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标题: [新闻] 有悖"常理"的言论?Creator of FXAA says PS4>xb720 [打印本页]

作者: 倍舒爽    时间: 2013-1-26 04:30     标题: 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 ]
作者: 你老闆    时间: 2013-1-26 04:37

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 ]
作者: 倍舒爽    时间: 2013-1-26 04:44

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 ]
作者: 你老闆    时间: 2013-1-26 04:48

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)
作者: 你老闆    时间: 2013-1-26 04:50

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
作者: zenodante    时间: 2013-1-26 05:42

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
作者: zenodante    时间: 2013-1-26 05:43

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。。。。
作者: cfqxd    时间: 2013-1-26 08:33

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
作者: 大晶    时间: 2013-1-26 08:33

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

为什么我觉得fxaa效果好,效率高,比msaa好。
作者: lsn    时间: 2013-1-26 09:04

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
作者: chovosky    时间: 2013-1-26 10:22

有句刚句,两倍容量比速度快一些更好
作者: 来福时代    时间: 2013-1-26 11:15

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 ]
作者: cfqxd    时间: 2013-1-26 11:23

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
作者: chovosky    时间: 2013-1-26 12:08

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
作者: 来福时代    时间: 2013-1-26 12:27

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 ]
作者: 倍舒爽    时间: 2013-1-26 12:28

都别争了,我觉得苍蝇那文说得蛮有道理的。。
微软想以客厅为重心拓展一大堆业务,所以以容量多任务为重。。
反倒是索尼想专心照顾游戏这个核心,才以带宽为重。。

再个以目前的泄露的架构来讲,720给人一种非常先进的感觉,什么有额外芯片做资源调度,
什么esram的职能大大提升等。。。可以做sampling。。
带宽的问题估计不是直接用ddr3对比gd5这么简单的,sony更暴力直接些,而微软更为讨巧些。。
且现在几乎最耗带宽的aa都有各种后制aa方案,一个比一个牛x。。
像以往微软那招edram专干脏活,绝对是经典的四两拨千斤。。

我觉得下世代的多平台游戏(假设ps4的gpu够得上720的话)
一开始ps4的画面占优势,慢慢就转为720较好了,毕竟gpgpu处理才是未来的方向,而720
似乎在direct compute方面更见长一些。。
作者: chovosky    时间: 2013-1-26 12:39

引用:
原帖由 来福时代 于 2013-1-26 12:27 发表


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 ...
这脑子都是非黑即白么,谁说要读整个地图,你的智商和理解能力在哪里?我说的是是角度范围,对比一本道以及走一步封退路的房间式设计,即使是存基本信息,lod不考虑??object texture pop up不考虑?我已经举了一个最简单的例子,目前一个4gb内存+2gb显存7870的电脑又不是什么高级货,要用几年的console用8gb又算什么?这智商真是让人着急

[ 本帖最后由 chovosky 于 2013-1-26 12:42 编辑 ]
作者: 狂风007    时间: 2013-1-26 12:47

别吵了,吵 个毛线吵

还要等3个月菜有次时代,我等不及了

被舒爽说说,从现在泄露的资料看,PS4和720跑前段时间那个最终幻想DEMO应该没问题吧?
作者: 倍舒爽    时间: 2013-1-26 13:00

引用:
原帖由 狂风007 于 2013-1-26 12:47 发表
别吵了,吵 个毛线吵

还要等3个月菜有次时代,我等不及了

被舒爽说说,从现在泄露的资料看,PS4和720跑前段时间那个最终幻想DEMO应该没问题吧?
俺不懂的。。。附和一下大家而已。。
作者: 你老闆    时间: 2013-1-26 14:38

引用:
原帖由 倍舒爽 于 2013-1-26 12:28 发表
都别争了,我觉得苍蝇那文说得蛮有道理的。。
微软想以客厅为重心拓展一大堆业务,所以以容量多任务为重。。
反倒是索尼想专心照顾游戏这个核心,才以带宽为重。。

再个以目前的泄露的架构来讲,720给人一种非常 ...
"索尼專心照顧遊戲這個核心"只不過是粉絲的幻想而已
作者: 2006arg    时间: 2013-1-26 14:53

引用:
原帖由 倍舒爽 于 2013-1-26 12:28 发表
都别争了,我觉得苍蝇那文说得蛮有道理的。。
微软想以客厅为重心拓展一大堆业务,所以以容量多任务为重。。
反倒是索尼想专心照顾游戏这个核心,才以带宽为重。。

再个以目前的泄露的架构来讲,720给人一种非常 ...
不是目前ubi业内透露ps4的设计要先进很多?
作者: 你老闆    时间: 2013-1-26 14:55

引用:
原帖由 2006arg 于 2013-1-26 14:53 发表

不是目前ubi业内透露ps4的设计要先进很多?
所以像上頁說的,通街煙霧彈嘛,現在不光BD和阿社了,根本一大堆傳聞配置都有不同的部份有衝突
作者: shinkamui    时间: 2013-1-26 15:51

引用:
原帖由 倍舒爽 于 2013-1-26 04:30 发表
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。。。
你是想说msaa吧。msaa的话,效果按理说最好,但是浪费太多,带宽消耗过大,一点都不廉价啊……个人还是更喜欢post aa,像是mlaa,fxaa之类,其实fxaa被称为nv的mlaa。

32M的esram一定是不怎么够用的,限制很大,不过按阿社的意思,应该不会就这么点的。而且ddr3还是ddr5都不清楚呢,万一ms也能直接用普通显存/内存做rt呢。
作者: shinkamui    时间: 2013-1-26 15:54

引用:
原帖由 zenodante 于 2013-1-26 05:43 发表

这两个其实只算嵌入式os,还不算rtos。。。。
常用的rtos是vxworks和rtlinux。
航空里面用vxworks的比较多,我这里做飞控都是这个。现在是intel的财产了。我不认为游戏机需要rtos
作者: shinkamui    时间: 2013-1-26 16:03

引用:
原帖由 倍舒爽 于 2013-1-26 12:28 发表
都别争了,我觉得苍蝇那文说得蛮有道理的。。
微软想以客厅为重心拓展一大堆业务,所以以容量多任务为重。。
反倒是索尼想专心照顾游戏这个核心,才以带宽为重。。

再个以目前的泄露的架构来讲,720给人一种非常 ...
编辑掉,貌似看错意思了。
gpgpu现在容量虽然也有点小,但确实带宽限制更严重。至于se的那个demo……那个基本就是浪费,优化优化下一代机器都没问题。下一代还是看unreal4吧。ce3有点不够看,ce4什么时候出来啊

[ 本帖最后由 shinkamui 于 2013-1-26 16:23 编辑 ]
作者: 2006arg    时间: 2013-1-26 16:44

引用:
原帖由 你老闆 于 2013-1-26 14:55 发表

所以像上頁說的,通街煙霧彈嘛,現在不光BD和阿社了,根本一大堆傳聞配置都有不同的部份有衝突
TG的业内不会烟雾弹吧,也没这个必要吧,BD老师也就是否认了384和6GDDR5,我觉得倒是和之前透露出的720的配置不很矛盾,两家的GPU差不多,也就是7970M的水准了。ps4是4GGDDR5,720是8GDDR3.不过就算这个配置,优化好了,还是可以甩现时代主机有机画面几条街的
作者: 倍舒爽    时间: 2013-1-26 17:29

posted by wap, platform: Nokia (E71)
引用:
原帖由 @shinkamui  于 2013-1-26 15:51 发表
你是想说msaa吧。msaa的话,效果按理说最好,但是浪费太多,带宽消耗过大,一点都不廉价啊……个人还是更喜欢post aa,像是mlaa,fxaa之类,其实fxaa被称为nv的mlaa。

32M的esram一定是不怎么够用的,限制很大,不 ...
不是咧,真的是smaa,好东西来的。。
作者: 倍舒爽    时间: 2013-1-26 17:59

posted by wap, platform: Nokia (E71)

我在gaf无主2这个帖子里认识到这玩意,是个外部注入器来的,现不在台机旁,名字忘了,反正我试过的游戏都支持,不会有fxaa近视效果的。。
作者: moble22    时间: 2013-1-26 18:45

smaa是非常牛逼的抗锯齿,我在project cars上玩的感觉,耗资源非常少,效果不错。不过很少游戏用smaa

[ 本帖最后由 moble22 于 2013-1-26 18:46 编辑 ]
作者: 倍舒爽    时间: 2013-1-26 19:20

posted by wap, platform: Nokia (E71)
引用:
原帖由 @moble22  于 2013-1-26 18:45 发表
smaa是非常牛逼的抗锯齿,我在project cars上玩的感觉,耗资源非常少,效果不错。不过很少游戏用smaa

所以俺就说注入器啊,理论上所有游戏都支持!俺用来跑gta4mod,火炬之光等,真是爽得一比!!贞率完全没变化!
这smaa本来想开帖介绍的,但原始下载ink又忘掉了。。
作者: shinkamui    时间: 2013-1-26 21:20

引用:
原帖由 倍舒爽 于 2013-1-26 19:20 发表
posted by wap, platform: Nokia (E71)

所以俺就说注入器啊,理论上所有游戏都支持!俺用来跑gta4mod,火炬之光等,真是爽得一比!!贞率完全没变化!
这smaa本来想开帖介绍的,但原始下载ink又忘掉了。。
赶紧查了一下,结果发现从前看过的,基本就是个改进版mlaa,于是就忘了……
纯后处理aa,直接从输出图上分析,所以理论上支持任意游戏。但是不能补充原始输出缺失的画面,比如远距离的细线

http://www.iryoku.com/smaa/
作者: 倍舒爽    时间: 2013-1-26 22:07

引用:
原帖由 shinkamui 于 2013-1-26 21:20 发表

赶紧查了一下,结果发现从前看过的,基本就是个改进版mlaa,于是就忘了……
纯后处理aa,直接从输出图上分析,所以理论上支持任意游戏。但是不能补充原始输出缺失的画面,比如远距离的细线

http://www.iryoku. ...
是指子像素吧。。

就是mlaa的子像素处理加强版,mlaa的近景处理本来就不错的。。

fxaa&smaa和mlaa最大的区别在于后者对子像素完全无效化~
而smaa相对而言又不如fxaa模糊,远景的闪烁又不会像mlaa这么厉害。。

我再找找,这么好的东西不分享给大家说不过去。。

[ 本帖最后由 倍舒爽 于 2013-1-26 22:09 编辑 ]
作者: moble22    时间: 2013-1-26 22:27

要不是project cars有smaa选项,我还真不知道有这么牛逼的抗锯齿。:D ,为什么很多游戏都没smaa选项啊?这不科学。
作者: 倍舒爽    时间: 2013-1-26 22:37

引用:
原帖由 moble22 于 2013-1-26 22:27 发表
要不是project cars有smaa选项,我还真不知道有这么牛逼的抗锯齿。:D ,为什么很多游戏都没smaa选项啊?这不科学。
http://club.tgfcer.com/thread-6613016-1-1.html
找到了。。:D
作者: 变色龙    时间: 2013-1-27 02:51

“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.”

看来PS4还是工程师做的机器啊
X720是项目经理搞出来的东西




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