VGLeaks: Details multiple devkits evolution of Orbis

Hopefully THIS is what the next gen should be able to get very close to (minus the image quality of course).



It is my prediction that we will see 720p from 4th year onwards (at the latest) when things are pushed to the limit. Till then, variable 1080p or vertically reduced 1280x1080 resolutions should suffice.

I can see this. Still, I want 1080p to be aimed for as much as possible and a 720p game would have to be doing a TON of super impressive stuff to be in line with my expectations next gen.
 
No it would be 3.2GB a frame at 60FPS with 192GB/s

taking it down to 176GB/s only brought it down to 2.933GB a frame at 60FPS.

Double that at 30fps then? 3x more than DDR3/Durango per frame at each frame rate (30fps/60fps) based on rumoured specs.
 
If the bandwidth allows 3gb/s then wouldn't it be a good idea to reserve 1 gb for os, that way they can match most of the features Xbox will have.

Also what's the difference between unified ram where you're going to split a reserve anyways with ram made specifically for os and another batch just for gaming.
 
If the bandwidth allows 3gb/s then wouldn't it be a good idea to reserve 1 gb for os, that way they can match most of the features Xbox will have.

Also what's the difference between unified ram where you're going to split a reserve anyways with ram made specifically for os and another batch just for gaming.

It makes it easier to adjust for framebuffer reserves, game data reserves and you can fluctuate numbers as needed by the current conditions. With a split pool you only have a set amount of VRAM and system RAM. Some games may need more of one or the other and a unified pool allows that to happen. It's just a lot more flexible.
 
It makes it easier to adjust for framebuffer reserves, game data reserves and you can fluctuate numbers as needed by the current conditions. With a split pool you only have a set amount of VRAM and system RAM. Some games may need more of one or the other and a unified pool allows that to happen. It's just a lot more flexible.
I see, thanks.
Hopefully we will get at least 4 gb. I forget who said final retail wont have that but we don't know if that means more ram or less.
 
I hope they do not have an absolute enforcement like that.

I doubt it, especially given the 3D part. I think 1080p/60 will be relatively common within Sony's own first party studios with the exception of those who really push visuals (GG and ND) who will stick with 30. It absolutely won't be a certification requirement for third parties.
 
I hope they do not have an absolute enforcement like that.

I dont thinks so, but they have built architecture that really supports such goals. Especially for studios that dont have funds to create games with uber HQ assets for 30fps Orbis games. Most of 3rd party will anyway aim for durango's [rumored] lower processing power. We shall see if Orbis will have enough juice to provide big boost.
 
I hope someone can clarify something that may end all the ram wars. Lets say orbis has 8gb of ram with the same rumoured bandwidth. If only 3gb/s is used then does that mean the rest of the ram is useless? What happens to it other then OS?
 
Things are different now, diminishing returns is coming into place. Devs will need more and more powerful hardware to deliver noticeable improvements in visuals. Why half the amount of power available to increase resolution(720p to 1080p) when they can focus all additional power on more poly/effects to deliver a more noticeable improvement in visuals?



It's not just a matter of bandwidth, the GPU does more as you increase resolution leaving less and less for more poly/effects.

It all depends on the power of the hardware. 1080p is a standard res in PC space and really should be for consoles too. If upping the res allows for lower AA settings that's a win all around. For example at 2560x1600 I don't even miss AA most of the time and 2xaa is all I ever need.

I think especially at launch we can expect 1080p to be the staple.
 
It all depends on the power of the hardware. 1080p is a standard res in PC space and really should be for consoles too. If upping the res allows for lower AA settings that's a win all around. For example at 2560x1600 I don't even miss AA most of the time and 2xaa is all I ever need.

I think especially at launch we can expect 1080p to be the staple.

The AA situation next gen should be nice if they're targeting 1080p. 2xMSAA combined with SMAA at 1080p will give great image quality without too much of a hit, especially since people sit further from TVs than PC monitors.
 
It blows my mind at how low the processing power required for Agni was. 1080p/60fps with 8x MSAA and FXAA with those visuals and effects. Insane.

The majority of SW1313 focus was on bringing ILM's offline rendering techniques into realtime world. Those insane particle effects are to be blamed for rumored 3 gpu cards [i still cant belive in that :D ].

Square focused on more simple ways to render stuff [some scenes had pre-baked lightning, relativley simple particle/cloth physics, etc] but they cranked asset quality high [to real unoptimized levels].
 
If you want to know how great 720p game can look, look at this video [action starts at ~50%]:
http://cdn2.gran-turismo.com/jp/local/hk-zh/data2/movie/20101225/gt5_ags2010_pv.mov

720p can look magnificent if IQ effects are cranked high. And those are PS3 assets, imagine this game with 5x more detail on enviroments and effects [destructible cars, fluid dynamics on smoke, realistic grass/dirt particles, etc].

I wonder what kind of AA they used for this render and if using that in real time would require more bandwidth than just going with native 1080p+cheap AA..
 
I actually have no problem with a good constant 30. And I game at 60 on PC the most. As long as there isn't too much variation in the frame times, its really hard to tell 30fps from 60.
 
I really hope Sony tries to go the 1080P/60fps as much as possible. 60fps just looks and feels sooo much better it isn't funny.

I'm not sold on 60fps at the cost of better effects. A game running @40 with 1/3 better visuals is more appealing to me. As for the 60 thing.... it's up to the developers, I highly doubt Sony will tell them to do it all the time, even if it's because they can get 3D at 30.
 
Other way around. Question is how much of a disadvantage MS will be at.
I feel like a lot of people are pressing the assumption that a large bulk of it will go towards the OS. And secondly that MS won't close the bandwidth gap through other means such as esRAM.

Lets assume the vast majority of that RAM goes to games 3.5 GB in PS4, 7.5 GB in 360. Isn't Sony suddenly at a huge disadvantage?
 
Lets assume the vast majority of that RAM goes to games 3.5 GB in PS4, 7.5 GB in 360. Isn't Sony suddenly at a huge disadvantage?

It would depends on other factors at that point. A large RAM disparity didn't hurt them in the past. PS2's 32 + 4 MB versus the 64 MB the Xbox had.
 
I feel like a lot of people are pressing the assumption that a large bulk of it will go towards the OS. And secondly that MS won't close the bandwidth gap through other means such as esRAM.

Lets assume the vast majority of that RAM goes to games 3.5 GB in PS4, 7.5 GB in 360. Isn't Sony suddenly at a huge disadvantage?

theoretically they can be, a fact a lot of people seem rushing to gloss over.

although after os reserves it should be 5gb to 3.5gb currently. still a very big difference comparable to the flops difference in favor of orbis. it would be the same ratio if 360 had 500mb this gen and ps3 only had 350.

yes, the ps4 ram is more capable, but i'm not convinced there wont be a difference. once the ps4 is done with it's 3.5gb it can only get more from the (order of magnitude slower) disk, while durango can obviously use 5gb before needing to hit disk. and the slowest ram is still going to destroy either a blu ray disk or hard drive.
 
theoretically they can be, a fact a lot of people seem rushing to gloss over.

although after os reserves it should be 5gb to 3.5gb currently. still a very big difference comparable to the flops difference in favor of orbis. it would be the same ratio if 360 had 500mb this gen and ps3 only had 350.

That was almost the case at launch.
 
So Orbis can theoretically do 3 GBs per frame. What about Durango, with its 8GB DDR3 RAM (with potentially minimum 1GB for OS)?

Tried to do the maths myself but how the shit do you count this kind of thing.
 
So Orbis can theoretically do 3 GBs per frame. What about Durango, with its 8GB DDR3 RAM (with potentially minimum 1GB for OS)?

Tried to do the maths myself but how the shit do you count this kind of thing.

closer to 1gb per frame at 60. it's easy to figure just divide the gb/s by 60.

68gb/s/60fps=1.13 gb/frame (ignoring the ESRAM)

176 gb/s/60=2.95gb/frame

most games are going to be 30 though imo. so it's more like 6 per frame for ps4 and 2 for durango.
 
So Orbis can theoretically do 3 GBs per frame. What about Durango, with its 8GB DDR3 RAM (with potentially minimum 1GB for OS)?

Tried to do the maths myself but how the shit do you count this kind of thing.

Around 1 GB.

I think this 3GB or 1GB per frame is getting a bit out of context. Some people assume that one frame will contain an entirely different set of information that than the next and will run out memory, which, logically is improbable. Only parts of it will be in continual shift and fluctuation per cycle and this is where streaming comes in. Ergo, bandwidth is truly the kind. Even MS knows that all too well and went with the ES RAM. High bandwidth helps with AA, alpha effects, reduction in LoD etc.
 
I hope someone can clarify something that may end all the ram wars. Lets say orbis has 8gb of ram with the same rumoured bandwidth. If only 3gb/s is used then does that mean the rest of the ram is useless? What happens to it other then OS?

it's not 3GB/s it's 3GB a frame at 60FPS & no the extra ram wouldn't be useless because it could be used for faster loading times or you can keep data in the memory so you wouldn't have to see any loading screens.
 
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