This is the thing that has me worried. As well as what Osiris said about regular PS4 games being gimped by comparison. No one bought a PS4 expecting it to be replaced in it's THIRD fucking year! Sony didn't hint at this possibility, they only talked about this generation being short, about 5 years.
http://gamingbolt.com/mark-cerny-defends-against-claims-that-ps4-will-be-obsolete-in-a-few-years
Just read the shit Cerny said! The PS-Neo ontradicts every-fucking-thing he said! So people have a right to be pissed. They misled people. When questioned on the longevity of the PS4 he had this to say:
The translation errors are due to gamingbolt essentially google translating the interview from Elmundo -
http://www.elmundo.es/elmundo/2013/05/24/navegante/1369378180.html
Anyone that speaks spanish around here? Would love some more tidbits from that interview.
Late reply, but it doesn't seem to be the case.Is Neo mode mandatory?
What if you simple submitted the same code for both modes
it's not even out
This is why those who are pissed off should still be cool with their OG:
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It's all good.
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They likely realized a generational leap won't be possible in a reasonable timeframe and didn't think the PS4 would last six or seven years.
I won't argue that their will be, at SOME level, extra work IF a dev wants to do anything worth talking about on the PS4K.
But think, imagine a patch released for The Witcher 3 that improves performance, more people may pick it up to take advantage of it on the new system. Increased sales.
I'm guessing he means most devs he's spoken to, either way I don't think it matters how many.
Generally, higher-end PC's run the same games as consoles at higher framerate/resolution than consoles do. Sure, there are some exceptions, but that is generally the case. As time goes on, this will only increase in frequency. PS4K would increase performance for those that care enough for it (most probably wouldn't care, but I would!).
I agree that it's a bummer devs are struggling with their engines/games, but we've seen their pattern now and it's unlikely they'll just suddenly become more efficient as they have to cater to a wider-range of technology. Better technology allows them to brute force some of their possible inefficiencies they are having currently.
I agree with the statement in the OP, reading that Giantbomb thread about all the extra requirements basically programming every game to support the boost in specs and the original specs seems like a huge chore for the developers as it is compulsory.
I also as a consumer am quite happy with the original Ps4 lasting the entire generation, I don't really need incremental upgrades but at the same time I like having the best hardware iteration so I kinda having my having my hand forced to buy this thing when it comes out. I'll do it but am just really not happy about the whole thing.
A huge misstep for Sony this gen and they were doing so so well.
Nintendo will do the same, is my guess. So you can go PC-only where you.... you know.... will have the same "issue" that let you leave the consoles.these upgrade models are just going to push me to PC and away from consoles. i guess ill be PC/nintendo moving forward
Of course.If I get a PS4k will it work on my LEDtv till I get a 4K tv?
Pretty much.
At most, NEO version has support for more players on the same system.
Meh.
If even one dev isn't sold on the idea, it's a bad idea?
I don't understand your argument or logic.
Makes me question its existence even more. What's the point of bringing out new faster machine when it has to restrained in order to accommodate 40 million slower machines?
In an ideal world, the OG PS4 wouldn't exist and the Neo would be the target spec.
I'm sure a lot devs will be thinking "imagine what we could do if we didn't have to cater for existing PS4s".
But the reason those shitty optimized messes exist is because they were chasing the pixel rabbit with their poorly optimized engine. And that won't change if anything once a better spec machine is introduced they will go ahead with their original game code that has issues, and try to push more pixels adding more issues during gameplay.
There's a reason last gen ended on such a highnote. It was because they were challenged to get the most out of the hardware by doubling down on their code/engine optimization and communication with Sony/MS engineers to get the games running the best they could for each platform.
You add in another sku it add's more work, and more temptation to not have to optimize or be creative in how they approached performance.
Sometimes during development you render the whole game differently, or change the way something looks, that sometimes actually changes the game for the better. Borderlands comes to mind, as well as UC4 and Witcher 3.
All games that went through drastic changes, and for the most part were all for the better and they didn't have a more powerful sku as a crutch to lean on.
Yet, TLOU ran at sub-30fps, and many multiplatforms at sub-720p, despite of the lack of PS3K affecting the development. It just seems like people are looking at the this subject from a negative angle because they're against it, and I'm sure every time we'll get sub-1080p/30fps games on PS4 from now on, they'll be blamed on the PS4K, whether it had anything to do with it or not.
Yet, TLOU ran at sub-30fps, and many multiplatforms at sub-720p, despite of the lack of PS3K affecting the development. It just seems like people are looking at the this subject from a negative angle because they're against it, and I'm sure every time we'll get sub-1080p/30fps games on PS4 from now on, they'll be blamed on the PS4K, whether it had anything to do with it or not.
I feel the same way about it.Sounds like a bogus tweet to fit his bias. I'm sure there are many in the industry who are equally excited to keep consoles more up to date with fast changing technology.
Oh, you can you sure about that. Nearly every major AAA game has some performance 'issues' day 1. Sometimes it's bad textures, bad shadows, or frame drops to 25, frame pacing issues, and so on......., and I'm sure every time we'll get sub-1080p/30fps games on PS4 from now on, they'll be blamed on the PS4K, whether it had anything to do with it or not.
That's a guarantee, because people won't know one way or the other. In terms of perception and expectations there's no way to avoid it.Yet, TLOU ran at sub-30fps, and many multiplatforms at sub-720p, despite of the lack of PS3K affecting the development. It just seems like people are looking at the this subject from a negative angle because they're against it, and I'm sure every time we'll get sub-1080p/30fps games on PS4 from now on, they'll be blamed on the PS4K, whether it had anything to do with it or not.
This shit needs to crash and burn. I'm baffled by the the amount of support this idea is getting here.
Thrilled to pay 400 every two years for constant cross-gen level games.
Cross posting with some other PS4 thread being left in the dust:
Async compute is about using an APU with a GPU. Not the case here. Anyway, some thoughts to mull over:
CPU:
Puma was largely an increase in efficiency over Jaguar cores associated with transistor design. The 14 nm shrink makes a change to Puma largely redundant since it incorporates a more effective transistor design (FinFET). It's near pointless trying to differentiate between the two after this die shrink (though there are other differences). Saying they remain Jaguar helps clarify that they will have an extreme degree of compatibility.
GPU:
It sounds like they are using the new Polaris Architecture (and hence GCN spec) based on the fact there will be new GPU instructions available on the new hardware.
The 380x (which is just under these specs) barely squeaks by at 4k30medium, 1440p30(+-very)high, and 1080p30ultra in instances where it is not CPU bound in modern games. This should be able to hit these 30fps targets for those resolutions and settings. I am referencing essentially locked framerates (99 / 99.9 percentile).
If a dev were to put more emphasis on framerate they should easily hit a solid 1080p60high or VR spec.
RAM:
As expected, more was needed and a bump in bandwidth to go along purely through higher clocks rather than a wider bus. Also I think some are trying to apply the PC standard for bandwidth and coming up with slightly off numbers because they are forgetting the PS4 has a custom bus design (onion, garlic, or everything nice?) and may be bumped by different amounts in different areas.
Overall:
In general it seems easier to keep compatibility when changing GPU architectures than CPU architectures. Particularly for this situation. It's an odd balance, but pretty much exactly what is needed to retain such a high level of compatibility. It's still a decent bump and GPGPU can be more extensively utilized for those that do want a higher frame rate over resolution which was something the PS4 design is highly considerate of.
Some additional thoughts pertaining more to this thread:
I mentioned it several times, but: COMPATIBILITY. These specs scream it.
The CPU instructions are exactly the same as the CPU is exactly the same. All optimizations on this side are going to be applicable to both.
There is expected to be some additional GPU instructions, but there shouldn't be any or extremely few removed. That means you should be able to optimize for OG PS4 then move up to the new system and everything should still work.
At this point you drop in some variables representing where you want to lock the framerate and resolution to and maybe call the scalar if you wind up at some midpoint resolution.
At this point you can call it a day. If you want to optimize to specific timings cycles per system beyond this, or add additional or drop AA, particle effects, change textures, etc. it's your call, but most will be happy with a locked framerate and/or higher resolution.
This should be far easier than even porting between Xbone and PS4. Considering the obvious approach to developing for these systems starts from the bottom up, if the OG PS4 runs a game at certain performance metrics, it probably would have to begin with. There is little in extreme time consuming optimizations you could possibly do to the new system that would not be applicable to the original.
Sure, someone could go crazy and develop a new GI lighting system, but for the most part that should mostly be left to the middleware game engines.
I expect UHD BR playback capabilities to account for a large portion of the perceived value difference for the time being, so hopefully that takes some of the edge off.
But then no ps4 exclusives like uncharted 4 that imo has better visuals than any pc game? (exception being star citizen)
Cross posting with some other PS4 thread being left in the dust:
Async compute is about using an APU with a GPU. Not the case here. Anyway, some thoughts to mull over:
CPU:
Puma was largely an increase in efficiency over Jaguar cores associated with transistor design. The 14 nm shrink makes a change to Puma largely redundant since it incorporates a more effective transistor design (FinFET). It's near pointless trying to differentiate between the two after this die shrink (though there are other differences). Saying they remain Jaguar helps clarify that they will have an extreme degree of compatibility.
GPU:
It sounds like they are using the new Polaris Architecture (and hence GCN spec) based on the fact there will be new GPU instructions available on the new hardware.
The 380x (which is just under these specs) barely squeaks by at 4k30medium, 1440p30(+-very)high, and 1080p30ultra in instances where it is not CPU bound in modern games. This should be able to hit these 30fps targets for those resolutions and settings. I am referencing essentially locked framerates (99 / 99.9 percentile).
If a dev were to put more emphasis on framerate they should easily hit a solid 1080p60high or VR spec.
RAM:
As expected, more was needed and a bump in bandwidth to go along purely through higher clocks rather than a wider bus. Also I think some are trying to apply the PC standard for bandwidth and coming up with slightly off numbers because they are forgetting the PS4 has a custom bus design (onion, garlic, or everything nice?) and may be bumped by different amounts in different areas.
Overall:
In general it seems easier to keep compatibility when changing GPU architectures than CPU architectures. Particularly for this situation. It's an odd balance, but pretty much exactly what is needed to retain such a high level of compatibility. It's still a decent bump and GPGPU can be more extensively utilized for those that do want a higher frame rate over resolution which was something the PS4 design is highly considerate of.
Some additional thoughts pertaining more to this thread:
I mentioned it several times, but: COMPATIBILITY. These specs scream it.
The CPU instructions are exactly the same as the CPU is exactly the same. All optimizations on this side are going to be applicable to both.
There is expected to be some additional GPU instructions, but there shouldn't be any or extremely few removed. That means you should be able to optimize for OG PS4 then move up to the new system and everything should still work.
At this point you drop in some variables representing where you want to lock the framerate and resolution to and maybe call the scalar if you wind up at some midpoint resolution.
At this point you can call it a day. If you want to optimize to specific timings cycles per system beyond this, or add additional or drop AA, particle effects, change textures, etc. it's your call, but most will be happy with a locked framerate and/or higher resolution.
This should be far easier than even porting between Xbone and PS4. Considering the obvious approach to developing for these systems starts from the bottom up, if the OG PS4 runs a game at certain performance metrics, it probably would have to begin with. There is little in extreme time consuming optimizations you could possibly do to the new system that would not be applicable to the original.
Sure, someone could go crazy and develop a new GI lighting system, but for the most part that should mostly be left to the middleware game engines.
I expect UHD BR playback capabilities to account for a large portion of the perceived value difference for the time being, so hopefully that takes some of the edge off.
Cross posting with some other PS4 thread being left in the dust:
Async compute is about using an APU with a GPU. Not the case here. Anyway, some thoughts to mull over:
CPU:
Puma was largely an increase in efficiency over Jaguar cores associated with transistor design. The 14 nm shrink makes a change to Puma largely redundant since it incorporates a more effective transistor design (FinFET). It's near pointless trying to differentiate between the two after this die shrink (though there are other differences). Saying they remain Jaguar helps clarify that they will have an extreme degree of compatibility.
GPU:
It sounds like they are using the new Polaris Architecture (and hence GCN spec) based on the fact there will be new GPU instructions available on the new hardware.
The 380x (which is just under these specs) barely squeaks by at 4k30medium, 1440p30(+-very)high, and 1080p30ultra in instances where it is not CPU bound in modern games. This should be able to hit these 30fps targets for those resolutions and settings. I am referencing essentially locked framerates (99 / 99.9 percentile).
If a dev were to put more emphasis on framerate they should easily hit a solid 1080p60high or VR spec.
RAM:
As expected, more was needed and a bump in bandwidth to go along purely through higher clocks rather than a wider bus. Also I think some are trying to apply the PC standard for bandwidth and coming up with slightly off numbers because they are forgetting the PS4 has a custom bus design (onion, garlic, or everything nice?) and may be bumped by different amounts in different areas.
Overall:
In general it seems easier to keep compatibility when changing GPU architectures than CPU architectures. Particularly for this situation. It's an odd balance, but pretty much exactly what is needed to retain such a high level of compatibility. It's still a decent bump and GPGPU can be more extensively utilized for those that do want a higher frame rate over resolution which was something the PS4 design is highly considerate of.
Some additional thoughts pertaining more to this thread:
I mentioned it several times, but: COMPATIBILITY. These specs scream it.
The CPU instructions are exactly the same as the CPU is exactly the same. All optimizations on this side are going to be applicable to both.
There is expected to be some additional GPU instructions, but there shouldn't be any or extremely few removed. That means you should be able to optimize for OG PS4 then move up to the new system and everything should still work.
At this point you drop in some variables representing where you want to lock the framerate and resolution to and maybe call the scalar if you wind up at some midpoint resolution.
At this point you can call it a day. If you want to optimize to specific timings cycles per system beyond this, or add additional or drop AA, particle effects, change textures, etc. it's your call, but most will be happy with a locked framerate and/or higher resolution.
This should be far easier than even porting between Xbone and PS4. Considering the obvious approach to developing for these systems starts from the bottom up, if the OG PS4 runs a game at certain performance metrics, it probably would have to begin with. There is little in extreme time consuming optimizations you could possibly do to the new system that would not be applicable to the original.
Sure, someone could go crazy and develop a new GI lighting system, but for the most part that should mostly be left to the middleware game engines.
I expect UHD BR playback capabilities to account for a large portion of the perceived value difference for the time being, so hopefully that takes some of the edge off.
The minority in your opinion, as opposed to an actual statistic.
I don't....what?
Bad use of words on my part - But that's all you took from it?It's not being replaced
Good that you don't have to buy it. Good that you won't get a new model every 2 years.This shit needs to crash and burn. I'm baffled by the the amount of support this idea is getting here.
Thrilled to pay 400 every two years for constant cross-gen level games.
Then please explain to me the big descrepency between first party development and third party development? I see nothing but solid frame rates, solid resolutions and great looking animations.
Third party you get a mixed bag, some of them run flawlessly because their code/engine was up to snuff. Or it runs like shit, looks like shit and even with patches still manages to not improve.
Something has to change and to me it's third party development. I think seriously they are the true bottleneck of the industry. Take more time, develop each version that runs as best it can, and if that means More time, or a spread out release then so be it.
Stop making iterative games, or half assed games. If your engine isn't up to snuff use a different engine or prolong the game. It's third party publishing that have the issues not the hardware.
It wasn't PC hardware that was the cause of Batman, Mortal Kombat X running looking like shit on PC. IT wasn't the xbox one or the PC hardware's fault for how Gears of war ultimate and QB turned out.
Microsoft could have prolonged release to get the games where they needed to be on PC. It's not a hardware issue.
Nintendo will do the same, is my guess. So you can go PC-only where you.... you know.... will have the same "issue" that let you leave the consoles.
Sorry tomb raider has faults with its pbr pipeline and the environments look nowhere near as detaileD as uncharted 4, have you seen the open environment? Even the ground and trees have ridiculous amount of detail not to mention the character models are a clear cut above. Battlefront does look amazing but the character models especially the animations just don't compare to uncharted. I would say Ryse is the only one that comes close but once again the texture resolution, the close ended environments just don't compare.Rise of the tomb raider
Ryse
Crysis 3
Battlefront
Have you seen PC games these days??
Uncharted 4 looks very, very good.
But better than ANY PC game? Come on now, that's a ridiculous statement.
I think this will stop developers from really pushing hardware. Whatever the PC equivalent of the Ps3 GPU was could not do something like Last of Us. Will this gen get anything like that? Probably not if developers are just targeting PS4.5.
"Coding to the Metal" is getting watered down a bit.
I like how your only example is hyrule warriors. Let's not forget that we already know there won't be PS4K Exclusive games.
It's actually a pretty good analogy. Hyrule Warriors barely runs on n3DS. The game was never suited for 3DS in the first place. So ignoring that, it's actually the perfect analogy.
Good thing you don't have to upgrade every 2 years then.
This is the thing that has me worried. As well as what Osiris said about regular PS4 games being gimped by comparison. No one bought a PS4 expecting it to be replaced in it's THIRD fucking year! Sony didn't hint at this possibility, they only talked about this generation being short, about 5 years.
http://gamingbolt.com/mark-cerny-defends-against-claims-that-ps4-will-be-obsolete-in-a-few-years
Just read the shit Cerny said! The PS-Neo ontradicts every-fucking-thing he said! So people have a right to be pissed. They misled people. When questioned on the longevity of the PS4 he had this to say:
Many of the teams take about five years to develop a game. As a result, they need a stable specification during that period and that is what a console provides, ie about one hundred million devices that share the same basic specification.
The console also tends to have higher performance than would be expected by the cost due to a lightweight operating system and the fact that developers enjoy many years to study the specific architecture.
To give just one example, we have adapted the ‘hardware’ to allow the ‘shaders’ computing are used in traditional graphics interface. This is the kind of technique that we believe will be used within three or four years of the life cycle of the console to increase the graphical quality of the games.
It was stated plainly and with no room for interpretation that there are developers that already have development kits for the PS4K and that they are making games that will directly target and take advantage of the higher specs of the PS4K. It was also stated that these games will in fact work for the PS4 but with considerable sacrifices made to performance.
...
Also the word "Sacrifices" is being blown out of proportion. There are sacrifices made when making a console version of a game as compared to a PC game or when making an XB1 game as compared to a PS4 game. Don't expect PS4 games to all of a sudden become shit just expect them to run better on PS4K. I would expect a game that is really pushing the graphics envelope to run at 1080p 60fps on PS4K while the same game might run at 900p 60/30fps on PS4. Just the way I took it.
Good that you don't have to buy it. Good that you won't get a new model every 2 years.
We are getting more options and I like options. So I'm supporting this idea.
I feel that the shift away from exotic hardware, like Cell to the current x86 set-up, will not yield those same levels of late-gen technical wizardry.
I look at UC4 and don't really see how they can get better than that on vanilla PS4s.
Here's was OsirisBlack actually aid about the subject:
http://www.neogaf.com/forum/showpost.php?p=199646466&postcount=1
Yet people parroted about "gimped ports" throughout the thread.
As for Cerny's past words, if the PS4k's architecture is similar to the PS4's, and both take advatange of GPU compute, how is it a contraditiction to what he said?
It's not being replaced
Bad use of words on my part - But that's all you took from it?
He defended the console's longevity, saying it wouldn't feel outdated, going so far as to say it'll only get better in year 3 and 4... He defended the simplicity of consoles and the advantages of focusing on one single architecture.
The PS-NEO contradicts what he said.
I mean, I'm not really sure what you're trying to say here? Devs struggling isn't going to really change with the existence or not of PS4K. It's just likely to get more apparent the longer this gen goes with the wider range in technology between PS4 and PC. Also, can't really say there's been that many great Playstation first party games either this gen although I'm obviously way excited by for Uncharted.
There's a lot of people with business degrees in this thread.
Well then you know what you have to do. Because instead of an ordinary new slim model mid-gen, you will get a more powerful slim model mid-gen. If it's an issue for you that people can pay more and get better graphics for it.... yeah, than you have to choose and go PC only (or PC + one console) as it seems.well i cant live without nintendo exclusives. i can live without the other two's exclusives as most games go to PC anyways as multiplat nowadays. my ''issue'' is the ease and understanding that i know what a 400 dollar purchase will get me and it will last a full system cycle. if they are just going to be glorified pcs with half step upgrades, i might as well finally take the plunge on a badass pc.
im the guy that owns all the systems but now if i want the latest in console capabilities it will be prohibitevly expensive and unrealistic. hence my comment about being pushed to be a PC owner.
Sorry tomb raider has faults with its pbr pipeline and the environments look nowhere near as detaileD as uncharted 4, have you seen the open environment? Even the ground and trees have ridiculous amount of detail not to mention the character models are a clear cut above. Battlefront does look amazing but the character models especially the animations just don't compare to uncharted. I would say Ryse is the only one that comes close but once again the texture resolution, the close ended environments just don't compare.