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  • TDC Geronimo
    #16881
    Na ebből jó kis topik lesz gafon :D

    Most volt a paritys hír ugye erre tessék

    Ubisoft GDC EU Presentation Shows Playstation 4 & Xbox One CPU & GPU Performance- RGT

    In summary, Ubisoft using cloth simulation benchmarks on both systems CPU's + GPU's (graphs + data in article) shown:

    - X1 Marginally faster CPU (due to higher clock speed, 1.6ghz vs 1.75ghz)
    - PS4 - Has actually significantly more GPU benchmarking than thought compared to Xbox1, nearly 100% more.
    - CPU + GPGPU management is essential and seems no where near optimal this early in the generation.



    I’m sure the above is what you’re all waiting for – and it makes a lot of sense. But then, at the same time, the performance difference between the Xbox One’s GPU and Playstation 4′s GPU is actually slightly higher than what you might think. What Ubisoft do say is that “PS4 – 2 ms of GPU time – 640 dancers” – but no form of metric for the Xbox One, which is a bit of a shame. It’s clear however that for the benchmarking Ubisoft have used here, the PS4′s GPU is virtually double the speed.
    With a little bit of guess work, it’s likely down to a few reasons. The first being the pure shader power. We’re left with 1.84 TFLOPS vs 1.32 TFLOPS. The second, the memory bandwidth equation, and the third – the more robust compute structure of the Playstation 4. The additional ACE buried inside the PS4′s GPU do help out a lot with task scheduling, and generally speed up the performance of the PS4′s compute / graphics commands which are issued to the shaders. Mostly the reason behind the improvement in ACE is Sony (so the story goes) knew the future of this generation of consoles was compute, and requested some changes to the GPU, thus there are many similarities to the PS4′s GPU and Volcanic Islands from AMD.
    Another possibility for improvement is the PS4′s robust bus structure, or finally the so called ‘Volatile Bit’. Either way, it’s clearly a performance win in the GPU side for Sony. So parity in some ways could either be a PR effort, or in some cases, perhaps the relatively weak CPU in both machines is holding everything back.
    It’s unfortunate Ubisoft were rather quiet on the Xbox One front – we do have a little information, for example Microsoft and AMD’s Developer Day Conference (Analysis here) but other than that, we’re left with precious little info. It remains to be seen how much DX12 will change the formula. But for right now, gamer’s are still going to want answers for the reasons of ‘parity’.

    Topik meg a többi a linken.