**XBOX ONE** Official Thread

Apparently 2 Cpu cores, 10% GPU and 3GB ram dedicated to OS. So not only is PS4 50% more powerful in terms of raw power off the bat (33% in total power in comparison) an additional 17.5% is also unusable on XBone. Not sure how the maths works if you can just add the two percentages. That's not even taking in to consideration DDR3 vs GDDR5.
 
I understand the frame rate differences. If it's a cross platform game, I imagine they'll drop detail until they can get a stable 60fps.

What is the FPS drop going to be though? If it's an average 30fps difference console to console, I'd be worried, but surely it'll more likely be 5-10fps? And if both consoles can manage it un synced at say 70fps and 65 fps, then with both capped at 60fps there's essentially not much between them. If that makes sense anyway..
 
Sure. The source was Sebbbi (TrialsHD main man)..

from this post, http://forum.beyond3d.com/showthread.php?p=1738762#post1738762



He starts with saying how the EDRAM helped on the 360, then adds in what a 'memory scratchpad (or a big cache)' will help with..

No one actually knows the exact details of the ESRAM and how it's connected, and developers can't say anything at the moment (all under NDA).. I expect when games are shown at E3, we might start getting a feel for how large the gap is.

There are also other people (like ERP, a sony developer) that go indepth on why even they see some reason for the ESRAM in keeping your CU's running more efficiently, such that the 18 vs 12 CU gap may not necessarily be as large as it looks.

Saying all that, there is no way in hell the XB1 is going to be on-par with the PS4, I'm sure of that, but my expectations range from worst case 60 vs 30fps kind of territory to just a little bit worse (the reverse of what we have today with the 360/PS3).. I suspect the reality is somewhere inbetween..
Cheers for that, Ill have a proper read later in the day, looking at the quote though it comes across what the eSRAM could do, not what the eSRAM is doing in the XO. I just dont see how it could have the dual purpose of keeping the GPU full and then also deal with post processing when rendering, something would have to give IMO. Yes it could depend on how GPU dependent a scene is but then that leads you down the path that later in life when these consoles are stretched the XO just will be the first one to give in...

I think these kinds of discussions are why I think the DDR3 and eSRAM is a terrible idea, how efficient it is seems to by dynamic and either dependent on how GPU limited the task at hand is and/or how clever MS/developers are to ensure that the load going through it is well balanced, without it DDR3 just likely wouldnt cope. Its just seems extra work for the the sake of it (well for the sake of cost-cutting).

What it means between the PS4 and XO I wouldnt want to hazard a guess, I think whatever it is we wont see it until later life in multiplats, while I think exclusives might end up showing the extremes of this difference. I think this is where Sony have been very clever, in that, with the amount of first/second party developers they have to create exclusives it wont be too hard for them to demonstrate this difference regularly...

I myself do not believe the 30/60fps possibility, that sound completely theoretical and multiplat devepors are too shrewd not to annoy one of the platforms. Its not laziness, just what you do to keep selling games to the biggest amount of people. I do believe that the minimal gap is wider than the one on the current consoles, just wont be obvious til the consoles get taxed (i.e. not at launch) so this point just might not enter purchasers minds...

EDIT: What Sony need to do though is 'steal' the eDRAM idea and force apply AA for multiplat games that have a generous gap in memory requirements/bandwidth. Be a very neat way to utilise that additional power across games without any developer influence.

ps3ud0 :cool:
 
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Just had a thought. About the use of borrowed or pre-owned games where you have to pay a fee.

If you want to borrow a game from a friend...you have a pay to play it?

Well if your friend is a nice guy then he should just give you the console for a few days also..

Therefore MS just lost the sale of a game AND the console!

Anyway, not impressed at all by the console. Don't want TV, Skype and Kinect etc. All I want is Forza and it's just not worth the hassle.

I hope Sony learns from this and gives people what they want. Most games I play are multiplatform anyway so I think I'll only be purchasing the PS4.

Good job Microsoft.
 
Said friend would just have to let you use his/her account on your console from what I've read.
 
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It gets worse, probably due to the OS, games only have access to 90% of the GPU.



http://kotaku.com/the-five-possible-states-of-xbox-one-games-are-strangel-509597078

Apparently 2 Cpu cores, 10% GPU and 3GB ram dedicated to OS. So not only is PS4 50% more powerful in terms of raw power off the bat (33% in total power in comparison) an additional 17.5% is also unusable on XBone. Not sure how the maths works if you can just add the two percentages. That's not even taking in to consideration DDR3 vs GDDR5.
Come on guys, even the PS4 will have some load pointed at the OS when games are playing...

ps3ud0 :cool:
 
This could be interesting from the Verge & Ars today following an interview with MS. Not without it's own challenges but if you assume this gen of console could have a 7 year life span this could be a significant way to in effect up the processing power in certain circumstances over the years as publishers try to get more and more out of the console.

I fully accept in advance there will be a certain amount of nerd rage about "OMGz you'll need to be always connected to the internetz Kinect spying on you wtf it's for killing dragons" ;) :)

The software giant didn't discuss these plans in detail during the Xbox One unveiling earlier this week, but an Ars Technica interview with General Manager of Redmond Game Studios and Platforms Matt Booty sheds some light on the 300,000-server cloud architecture. Part of the server setup will be used to compute scenes in games. Booty explains that Microsoft is targeting areas that aren't sensitive to latency, a common complaint around cloud-powered games. "There are some things in a video game world, though, that don't necessarily need to be updated every frame or don't change that much in reaction to what's going on."


Part of the cloud processing could be focused on elements such as lighting in games. Booty describes a forest scene where light shines through trees, or a battlefield with fog. Both elements don't need to be updated in real time and can be processed in the background, while the controller remains responsive to the action parts of the game. "Those are perfect candidates for the console to offload that to the cloud—the cloud can do the heavy lifting, because you’ve got the ability to throw multiple devices at the problem in the cloud."
 
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Yeah interesting to see where this goes, I am just happy about dedicated servers for all games on Live :) and off course more players in the games as well.
 
How utterly hilarious if the end result of all this is that the Xbox is cheaper (due to the cheaper memory/gpu), faster (due to cloud computing), and has all this additional media functionality that the PS4 lacks. ;)
 
How utterly hilarious if the end result of all this is that the Xbox is cheaper (due to the cheaper memory/gpu), faster (due to cloud computing), and has all this additional media functionality that the PS4 lacks. ;)

It would be quite funny, however that won't be the case except for in your Xbox fanboy dreams ;)
 
The Cloud thing is certainly interesting, if it works well (big if) then it might offset some of the hardware deficiencies of the One. Wonder what would happen though if no connection was present, games would fall back to using the consoles internal resources and performance or quality may take a hit? Reduced effects, frame rate dips etc.

Plus of course games would have to be coded to take into account the Cloud system, which might not happen with cross-platform stuff, meaning the game either wouldn't run as well on the Xbox, or the PS4 version is slightly held back.
 
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This could be interesting from the Verge & Ars today following an interview with MS. Not without it's own challenges but if you assume this gen of console could have a 7 year life span this could be a significant way to in effect up the processing power in certain circumstances over the years.

It'll be interesting to see where this leads in a few years as publishers try to get more and more out of the console.

I fully accept in advance there will be a certain amount of nerd rage about "OMGz you'll need to be always connected to the internetz Kinect spying on you wtf it's for killing dragons" ;) :)

The software giant didn't discuss these plans in detail during the Xbox One unveiling earlier this week, but an Ars Technica interview with General Manager of Redmond Game Studios and Platforms Matt Booty sheds some light on the 300,000-server cloud architecture. Part of the server setup will be used to compute scenes in games. Booty explains that Microsoft is targeting areas that aren't sensitive to latency, a common complaint around cloud-powered games. "There are some things in a video game world, though, that don't necessarily need to be updated every frame or don't change that much in reaction to what's going on."


Part of the cloud processing could be focused on elements such as lighting in games. Booty describes a forest scene where light shines through trees, or a battlefield with fog. Both elements don't need to be updated in real time and can be processed in the background, while the controller remains responsive to the action parts of the game. "Those are perfect candidates for the console to offload that to the cloud—the cloud can do the heavy lifting, because you’ve got the ability to throw multiple devices at the problem in the cloud."

That sounds pretty damn awesome! :D

Lets hope its a reality, because in the end what we all want is epic games. And the only worry was that the new Xbox One was lacking, if this can level things out a bit then great news.

How utterly hilarious if the end result of all this is that the Xbox is cheaper (due to the cheaper memory/gpu), faster (due to cloud computing), and has all this additional media functionality that the PS4 lacks. ;)

Why on earth do you seem to want either console to struggle o.O You're a bizarre fella, really. bizarre.
 
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The cloud computing idea sounds a bit idealistic to me, to be honest. I can see it proving useful to varying extents, but it's not going to dramatically transform how a game looks or plays. A home internet connection is not something you really want to be relying on in that way, if someone starts downloading or it disconnects, are you suddenly going to lose a variety of visual effects or in-game assets because it can't keep up with the game?

Interested to see where they go with it of course, but I can't help but be reminded of Maxis/EA's claims of SimCity offloading calculations and processing to remote servers, which turned out to be nonsense.
 
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