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[新闻] 有悖"常理"的言论?Creator of FXAA says PS4>xb720

Creator of FXAA says PS4 could be years ahead of PC, new Xbox may have memory bandwidth issues



Timothy Lottes is referred to as the father of FXAA in video games by many people. He knows a great deal about PC hardware and now he’s given his two cents on what he hopes to see in the next consoles from Sony and Microsoft. Lottes doesn’t have any insider information about this consoles, he discloses that right away. He’s basing these statements solely off of rumored specs.

While these rumors aren’t concrete we are seeing some particular things take shape. With so many sources reporting the same information every week it does seem like the new Xbox may feature a larger amount of DDR3 memory that has worse memory bandwidth than the smaller amount of DDR5 memory rumored to be in the new Playstation. This could change, but all signs are pointing towards it.

Lottes seems fearful of Microsoft using a large amount of DDR3 memory because it might pose limits on memory bandwidth. On this issue he says:

“On this platform I’d be concerned with memory bandwidth. Only DDR3 for system/GPU memory pared with 32MB of “ESRAM” sounds troubling. 32MB of ESRAM is only really enough to do forward shading with MSAA using only 32-bits/pixel color with 2xMSAA at 1080p or 4xMSAA at 720p. Anything else to ESRAM would require tiling and resolves like on the Xbox360 (which would likely be a DMA copy on 720) or attempting to use the slow DDR3 as a render target.

I’d bet most titles attempting deferred shading will be stuck at 720p with only poor post process AA (like FXAA). If this GPU is pre-GCN with a serious performance gap to PS4, then this next Xbox will act like a boat anchor, dragging down the min-spec target for cross-platform next-generation games.”
这不是自抽么?说自己的货烂

Lottes seems to be less concerned about the rumored specs of the next Playstation. Most rumors have been pointing at the PS4 having less RAM than the next Xbox (4GB vs 8GB) but that may not matter if Sony uses DDR5 memory instead of the type of memory Microsoft is rumored to be considering. It would produce better results with a better amount of memory bandwidth.

Lottes says:

“If PS4 has a real-time OS, with a libGCM style low level access to the GPU, then the PS4 1st party games will be years ahead of the PC simply because it opens up what is possible on the GPU. Note this won’t happen right away on launch, but once developers tool up for the platform, this will be the case.

As a PC guy who knows hardware to the metal, I spend most of my days in frustration knowing damn well what I could do with the hardware, but what I cannot do because Microsoft and IHVs wont provide low-level GPU access in PC APIs. One simple example, drawcalls on PC have easily 10x to 100x the overhead of a console with a libGCM style API.”


Interesting comments altogether. I continue to be surprised by the amount of memory that it seems like we’ll be getting in next-gen consoles. I didn’t expect anything over 4GB, much less the 8GB supposedly in the new Xbox.

I would be fine with 2GB-4GB of memory in these consoles personally, though I’m sure many of you want more than that. We won’t have to wait much longer as it is very likely we’ll see these new consoles before E3, going by various reports. At the worst we have to wait until June 11th to see these devices in action.


偶觉得fxaa真是垃圾,没近视都把你搞近视。。特别是cod9里是必须关的。。

smaa才是真正廉价高效,不过本世代机器干嘛没人用。。。

[ 本帖最后由 倍舒爽 于 2013-1-26 04:34 编辑 ]


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第二段不就說了
Lottes doesn’t have any insider information about this consoles, he discloses that right away. He’s basing these statements solely off of rumored specs.
但的確,他會知道什麼才奇怪

話說無論傳聞也好什麼也好,我是覺得有必要集中下了,現在事無大小都開一帖很難討論,有時甚至一個新聞可以開幾次帖
像你這個也是,看起來你是純粹想開帖婊他(和FXAA),何必呢,在阿社或那個10多頁的帖發個回覆不就好,大把人會看的

[ 本帖最后由 你老闆 于 2013-1-26 04:40 编辑 ]



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现在一下子又没新闻了,俺饿得要死!难得有个相关的就随便发呗。。

对了,realtime os又是啥呢??

[ 本帖最后由 倍舒爽 于 2013-1-26 04:47 编辑 ]


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算了,話說我在semiaccurate論壇看到個回覆,挺好笑的

"I can't wait for:

1) next article about PS720 from @Charlie
2) all threads on neoGAF/here going trainwreck after a) "real leak" b) precise enough article."
(因為兩個地方對720的討論傾向很不同)

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引用:
原帖由 倍舒爽 于 2013-1-26 04:44 发表
现在一下子又没新闻了,俺饿得要死!难得有个相关的就随便发呗。。

对了,realtime os又是啥呢??
Symbian和Windows CE就是realtime os,參考下

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引用:
原帖由 倍舒爽 于 2013-1-26 04:44 发表
现在一下子又没新闻了,俺饿得要死!难得有个相关的就随便发呗。。

对了,realtime os又是啥呢??
就是RTOS啊,比如什么UCOS,FreeRTOS这类的操作系统,一般都是MCU用的,当然比如风河这类火箭导弹用的也算。。。。
这类系统提供很有限的服务,但是实时性强,占用资源少,MCU用的这类os通常只占用1KB级别的RAM,实现线程调度和消息传递等最最基本的OS服务

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引用:
原帖由 你老闆 于 2013-1-26 04:50 发表

Symbian和Windows CE就是realtime os,參考下
这两个其实只算嵌入式os,还不算rtos。。。。

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posted by wap, platform: Huawei

rtos常用的有vxworks,freeRTOS,threadX等等,功能弱的很,倒退回去用这种不可能

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posted by wap, platform: GALAXY NOTE II (CDMA)

为什么我觉得fxaa效果好,效率高,比msaa好。

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每个人对自己感兴趣的东西本来就会多发, 人之常情
当初任青们还不是一直发wiiu传闻消息? 结果10篇只有3篇是正确的

现在谣言满天飞, 明显都是烟雾弹

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有句刚句,两倍容量比速度快一些更好

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引用:
原帖由 chovosky 于 2013-1-26 10:22 发表
有句刚句,两倍容量比速度快一些更好
技术盲懂个屁, 在console game大量使用streaming的前提下带宽才更重要,容量不是问题

[ 本帖最后由 来福时代 于 2013-1-26 11:16 编辑 ]

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posted by wap, platform: Huawei

7年前微软都知道带宽有瓶颈上了ddr2和edram,现在再卡在这上面,这次微软的项目经理可以去死了

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引用:
原帖由 来福时代 于 2013-1-26 11:15 发表


技术盲懂个屁, 在console game大量使用streaming的前提下带宽才更重要,容量不是问题
喷了,就你懂233max. stream在有预判的情况下的才有用,在现有大量沙盘和类沙盘游戏,360度无死角大范围precache,容量显然更重要。更何况,这又不是纯内存,以现有pc游戏做比较,内存+显存5-6g算普通配置,在此基础上很多游戏把从内存4g提升8g都会让性能更进步。又不是从8g进步到16g

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引用:
原帖由 chovosky 于 2013-1-26 12:08 发表


喷了,就你懂233max. stream在有预判的情况下的才有用,在现有大量沙盘和类沙盘游戏,360度无死角大范围precache,容量显然更重要。更何况,这又不是纯内存,以现有pc游戏做比较,内存+显存5-6g算普通配置,在此 ...
pre pre pre precache个JJ
说,哪个sandbox genre console game是将整个地图所有数据都读进内存?!还不是只存基本信息和低模数据,然后大量streaming的干活!
即便是sandbox genre PC game也不敢这么做! 当用户pc内存无限啊?
4g内存只用于游戏的话足够放一定视野的数据了!

技术盲就是技术盲2333

[ 本帖最后由 来福时代 于 2013-1-26 12:30 编辑 ]

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