**XBOX ONE** Official Thread

gahh lucky sods. Going to be a long wait for some of you on Friday waiting for the that van pulling onto the street or drive :P

I expect a lot of rage when some get the old pretend our driver was there and no one was home trick :D
 
It's also a feature of OpenGL 4.4 and AMD have an OpenGL extension that works on GCN cards that extends OpenGL 4.2, so the PS4 should be able to do it as well.

It will have to share its system ram which is not ideal. Microsoft will use DX 11.2 for its exclusives. The use of the esram by third party's is up to them but I imagine most will not use it to keep porting simple.
 
I expect a lot of rage when some get the old pretend our driver was there and no one was home trick :D

I have a security camera hooked up to my TV that points out towards my front gate. I'll have it on all morning while playing on the laptop. When the driver comes, I'll know about it :D
 
Ultimately, we're talking about a 3gb texture which can be very high quality or meh quality, and using tiles to keep the most in view things higher res without wasting all the bandwidth. It will still save craptons of bandwidth and allow far higher quality texture usage on the PS4 so esram or not is fairly irrelevant to the discussion as on the PS4 tiling can lead to massive increase in texture quality.

As luggles said, in the DX api it requires DX11.2, in any other API it doesn't, even more importantly is API's on the PC are a standard and take into account a lot of hardware and put in limits. One of the reasons for Mantle is there are many short cuts, accelerations and optimisations that simply aren't exposed via DX, or openGL. Quite a good youtube vid of the Oxide dev's basically saying DX is so so slow to add these features after they are wanted and supported.

On a console, Sony control the API, if the hardware can do it, they can support it. Doesn't mean they always will because the hardware may support some insane feature they'd love to add but simply don't have the power to use so would be a waste to make it work. But consoles and low level api's basically don't have this API limit. They don't have a choice of openGL 4.2/dx11.2 and if they don't support something they simply can't do it. Having control of the API means you can do what you want with it. GPu's on PC's have been locked in to what are incredibly slow to respond API's which aren't controlled by game dev's nor gpu makers. When you can control the API and add whatever you can, so much more is possible.

Ultimately The es ram might help, but the esram helps accelerate some stuff, it's still got a crapload of stuff to load from system memory for each frame as well which will be vastly slower.

Neither is really "better". The ddr3 +esram might save some power, means a bigger die size and higher cost though. Ultimately it will be faster at one thing and much slower at another.

The key is tiling reduces the bandwidth required full stop, it prevents needless waste, and that will be the case on either console. Coding to include esram and limit texture sizes to be very specific is a heck of a lot more work and more difficult. PS4 will be easier to code for and ultimately easier to optimise.
 
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Ultimately, we're talking about a 3gb texture which can be very high quality or meh quality, and using tiles to keep the most in view things higher res without wasting all the bandwidth. It will still save craptons of bandwidth and allow far higher quality texture usage on the PS4 so esram or not is fairly irrelevant to the discussion as on the PS4 tiling can lead to massive increase in texture quality.

Microsoft exclusive titles will use DX11.2 and take advantage of the Esram. The first game that fully uses it from what I can gather from the net is TitanFall.

The PS4 can support tilling but without a separate cache Ram I doubt it will be the best option.

The key is tiling reduces the bandwidth required full stop, it prevents needless waste, and that will be the case on either console. Coding to include esram and limit texture sizes to be very specific is a heck of a lot more work and more difficult. PS4 will be easier to code for and ultimately easier to optimise.

I think once the dev's get the Esram coding sorted it will make quite a difference. Having around 6GB of textures in Esram and also system Ram available will work well. The PS4 is limited to it's 8GB of DDR5 or if it uses tiling it will need to share some of this as a cache. The Xbox one can read and write to Esram and system Ram simultaneously.

I'm getting both so it will be good to see how each of the consoles it optimised over it's life but I think what MS have done by using DDR3 and Esram will give it some benefits in future games optimised to make use of these features.
 
First One games arrived at work yesterday, CoD: Ghosts. Still no word on what hardware we'll be getting though, if any, which is annoying because it'll decide if I need to work on Friday morning to be there or not!
 
Oddly my copy of Dead Rising arrived from Tesco this morning, wtf. Tesco why are you tormenting me.

But my order status still says processing, maybe I'm getting 2 :P
 
I have a security camera hooked up to my TV that points out towards my front gate. I'll have it on all morning while playing on the laptop. When the driver comes, I'll know about it :D

I live out in the sticks and I just don't trust them. That's why am walking into game in midnight to pick up my ps4 and a wee half day at work on Friday
 
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