Loakum Ugh….scratch that previous comment. The upcoming Game of Thrones video game is a F’in mobile phone game. Why can’t they came an open world GoT game, like Witcher 3 or God of War? (> 3 Months ago)
Loakum By FAR, the upcoming Game of Thrones King’s Road was the Game of the Show! It plays like God of War Ragnarok! :) (> 3 Months ago)
Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (> 3 Months ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (> 3 Months ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (> 3 Months ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (> 3 Months ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)

Since 6463 DaysPrepare To Drop!!
Since 5764 Days
Since 7577 Days
Since 5764 DaysThat Lionhead video looked pretty cool.
Since 7469 DaysIt's no wonder Halo 4 on a soon to be 8 year old console can still look so much more amazing than most pc games. It even looks more beautiful than Crysis 3. Raw power and tech can only get you so far, as consoles continually showcase generation after generation. Superior art and production value > more generic mashing together of far more advanced tech every fucking time. I can only imagine what Halo 5 will be like on Durango. Oh shit, what have I done!? :P
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 7449 DaysIt shouldn't surprise any of us if we soon learn that the hardware set for the beta is quite different from Durango. Everyone just needs to relax.
Since 7469 DaysWhat I'm basically doing is speculating on leaks as we have them, even though it wouldn't surprise me in the least if the information we have is not entirely accurate, or contains some very serious omissions (which I've heard there indeed are.) That said, if this was 100% accurate specs with no changes, I don't see the problem. Specs aren't the prime seller of a console, and they don't automatically ensure us the best, most diverse set of games, either. We could still get absolutely incredible games on the leaked specs for the new xbox as it now stands. There's a reason why I look at anyone making fun of the Wii-U's more detailed specs revealed recently as folks who are just missing the larger point. It doesn't matter how strong the Wii-U is compared to the new Xbox and PS4. It's plenty strong enough to give us high quality gaming experiences.
I never felt specs were determinative of whether or not a console or set of consoles could see must have killer apps developed for them, but this fact seems to completely fly over people's heads sometimes. I'm equally excited about all 3 new consoles because of the games. I see a lot of doom and gloom out there for consoles that are either just getting started (Wii-U) or that aren't even officially revealed yet (New Xbox), and then I realize that we're officially back in console warrior territory of years past lol.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 6649 DaysWhat we're arguing about is that the specs as they stand in the leak are pretty poor for a console releasing in practically 2014. You can have the best tech in the world, ways of getting around bottlenecks etc but a 1.2TF GPU wont suddenly be better than a GPU with 50% extra horsepower. You can ignore the 4 CU's being dedicated to other functions because the 720 will either lose what those functions are or will have to sacrifice those 4 CU's aswell to match and then you have a 800Gflop GPU vs a 1.2TF GPU and you're back to the same argument.
Since 6463 DaysWhat I'm basically doing is speculating on leaks as we have them, even though it wouldn't surprise me in the least if the information we have is not entirely accurate, or contains some very serious omissions (which I've heard there indeed are.) That said, if this was 100% accurate specs with no changes, I don't see the problem. Specs aren't the prime seller of a console, and they don't automatically ensure us the best, most diverse set of games, either. We could still get absolutely incredible games on the leaked specs for the new xbox as it now stands. There's a reason why I look at anyone making fun of the Wii-U's more detailed specs revealed recently as folks who are just missing the larger point. It doesn't matter how strong the Wii-U is compared to the new Xbox and PS4. It's plenty strong enough to give us high quality gaming experiences.
I never felt specs were determinative of whether or not a console or set of consoles could see must have killer apps developed for them, but this fact seems to completely fly over people's heads sometimes. I'm equally excited about all 3 new consoles because of the games. I see a lot of doom and gloom out there for consoles that are either just getting started (Wii-U) or that aren't even officially revealed yet (New Xbox), and then I realize that we're officially back in console warrior territory of years past lol.
Prepare To Drop!!
Since 7469 DaysWhat we're arguing about is that the specs as they stand in the leak are pretty poor for a console releasing in practically 2014. You can have the best tech in the world, ways of getting around bottlenecks etc but a 1.2TF GPU wont suddenly be better than a GPU with 50% extra horsepower. You can ignore the 4 CU's being dedicated to other functions because the 720 will either lose what those functions are or will have to sacrifice those 4 CU's aswell to match and then you have a 800Gflop GPU vs a 1.2TF GPU and you're back to the same argument.
1.2tflop vs 1.8tflop does not represent 50% more power... But let's look at it another way.
12 CUs, each containing 4 VUs/SIMD a piece, each containing 16 stream processors, which means each Compute Unit has a total of 64 Stream Processors or, I guess, ALUs.
That would mean the xbox, according to leaked specs, has 768 Stream Processors or ALUs. Now let's go to the PS4.
The PS4 18 CUs, each of which contains 4VUs/SIMD a piece, each also containing 16 stream processors, which means, just like the xbox, each Compute Unit in the PS4 has 64 Stream Processors.
Let's go ahead and give the PS4 all 18 for graphics rendering, that comes out to 1152 Stream Processors compared to 768 in the Xbox. That's not 50% more. But if you add in the fact that 14 seems more intended for Graphics rendering while the other 4 are meant for compute work, that advantage becomes even less. 896 Stream Processors on the PS4 to 768 for the new Xbox. And, unlike the leaked specs for the PS4, the Xbox's leaked specs do not suggest that there is any kind of intent to dedicate any of the Xbox's compute units so strictly to compute tasks. I'm not saying it's meaningless, but I'm also saying clearly that it isn't as big a deal as people are making it out to seem. The PS4, however, is said to have 100% more ROPS than the xbox GPU. 16 for the Xbox, 32 for the PS4, basically 4 render backends compared to 8 on the ps4. That's also not insignificant, nor have I ever said that it is.
There are other things to consider, though, the ESRAM on the Xbox isn't pointless. It's low latency and the documents point out that a big part of that low latency ESRAM is to sustain peak performance of the render backends or ROPs. Another overlooked aspect, I think, is that both GPUs have 512KB of shared read/write L2 cache. However, keep in mind that the Xbox GPU has less Compute Units to share that all with in the first place, so each Compute Unit on the Xbox GPU is actually, on average, getting quite a bit more L2 cache dedicated to them than is the case for the PS4 GPU's compute units. With the PS4, it's basically 18 Compute Units divided by 512KB of shared L2 cache, compared to 12 Compute Units divided by 512KB of shared L2 cache. Each of those 18 compute units in the PS4 is looking at about 28KB per compute unit, whereas the Xbox is looking at 43KB per compute unit. And those 4 move engines, as described, further help offload work, performing specific important tasks at minimal cost. Besides that, they look very useful for saving some much needed bandwidth. In fact, they even provided some numbers in the xbox leak for how much bandwidth can be saved compared to if they had the GPU itself handling those tasks using shaders. You see anywhere from 9.4GB/s saved to 42.GB/s saved in terms of bandwidth. I know the PS4 having access to 176GB/s of memory bandwidth in one pool is more desirable, but the xbox can simultaneously access and perform operations using both the 102GB/s on the ESRAM and the 68GB/s from main ram. It's more complex to work with the Xbox's setup, but not much more so, because plenty of devs already have experience working with the Xbox 360's EDRAM, and they became quite familiar with that. But the ESRAM also gives them all the things they wished the 360's EDRAM did, but didn't.
I know you don't just combine bandwidths, so I won't, because isn't technically accurate, but the end results are more or less the same. But beyond all of this, beyond all of this theoretical stuff, when we get into the real world running of applications, you never know under which circumstances one implementation might be more efficient than the other. I still lean to PS4, as I think the simplicity and power is a safer bet, but what the xbox is doing shouldn't be overlooked. It's a pretty well thought out and balanced design. It might be able to get closer to its more conservative theoretical numbers than the PS4 gpu might. Here is where I see the more visible advantage of the PS4 coming, the work that will be done on those 4 extra compute units. The benefits that the PS4 gets from those are more likely to show up in games than this huge difference in graphics rendering power that some want to think is going to just crush the new xbox. One last very important point, the processors. It has been implied for some time now that the Xbox's CPU might very well be a bit more beefed up than the PS4's CPU, likely making up for some of the compute work that will be done on those extra 4 compute units on the ps4, but doing them instead on a beefier CPU. Hey, we won't know until we see the games, but I think the huge performance gap that some think will be evident won't be quite as pronounced as some are thinking.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 7469 DaysThe system seems optimized for megamesh/megatexture type rendering. The hardware assisted decompression features together with the GPU using virtual address translation (which might remove the need for indirection in tex-lookup, cutting the cost of anisotropic filtering)
Cheers
I personally wondered this myself, with the Xbox seeming so customized in it's design compared to a relatively more straightforward power design for the PS4. It may not be possible for devs to properly gauge final performance unless they have final hardware.
(This compared to Orbis which seems (at least to me anyway) much more straightforward and better approximated with off-the-shelf PC parts.)
There is a short behind the scenes movie on Gamespot about Spartan Ops, which shows 343 building and testing the levels on a PC - but the rendering engine is quite bare bones,
http://blogs.halowaypoint.com/post/2...c-Content.a...
I imagine current development should be something like this, with two versions of engines used:
- one for testing the renderer features at some pretty bad FPS
- one for building levels and gameplays, stripped of most renderer features
How they can plan for 30fps without final silicone, I have no idea.
Quote:
(This compared to Orbis which seems (at least to me anyway) much more straightforward and better approximated with off-the-shelf PC parts.)
In some ways it's actually similar to PS3 vs. Xbox360 - MS went with a then new architecture using unified shaders and EDRAM, whereas Sony just picked a generic GPU.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 5389 DaysPS3 is powerful than 360 but next gen leaks are true, which I am sure. Evrything gets leaked, The gap is going to be really big. Only person who can tell this are pro gfx programmer. Like this guy
http://www.examiner.com/article/ps4-gddr5-ram-compared-against-xbox-720-ddr3-ram-and-esram
I hope that the specs of both console are better but now PS4 is not good it should be little better than geforce 660ti not 640ti but 720 is pathetic lol.
Since 5764 Days
Since 7469 DaysPS3 is powerful than 360 but next gen leaks are true, which I am sure. Evrything gets leaked, The gap is going to be really big. Only person who can tell this are pro gfx programmer. Like this guy
http://www.examiner.com/article/ps4-gddr5-ram-compared-against-xbox-720-ddr3-ram-and-esram
I hope that the specs of both console are better but now PS4 is not good it should be little better than geforce 660ti not 640ti but 720 is pathetic lol.
Also, if anybody wants to understand virtual texturing and how it works, a dev that worked on a virtual texturing system in a 360 title explains it in detail.
http://forum.beyond3d.com/showpost.php?p=1580827&p...
It's a similar texturing technique that was used in Rage by iD software.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 7469 DaysOn Xbox 360, our system uses a combination of texture formats that make our material 2.5 bytes per pixel (2xBC3+BC4). As our tile cache is 4096x4096 pixels, the total amount of texture (material) data we have in memory is always 40 megabytes. In addition to the tile cache, our system has an single 2048x2048 indirection texture with a full mip chain (16 bits per pixel, 5551 format). Indirection texture is 10 megabytes, and is used by the GPU to do a fast lookup to find the proper tile in the tile cache (based on texture coordinates and mip level). Also we have eight loader buffers of 128x128 pixels (2.5 bytes per pixel = 320 KB total) for background data loading on CPU (we have a background CPU thread doing our texture loading all the time). So in total the system takes around 50 megabytes of GPU memory, and less than a megabyte of CPU memory. I don't see any problems in a system like this on PS3, since the loader buffers are stored in the CPU memory, and all new tiles could be simply copied to the GPU tile cache at start of each frame. Also the 256 megabyte size of the both memory pools is not in any way a problem (actually virtual texturing makes it much easier to live with smaller memory).
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 7520 DaysPSN:ManThatYouFear
GT: ManThatYouFear
Steam: Psn_ManThatYouFear
Real Life: ThatTwat
Since 7443 Days
Since 7469 DaysHalo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 7443 Days
Since 7469 DaysIt's an article translated from Spanish to English, a pretty detailed analysis of the leaked Durango specs, and what's amazing is that he finds and showcases direct patents from Microsoft that further indicates the deliberate nature of how Durango seems setup. There's just about no doubt now that this seems largely geared towards virtual texturing. Naturally this being from Spanish to English, a few things are lost in translation, but you understand enough of it. The most amazing part of it all, though, is just how significant he makes the design of the Durango GPU sound.
http://www.microsofttranslator.com/bv.aspx?from=es...
But the DME beyond, is the problem of virtual memory in the GCN architecture support is not complete and does not support 100% hardware, but that is a combination between software through Shaders and hardware, the idea of the DME is that virtual memory management can be performed automatically by these or alternatively give freedom to the developer not to use this type of memory management according to see it suitable.
With DME the puzzle is completed and this full hardware support to 100%, the management of virtual texturing does not have to be implemented within each graphic engine and therefore it is possible to use all the graphics engines and therefore on all games. The advantage of this is that the "FLOPS" which would be spent on memory management can be directed to other tasks allowing greater use of the GPU for computer graphics, but the use of not only DME is limited to Virtual Texturing, keep in mind that they can load any data in the ESRAM and that this charge them directly in the caches of the GPU. Do you think for example loading an Octree node for example? Use goes beyond Virtual Texturing.
But this can be applied in PS Orbis? Basically to implement virtual memory management it is not necessary that there are two levels of memory, taking the top sufficient storage capacity for the image (color, depth, and stencil) buffers and textures needed for the scene and there is a lower level. For PS Orbis the caches of the GPU do not have enough storage capacity for this and the GDDR5 is a single level of memory for all of the GPU. Obviously the ESRAM and all the mechanism implementation costs in the space that is a sacrifice in terms of computation capability. But the biggest advantage comes from the fact that this allows access to large amounts of memory per frame without having to rely on huge band widths from expensive high-wattage as the GDDR5 memory. The reason why Xbox 8/Durango uses GDDR5 is not by the fact that then the thing would be completely redundant, the GDDR5 exists on the GPUs of face to avoid the Texture Trashing by the use of a higher bandwidth, the use of virtual memory on the GPU and Virtual Texturing are another solution to the same problem that both come into conflict within a system.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 6981 Days
Since 7469 DaysThat analysis says that GCN was the first piece of hardware in a while to bring back some hardware support for it, but they seem to also be saying that, even though the capability is there on GCN through hardware, that it still isn't entirely complete or perfect, in that it wasn't entirely in hardware, but had to be aided through a combination of software and shaders, and I think the implication is that Durango's design supposedly improves on or completes the hardware level support for this type of technique in a more superior way.
This AMD slide seems to highlight that Rage's implementation was all software, not backed by the hardware support they put into GCN. The analysis seems to back this, too.
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Since 7577 Days
Since 7507 Days
Since 6981 Days