Eventually, when we're all connected with fiber, we'll be able to have in game visuals that are aided by the cloud to create nearly unlimited capabilities. However, for them to still have lag and artifacts even while only running at 30fps and using top of the line hardware on both ends, it's going to be a little while. There is a very noticeable lag when light sources move vs. when they illuminate the environment. There are also some odd artifacts around some light sources.
The 32MB of ESRAM is actually a bottleneck. Reason being, it removes the unified memory architecture that PS4 enjoys. With 2 pools of RAM to manage, developers have to choose which pieces of data get high bandwidth (there's only 32mb's, which isn't much at all) and which must be read from the slower DDR3 RAM. This takes additional time and slows down development. Also, Xbox 360 used it's EDRAM as it's frame buffer. Chances are the X1 is doing the same with it's ESRAM. ...
Sony isn't going to confirm that amount of memory used for one reason... It isn't set in stone. IF they did come out and say "Yes, we reserve 2gb for the OS", that quote would only be true for a little while. Before launch, or even after launch, upgrades reduce the memory footprint of the OS. PS3's initial memory footprint was around 120mb, over 1/5 of it's total RAM! As time went on Sony shrank that footprint by 70mb's or so, down to 50mb.
Simil...
I encode video for a living (I own a media production company). Typically even the most demanding encodes (1080p H.264, which is very likely what PS4 is saving it's videos at.) do not exceed 1GB of RAM usage, and that's with the encoder set to it's slowest, highest quality setting.
That isn't mentioning the fact that Sony has dedicated encoding hardware in PS4 that prevents that recording from impacting gaming or OS performance. From Eurogamer:
3.5 gigs is not reserved at all times for just the OS, that's what he was trying to clarify without violating his NDA with Sony.
"Even HAD it been true, this was a difference of 0.5GB,"
He pretty much debunked the rumor right there without even having to violate his NDA. You can tell he was tip-toeing his way around the issue so as not to break any non-disclosure agreements, but in the end he exposed the truth. It may be true these consoles' operating systems may use UP TO that much RAM, that does not mean that the games cannot ever access any of that RAM (at least on PS4, not so sure abo...
So... we already had cloud game saves. Now we can store our games online. Aren't they already stored online? What's the difference from uploading your game "to the cloud" vs. just re-downloading it from the store? If you've already bought the game, it should work the same either way. I know PSN has a download list you can look at to see everything you've ever downloaded from the store, so I'm not seeing the advantage of using cloud storage for game storage at thi...
This OS has been in development for years, long before Sony had decided on going with 8GB of RAM. Unless they have tossed on some amazing new unannounced feature that gobbles up gigabytes of RAM, it's highly unlikely that Sony made their OS so memory hungry.
In MS' defense, they seem to be trying to clarify the mess around this. Phil Spencer recently tweeted that the goal was to not limit unpublished games' use of the system's RAM. We'll see how much their actions match their words though.
@Xbox Fun, those strings attached are limiting developers from taking full advantage of the system.
"On PS4, for example, developers can tap right into the system; use every bit of RAM and all of its power. Indies have access to everything that the AAA studios do, from platform support to development and release. The indication on Xbox One is that it's essentially XBLIG 2.0. Instead of XNA, it's Windows 8. Windows 8, which is already struggling to gain developer ...
You won't get a $550 PC with 8GB of GDDR5, a direct bus from CPU to GPU, 64 sources of GPU compute commands, 176gbps bandwidth, unified system memory enabling CPU and GPU to work on data at the same time without having to copy it to their local pool of RAM first, and no bloated OS overhead and restrictive direct X APIs. Nor will that machine have games that are optimized to make that $550 worth of parts work to their fullest potential.
PS4 will run circles around that box...
I get a kick out of fanboys trying to quantify hardware based on the visual performance of launch titles that spent the majority of their development time being made on incomplete kits that did not contain final hardware, and who have extremely strict production deadlines so they can go gold in time to be available at console launch.
Imagine if Resistance: Fall of Man were all PS3 ever turned out to be capable of...
MS was rumored to be having major issues with yields (and costs as well as a result) due to problems with the EDRAM. There is evidence of this in the retail channel already. Many stores are reporting having many more PS4 pre-order allotments per store than XB1. Both Gamestop and Amazon have had more pre-orders available for PS4 than XB1.
That, and analysts are quite often wrong. Especially video game market analysts. This market would have collapsed by now if half the things ...
Actually, there have been Xbox 360 titles to have their online functionality dropped. PS3 also uses P2P on certain titles, so you're wrong there too. In fact, all of Xbox Live was shut down for the original Xbox not long after Xbox 360's release.
It is kinda annoying, I just upgraded to the full version of MAG for $30 a few months ago. Now, not even a year later, it's going to stop working.
I would hope such a service would work for a game like MAG, enough of the community (that is already dwindling) would need to know about that capability, and actually be bothered to want to try using it in order for it to work. I think it's just going to kill the community enough to make the game unplayable, as MAG relies on very large matches.
It's a shame, I enjoy playing MAG more than just about any other shooter out there. I know many do not agree, as it does have some very obvious flaws, but it's a gem of a game beneath them.
Titanfall isn't even a full exclusive, the devs have already hinted at bringing it to other platforms eventually, so it wouldn't be XB1's killer app. As of now Dead Rising looks like the most promising exclusive, but it's likely to make it's way to other platforms eventually as well.
If Ryse weren't crap, it probably would eventually too.
Forza and KI so far are the only XB1 apps that could be guaranteed to remain exclusive, and coul...
The question was:
"Do you have any takeaways, from a developers HONEST standpoint, can you get more or less from PS4 hardware vs. X1 via specs????"
His answer stated that it's not the hardware but the developer that determines that. While that is true, it still does not change the fact that if you put 2 equally talented developers coding on XB1 and PS4 hardware, the developer working on the PS4 is going to have more hardware power to play with ...
Sums it up...
http://www.youtube.com/watc...