VGleaks: Orbis Unveiled! [Updated]

They're for copying data in and out of eSRAM. Or at least that would be the logical conclusion given the memory setup.

'Depth/color blocks' sounds like...well, depth/color hardware like in every GPU. I expect Durango's would be different from Xenos, though, in that they're probably using compression again, and would interface differently having to speak to two memory pools via a different bus.

Seems familiar. And well that makes more sense than special sauce...
 
And what are they?

In a broad sense, I think that they're designed to handle compressed data in real time and augment general memory bandwidth.

Unless it's something with an audio out based on something like a Sabre DAC with proper implementation, I don't think what could qualify as "crazy shit". That, or binaural encoding. Hearing a true 360 spheric soundscape with headphones would be quite awesome.

A Xeon in the devkit was dedicated to emulating the final audio hardware.
 
So what is difference between 1 and 3 of them (rumored). Don't know anything about this tech.

Presumably they put in as many as is needed to ensure you're not waiting on availability of a unit in order to initiate a memory transaction. If you only have one it might bottleneck, you might have commands queued up, adding to latency. I guess 4 is enough to keep x number of commands in flight at a time, and 'x' is considered enough.

The CPU could have done this (and the accompanying compression/decompression of data, if the DMEs also do that), but you'd probably have to keep too many cores reserved to ensure you weren't ever waiting on the CPU. So it's a good target for putting out into its own hardware.
 
Guys I have a question about the RAM on these next gen beasts.

Theoretically if for example we had an open world game like Elder Scrolls (Next Gen Version) and it required a greater draw distance. How would faster 4GB RAM work agaisnt a slower 8GB RAM + ESRAM? Or would we not be able to tell the difference?
 
In a broad sense, I think that they're designed to handle compressed data in real time and augment general memory bandwidth.

Then that would really help bandwidth a lot. Question is if it is big enhancement or just small upgrade.

Presumably they put in as many as is needed to ensure you're not waiting on availability of a unit in order to initiate a memory transaction. If you only have one it might bottleneck, you might have commands queued up, adding to latency. I guess 4 is enough to keep x number of commands in flight at a time, and 'x' is considered enough.

The CPU could have done this (and the accompanying compression/decompression of data, if the DMEs also do that), but you'd probably have to keep too many cores reserved to ensure you weren't ever waiting on the CPU. So it's a good target for putting out into its own hardware.

I see, thanks.
 
Fixed that for you. The ps3 had a total of 48GB/s of bandwidth while the 360 had just 22.4GB/s but because the backbuffer was handled by the edram it alleviated alot of the bandwidth deficiencies. The rumor is that the 32md eSRAM and the Data Move Engines will perform a similar role.

That's not how it works. The GPU rendering is what uses the majority of the bandwidth, the XDR bandwidth is not going to help the RSX directly. If anything it is more like 25GB/s RSX vs 22GB/s(shared)+eDRAM.
 
Fixed that for you. The ps3 had a total of 48GB/s of bandwidth while the 360 had just 22.4GB/s but because the backbuffer was handled by the edram it alleviated alot of the bandwidth deficiencies. The rumor is that the 32md eSRAM and the Data Move Engines will perform a similar role.
It's a different situation, because you couldn't easily keep stuff in both RAM pools for GPU to access. You technically could, but it was difficult, and there were penalties involved, so it was avoided whenever possible. No such things this time around with single pool of fast memory.
 
In a broad sense, I think that they're designed to handle compressed data in real time and augment general memory bandwidth.



A Xeon in the devkit was dedicated to emulating the final audio hardware.
GPU shaders are more like previous gen (more efficient to only graphics tasks) or more like next next gen(with unified memory address,context switching...)?.
Not answer if you cant,thanks.
 
Guys I have a question about the RAM on these next gen beasts.

Theoretically if for example we had an open world game like Elder Scrolls (Next Gen Version) and it required a greater draw distance. How would faster 4GB RAM work agaisnt a slower 8GB RAM + ESRAM? Or would we not be able to tell the difference?

it's still based around the power of the hardware and the complexity of the the world they are trying to show off

i'd say more ram is beneficial in terms of amount of random objects, and the long term consistency of the world rather than something like draw distance.

So which is it? They dedicated a whole two core CPU to emulate a audio DSP or to emulate the main CPU? This is getting to be techno-babble.

A quad core to emulate the jaguar

A quad core to emulate the sound DSP

is what I got from that
 
So which is it? They dedicated a whole two core CPU to emulate a audio DSP or to emulate the main CPU? This is getting to be techno-babble.

There are two Xeons in the PC-based Durango devkits. One of them is emulating the Jaguar-based Durango CPU element. The other is emulating the audio processor in Durango. Both Xeons are quad-core, multi-threaded processors (for a total of 8 logical processors per Xeon).
 
it's still based around the power of the hardware and the complexity of the the world they are trying to show off

i'd say more ram is beneficial in terms of amount of random objects, and the long term consistency of the world rather than something like draw distance.

True. The Xbox 360 version of Skyrim barely managed at that aspect, while the PS3 version fell apart.

If the next Elder Scrolls targets 8GB for the PC version and ports down... Both consoles are screwed.
 
He's right. Digital Foundry will have a much harder time this generation than they did last generation. However, if a developer targets a specific feature set in either platform, it will be blatantly obvious. Each respective console has a particular strength, but third parties have one goal in mind- parity.

On paper, Orbis is more powerful. We've said this a trillion times over. However, that power will fail to manifest itself, if a developer targets the specific strengths of Durango.

It could possibly be the other way as well.
 
There are two Xeons in the PC-based Durango devkits. One of them is emulating the Jaguar-based Durango CPU element. The other is emulating the audio processor in Durango. Both Xeons are quad-core, multi-threaded processors (for a total of 8 logical processors per Xeon).

I read it as one quad core doing both. So two 8-thread CPU, one for each. Makes sense.
 
Guys I have a question about the RAM on these next gen beasts.

Theoretically if for example we had an open world game like Elder Scrolls (Next Gen Version) and it required a greater draw distance. How would faster 4GB RAM work agaisnt a slower 8GB RAM + ESRAM? Or would we not be able to tell the difference?

the draw distance won't be bottle necked by the amount of ram most likely. Textures are the big things that can be done with memory.
 
There are two Xeons in the PC-based Durango devkits. One of them is emulating the Jaguar-based Durango CPU element. The other is emulating the audio processor in Durango. Both Xeons are quad-core, multi-threaded processors (for a total of 8 logical processors per Xeon).

One 4 core Xeon just for DSP ? That sounds like overkill. Hardware DSP in durango confirmed then, to offload CPU. Good.

From rumor to rumor both consoles are just growing in spec. Design behind them is already quite amazing and from looks of it both of them will be also a bit customized.
 
True. The Xbox 360 version of Skyrim barely managed at that aspect, while the PS3 version fell apart.

If the next Elder Scrolls targets 8GB for the PC version and ports down... Both consoles are screwed.

I think with those RAM amounts we won't have problems with objects like in Skyrim anymore, it will probably only have an effect on graphics (if at all).
 
makes you wonder how ridiculously powerful this DSP must be.

I assume it's more multi-purpose and not just an audio processor?

On sound: considering the ps3 won pretty much every multi-platform release due to bluray, and ps3's media capabilities, and hardly ever was this mentioned, I don't see why people care.. but yeah, audio processing takes a hit on the cpu, not sure a whole quadcore xeon's worth though...
Would be interesting to know what clocks these Xeon's were at.
 
He's right. Digital Foundry will have a much harder time this generation than they did last generation. However, if a developer targets a specific feature set in either platform, it will be blatantly obvious. Each respective console has a particular strength, but third parties have one goal in mind- parity.

On paper, Orbis is more powerful. We've said this a trillion times over. However, that power will fail to manifest itself, if a developer targets the specific strengths of Durango.
Fully agree with this. That's why I won't even look at third party games to judge technical achievements. First party exclusives or bust when it comes to software that actually pushes the given hardware and doesn't just go for parity. I think you would have to be a complete fool to judge what a console can really do based on third party games.
 
On sound: considering the ps3 won pretty much every multi-platform release due to bluray, and ps3's media capabilities, and hardly ever was this mentioned, I don't see why people care.. but yeah, audio processing takes a hit on the cpu, not sure a whole quadcore xeon's worth though...
Would be interesting to know what clocks these Xeon's were at.

Yeah, people don't care about it. PS3 was just simply better from sound output often in connection to BD delivering uncompressed audio and no one cared.

And imo whole xeon is overkill...
 
Hmmm... I didn't know you just add memory bandwidth together to increase it. At least that's what I remember from pages back when it was done to increase Durango's bandwidth to 170 for the sake of rationalizing partiy.

If you want to keep them separate then that's fine I was just adding to what he omitted.
 
Fully agree with this. That's why I won't even look at third party games to judge technical achievements. First party exclusives or bust when it comes to software that actually pushes the given hardware and doesn't just go for parity. I think you would have to be a complete fool to judge what a console can really do based on third party games.

That depends on the third party game. CryEngine 3 games have pushed the consoles just as much as any first party game.

It was also the wake up call to show how weak the current consoles are.
 
sound outputs are one thing

but look at Xbox... that was the last major leap in terms of audio we've had.

MCPX was stupidly powerful

last gen audio was once again thrown up against other cpu tasks and ultimately got the backseat

there is still so much that can be done with audio
 
On paper, Orbis is more powerful. We've said this a trillion times over. However, that power will fail to manifest itself, if a developer targets the specific strengths of Durango.
Can you say are there any specific strengths of Durango other than larger amount of RAM?
 
No point to argue which games look better, it's so subjective (and subject to bias) that there is no point.

What is interesting is that if you compare sales of all those titles they're not even close. And 'destory' is a really loose (and misspelled) term because all the graphics in the world didn't help with sales.

The next generation of consoles will be really interesting, especially if they launch at the same or near/same time.

You missed the entire point of my post. Sony is set up to destroy MS when it comes to the # of FP games they will be able to develop. There is a direct corrletion here between that and games which are percieved to have the "best graphics."

Its not about the graphics per say. Its about the number of resources, the allocation % of the said companies budget toward the FP studios, the number of the first party developers each company has built and cultivated, and most importantly the talent and quality of said first party studios(this take a ton of time and years to develop).

Sony has WAY more high quality talented FP studios than MS(about 4x as much). They have made it their objective to establish WWS as the back bone of Playstation. They showed this with the only way that matters: shit tons of investment or $$$$$$.

I would suggest some people go back in time and re read Phil Harrisons interviews regarding Sony new objective, where there puting there money, and the new formation of WWS and what it means to them and what there trying to achomplish by doing that.

Until the formation of 343 studios MS has never gone about doing what Sony has done. They did what Sony did during the PS2 generation. They invested in 3rd party support. Basically they used there $$$ buy exclusive content, timed exclusivity, or just having certain games also on 360. They did this one way another with deals, contracts, publishing, marketing, ect. This in contrast to sony using there money for to develop a huge network of FP studios, know as WWS.
 
Gemüsepizza;47054537 said:
I think with those RAM amounts we won't have problems with objects like in Skyrim anymore, it will probably only have an effect on graphics (if at all).

The question is....Will Bethesda use the Gamebryo engine yet again?
 
If you want to keep them separate then that's fine I was just adding to what he omitted.
Adding an omission isnt an issue - I dont believe you can just add memory bandwidth together and claim that is the total throughput - that's what I wanted a clarification on.
 
That depends on the third party game. CryEngine 3 games have pushed the consoles just as much as any first party game.

It was also the wake up call to show how weak the current consoles are.

I guess he means games that look brilliant and run well on the system ( smartly designed around the system's strengths ) Crysis 2 is neither the best looking game on both the systems nor does it run well. So the amount it does technically does not matter in the end because which game is technically superior to the other would be an endless debate that only the dev's can answer. GTA4/5 could be technically superior to Crysis 2 on consoles for all I know.
 
Why would you need more than a 50gig blu-ray? Next gen is aiming for 1080p. I don't see textures going higher than 4096. Most games will use 2048 at most and that will be for characters.
 
There were some rumors about some kind of 3D sound for next gen consoles. Isn't Orbis coming with an Audio Dsp too?

With 3D I mean, shit like you are sitting in the couch without headphones and you are hearing the sound as if it was all around you but someone a meter away from you might not hear anything at all.

Maybe I dreamed about that. How useful would that be? Damn I want it.
 
Gemüsepizza;47054537 said:
I think with those RAM amounts we won't have problems with objects like in Skyrim anymore, it will probably only have an effect on graphics (if at all).

And would RAM matter that much (at least in terms of RAM used for graphics), after all consoles will still be stuck at 1080p at best.
 
sound outputs are one thing

but look at Xbox... that was the last major leap in terms of audio we've had.

MCPX was stupidly powerful

last gen audio was once again thrown up against other cpu tasks and ultimately got the backseat

there is still so much that can be done with audio



I would like to see Dolby headphone or other binaural option though. Let the game use normal positional multichannel audio and the system will process it so that you get positional audio with stereo headphones.


What else would you want to see? EAX type stuff, occlusion etc?
 
Probably. The glowing reviews didn't call them out for their PS3 work.

Yeah. Which means we are going to have to go through a shitload of glitches and bugs and patches until we get a decently optimized and stable game.

Would really like to see what they could pull off using CryEngine 3.
 
Top Bottom