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So how do you think our current rigs will hold up against next gen games? - Page 2

post #11 of 54
Quote:
Originally Posted by thegreatsquare View Post

Well the bandwidth has been reported at 176GB/s, which is good if true and 8GB is pretty "future proof" for the life of the console I would think considering what they could do with 512MB.

I think the biggest unknown is the CPU, 8 cores, but a slow 1.6GHz. Everything Q6600 to i7 was just practice ...the multi-threaded gaming show is soon to be going live in prime time. The move to hexcores for PCs will matter some time in this next generation because game studios will get plenty of opportunity to perfect optimizing code across 8 slow cores. But PCs don't really compete against consoles, they compete to improve upon what is on consoles with graphic mods and uber resolutions. In that regards, today's PCs have a more limited shelf life.

256 of that 512 was XDR RAM, which I personally have a very hard time comparing to PC ram of any variety. 176GB/s is a little over half of what my 7970 is running at now, So I don't see them utilizing 8gb of GDDR5 in the most efficient way possible. They're probably anticipating lowering framerates as the console ages, just like they did with the current gen. Which means that by the time Devs stretch their legs on these things and make some good titles, we might be seeing crappy PC ports again despite the similar architecture. And actually, after looking over all of the specs, which are pretty much half of everything I have in my meager machine, I'm slowly coming to a conclusion.

Consoles have always been about gimmicks, and I think this time around Sony's gimmick is going to be playing 2 separate games on 2 displays at the same time. Or being able to play a game and stream a movie to a different display, or a spectator mode, or any of that rubbish.

Sony has stated that one of the new features of this console is the ability to have other games running in the background, and to me this seems to be the only purpose for an 8 core CPU or 8 gigs of GDDR5. This isn't going to be like the PS3 with the cell processor or the Xbox with it's on-chip ram, where all sorts of neat tricks can be pulled to get more performance out of slow hardware. We're essentially looking at straight PC architecture, so performance SHOULD be able to be accurately judged by comparison. This kind of hardware could adequately run 2 less demanding titles at the same time with bare-minimum high resolution textures, and they've already stated their intention to make digital PS3 titles available for the PS4. It's not unreasonable to suspect them of planning to implement these features in older titles to keep purchases of that already large library steady, while leaving newer titles to use as much of the hardware as is feasible for a single display experience.

I just don't see any other benefit for having that hardware, unless they think threading is about to take a huge leap. In which case, maybe Sony should tell Intel about their grand vision, because Intel has made it clear that they don't see a use for more than 4 cores for the majority of PC users for a long time coming.
Edited by Ganf - 3/19/13 at 10:42am
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post #12 of 54
I think I'll be fine, for the most part. I suspect those of us with an enthusiast GTX 600 or 7900 card, 2nd or 3rd gen Intel Core i5/i7 or a relatively new AMD 8 core CPU, and 8GB RAM will be able to run most "next gen" games on max settings at 1080p at least until 2014 or so.
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post #13 of 54
I think my rig will do just fine with a possible GPU upgrade sometime in the future. With no OC on anything, I can still play all the games I have maxed with very high frame rates. Granted I don't have Crysis 3...yet, but we'll see.
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post #14 of 54
At 1080p? Yes. Above that? No. I think Crysis 3 is a decent indication of what to expect initially. That being said some engines are easier to run than others.
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post #15 of 54
The thing about PC vs console comes down to optimization. PC will always struggle a little more to run games due to the API which requires a lot more processing power to handle all of the underlying processes as the API is generalized across all Windows based platforms (DirectX, OpenCL, etc). When developing for PC, optimization is a lot harder to do because of the varying kinds of hardware you find in today's PC. One of the underlying processes that the PC does when running software that is using a generalized API is to constantly check which kind of variable is being called from which library and what it wants it to do. Developers can lessen the load of this process via programming optimization, but it will always be a slight problem. Consoles generally have a set 'API' that allows console developers to create incredible looking games, with similar graphical options to the PC, but at far better performance as they can optimize the crap out of it. PC will always need stronger hardware compared to consoles in order to run it at the same settings and framerates, but PC will also forever be ahead of the hardware that consoles will have. Ultimately it comes down to money. A high-end PC today will be able to max games for the next few years, but it will pull a much bigger chunk out of your bank than consoles will. Then again, PC games are generally cheaper than console games so it depends on your standpoint really. Anyway, hope someone found this an interesting read. Cheers!
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post #16 of 54
Quote:
Originally Posted by Lhino View Post

The thing about PC vs console comes down to optimization. PC will always struggle a little more to run games due to the API which requires a lot more processing power to handle all of the underlying processes as the API is generalized across all Windows based platforms (DirectX, OpenCL, etc). When developing for PC, optimization is a lot harder to do because of the varying kinds of hardware you find in today's PC. One of the underlying processes that the PC does when running software that is using a generalized API is to constantly check which kind of variable is being called from which library and what it wants it to do. Developers can lessen the load of this process via programming optimization, but it will always be a slight problem. Consoles generally have a set 'API' that allows console developers to create incredible looking games, with similar graphical options to the PC, but at far better performance as they can optimize the crap out of it. PC will always need stronger hardware compared to consoles in order to run it at the same settings and framerates, but PC will also forever be ahead of the hardware that consoles will have. Ultimately it comes down to money. A high-end PC today will be able to max games for the next few years, but it will pull a much bigger chunk out of your bank than consoles will. Then again, PC games are generally cheaper than console games so it depends on your standpoint really. Anyway, hope someone found this an interesting read. Cheers!

Consoles are going to be using both DX11 and OpenCL this time around. The only piece of PC architecture I haven't heard of being used yet is CUDA. Most major developers don't have issues with optimizing for PC, the issue comes in how much development time they get to devote to it. Consoles are given a priority in the coding rooms because per man-hour, having a well-optimized console version could potentially pay more than a well-optimized PC version in the first 6 months of sales. Having impressive gameplay trailers for the console version also sends pre-order numbers through the roof, and we all know how publishers like those pre-orders now don't we? You also don't get a lot of beta tests for consoles, which can speed up optimization and development considerably, whereas PC is all about beta testing.

There are so many things to consider, but the bottom line is there isn't a big gap between consoles and PC this time around, which means we get to see just how truly lazy some of these companies are, especially the third party port specialists.
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post #17 of 54
While the PS4 has a ton of RAM, it's not that strong in processing. It'll probably have great textures, but choke on geom heavy scenes - i.e. with tons of tessellation, as well as CPU heavy scenes (particles, tons of AI, etc.). It could end up pretty good, but we don't have any benchmarks right now, nor do we know how far 'next-gen' titles will push the console. The fact is, as of now, there hasn't been any game demoed that really puts a solid PC game to shame, or even comes close to beating. C3 still looks better than EVERYTHING they showed.

Hopefully E3 will give us some good stuff.
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post #18 of 54
Thread Starter 
So do you guys think a second 670 would do the trick? Or do I need to start saving for a Titan?tongue.gif
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post #19 of 54
Quote:
Originally Posted by GlassToTheArson View Post

So do you guys think a second 670 would do the trick? Or do I need to start saving for a Titan?tongue.gif
I would kill for a titan ( not really) just so I could say I had one but honestly I would get a second 670, imagine trying sli a titan would be hard in the future and expensive. On another note since we are talking about gpu's. Should I go for a 660 ti or sli my current 570?
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post #20 of 54
Without AA at 1080p, i am sure i will do fine.
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Overclock.net › Forums › Video Games › PC Gaming › So how do you think our current rigs will hold up against next gen games?