higher resolution textures to work in a smaller Vram pool. Data transfer speeds do not really have an affect on what PRT does.