" But whichever bus is used, the internal caches of the GPU become a significant barrier to CPU/GPU communication--any time the GPU wants to read information the CPU wrote, or the GPU wants to write information so that the CPU can see it, time-consuming flushes of the GPU internal caches are required."
PS4 addresses these concerns by adding another bus to the GPU "that allows it to read directly from system memory or write directly to system memory, bypassing ...
Pete
The article that talks about concurrent read/write even states that it's basically bullshit marketing. You're right in that some people would be better off not commenting. People like you that can't read or write or count, for example.
That amount of RAM is being used now. Wait until the second generation of games are out, it will increase from there. Keep pinning your hopes on MS being saved by the bell.
Also, the gen after the one coming up would include the fourth Xbox and the fifth PlayStation. Your inability to count may be the reason you don't think numbers relating to RAM matter. Learn some basic math then rejoin the discussion.
How the hell do you know the RAM won't be needed? Developers can now create larger worlds using higher resolution assets. This will drive up the RAM budgets. And with PC developers no longer having to worry about building games that will also work on consoles with 512mb of RAM, this trend will start to take effect sooner rather than later.
Also, indie devs don't have the budgets to refine code the way larger studios do and will be glad to know that they don't have to worry...
The 176gb/s figure is attributed to the 256-bit bus that is used to communicate with the memory pool. There's a second, smaller bus that also allows the GPU to bypass its own L1 and L2 cache for tasks requiring less than 20gb/s bandwidth. So yeah, your "friend" and you need to stop spreading lies. There's no way 5 gigs of slow RAM coupled with a tiny amount of embedded RAM is going to outperform the 7 gigs of unified memory that is also much faster.
The physics are great and the shadows have shown definite improvement since GT5. AI is still retarded at this stage though.
The embedded RAM in Wii U is there to make up for the pitifully slow cell phone RAM that Nintendo stuffed in. The GPU isn't anything special and the CPU has ties to the GameCube. So yeah, that's why people are willing to spend an extra fifty dollars on the PS4, which destroys the Wii U as far as specs are concerned.
This article brought to you by, English as a second language.
The hypervisor is part of the OS and is nothing new or special. Quit using it as a marketing term.
Completely different use of the word. Learn the difference.
That figure is only for the miniscule amount of embedded RAM. Overall system performance won't even come close.
Except that the system engineers that spoke after the One reveal gave an ops per clock number that confirmed the GPU's power. The only bullshit here is your fanboy denial.
Apparently you need a better understanding of technology. The GPU in PS4 is 50% better, while the disparity in RAM performance is still significant, with the One having less of it available for games. Improving the speed of the embedded RAM will help, but it still has to wait for the incredibly slow DDR3.
Yes, it does. Your Plus subscription will cover Vita, PS3 and PS4.
Edit: Deadly beat me to it.
Launch games are usually rushed, as final dev kits normally aren't available until close to the release of the console.
I've heard the devs of Outlast talk about the release of their game in complete form, free for Plus members. It may just depend on how they want to market new games on a console with a relatively low install base.
Hammad- The team that did The Last of Us also did the first two Uncharted games. After that, they were split in two, one working on Uncharted 3 while the other started a new IP.
Ryse had a detailed protagonist and some good effects and thats about it. The depth of field effects weren't anything special, especially in light of recent PC games and console games like inFamous: Second Son. It's cute that you think making things shiny and blurry sets it apart though.
Frigid-
You might want to actually read DF's article then:
"Dead Rising 3
Coming from Capcom Vancouver with the aim of being the "ultimate open world zombie game", the demo clocks in at around 20 minutes with plenty of attention to outdoor scenarios. It's not running on actual Xbox One hardware, and the staff on-site describes the hardware platform as a 'PC debugging environment'."
4614d ago 3 agree0 disagreeView comment
Anus-
The bandwidth assigned to each pipeline being similar doesn't mean that the architecture is the same. The difference between this and PC architecture is the fact that both the CPU and GPU can use the same data sets stored in the ram instead of copying from one allocation to the other.