50% less FLOPS. 50% less ROPS.
It's pretty pathetic.
So what were the previous incidents?No, I am suggesting that even the official specs provided to devs are filtered through marketing. It certainly wouldn't be the first time for MS.
Its weaker, 50% less FLOPS and half the # of ROPS.
50% less FLOPS. 50% less ROPS.
It's pretty pathetic.
I'm willing to bet that the special sauce was just misinterpretation of stuff that although new relative to the 360 GPU, is completely standard for any modern GPU.
ROPs?
No stop it
Explain this in Harry Potter power levels
Sony's first party output should destroy whatever MS studios will come up with at this point.
But I can't understand why MS would let Sony have such an edge.
Explain this in Harry Potter power levels
Antialiasing
The Durango GPU supports 2x, 4x, and 8x MSAA levels. It also implements a modified type of MSAA known as compressed AA. Compressed AA decouples two notions of sample:
Coverage sampleOne of several screenspace positions generated by rasterization of one pixel
Surface sample One of several entries representing a single pixel in a color or depth/stencil surface
Traditionally, coverage samples and surface samples match up one to one. In standard 4xMSAA, for example, a triangle may cover from zero to four samples of any given pixel, and a depth and a color are recorded for each covered sample.
Under compressed AA, there can be more coverage samples than surface samples. In other words, a triangle may still cover several screenspace locations per pixel, but the GPU does not allocate enough render target space to store a unique depth and color for each location. Hardware logic determines how to combine data from multiple coverage samples. In areas of the screen with extensive subpixel detail, this data reduction process is lossy, but the errors are generally unobjectionable. Compressed AA combines most of the quality benefits of high MSAA levels with the relaxed space requirements of lower MSAA levels.
Those "pixel clear rate" and "pixel hierarchical z cull rate" figures are certainly a novel way to market features that have been standard in GPUs for a while.
The "pixel emit/resolve rate" clearly points to 4 RBEs / 16 ROPs.
16 ROPs
Did the article state outright that this is the GPU running in the best-case scenario with theoretical maximum capabilities, and that real stats will most likely be lower?
Sony, I come to thee.
Sony's first party output should destroy whatever MS studios will come up with at this point.
But I can't understand why MS would let Sony have such an edge.
Orbis: Harry
Durango: Ron
Wii U: Dudley
Surely the same goes for Orbis?
The triangle set up is identical to Orbis' GPU. Proelite say it would have been better. albeit by a small margin.
Any way, the specs look adequate for next generation. One question: Can anyone identify what was the "secret sauce"?
Sony's first party output should destroy whatever MS studios will come up with at this point.
But I can't understand why MS would let Sony have such an edge.
Not as good as Orbis (on paper) but should be cheaper to produce.
Personally I want a good balance of performance and price.
Agreed. I have a feeling that if there is a $100 price difference between these at launch Sony will be in real trouble.
Maybe MS isn't interested in pushing the envelope on hardware anymore, just on services and living room entertainment. That's where all the money is coming from it seems.
It might also mean that they could launch at a significantly lower pricepoint, right?
From a quick browse of B3D, Microsoft has simply renamed things in their documentation to create a delicious condiment?I didn't look in detail, but the additional pages seem to mostly describe the GCN architecture as we know it.
Agreed. I have a feeling that if there is a $100 price difference between these at launch Sony will be in real trouble.
I didn't look in detail, but the additional pages seem to mostly describe the GCN architecture as we know it.
I guess it's still the Move engine. Either that, or it's totally non-existent.
Doesn't WiiU also have 16 ROPS's ?
Affordable launch price. It has to be.
Not as good as Orbis (on paper) but should be cheaper to produce.
Personally I want a good balance of performance and price.
How could they match the PS4 in price when they don't even know or could even guess the final MSRP?Or trying to match PS4 in price while at the same time packaging a Kinect 2.0 into every box and cable box features.
Uh there won't be. You're forgetting Kinect. Just because MS is cutting back on the hardware power doesn't mean the package as a whole isn't still going to be expensive.
I think people have been expecting "secret sauce." There may still be some in the bottle, I guess, but I don't think this points to it.Why are folks complaining?
Antialiasing
The Durango GPU supports 2x, 4x, and 8x MSAA levels. It also implements a modified type of MSAA known as compressed AA. Compressed AA decouples two notions of sample:
Coverage sample–One of several screenspace positions generated by rasterization of one pixel
Surface sample– One of several entries representing a single pixel in a color or depth/stencil surface
Traditionally, coverage samples and surface samples match up one to one. In standard 4xMSAA, for example, a triangle may cover from zero to four samples of any given pixel, and a depth and a color are recorded for each covered sample.
Under compressed AA, there can be more coverage samples than surface samples. In other words, a triangle may still cover several screenspace locations per pixel, but the GPU does not allocate enough render target space to store a unique depth and color for each location. Hardware logic determines how to combine data from multiple coverage samples. In areas of the screen with extensive subpixel detail, this data reduction process is lossy, but the errors are generally unobjectionable. Compressed AA combines most of the quality benefits of high MSAA levels with the relaxed space requirements of lower MSAA levels.