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[neogaf]AMD: PS4 performance advantage over XB1 bigger than many expect thanks to hUMA - Page 19

post #181 of 271
Quote:
Originally Posted by lacrossewacker View Post

don't encourage narrow minded fanboyism

It's funny that you say that. tongue.gif

AMD, hUMA should be a way of sparing memory and eventual latency from memory moves.
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post #182 of 271
Quote:
Originally Posted by lacrossewacker View Post

not necessarily discrediting them, just not putting all my eggs in this basket like some.
Isn't draw distance less of a VRAM issue and more of a GPU "grunt' issue, having to draw out more detail further out?

Secondly, isn't hUMA really to accelerate CPU tasks? I thought the main idea was to move CPU tasks onto the integrated GPU (hence the push for APU's)
Back when hUMA was first announced "talked about the performance boosts that come from moving part of the processing workflow from the CPU over to the GPU"

So outside of CPU improvements, how would this affect the graphics?

The main point of hUMA is to cut down GPGPU latency thus making it more feasible to use it for time critical tasks (@60FPS everything needed for one frame needs to be done in less then 16.66 ms). As its explained in the article, when doing GPU compute the old way there is a need to do a lot of copying of data around from one memory space to another. As an result there is a lot of times when you get more done on just the CPU alone in 16.66 ms then if you sent over data to the GPU, did the necessary calculations and then brought data back to the main game program.

Even with the above mentioned limitations it has still been possible to run less time critical tasks on the GPU. Examples of this would be TressFX and PhysX. That and more is what hUMA does in terms of graphics. The mega-texture like abilities are really just side note in the list of benefits.

If you ask me the bulk of the enhancements that hUMA will bring is in the physics department. More particles, more cloth simulation, more of all kinds of dynamic crap flying around.

If you look at the Havoc demo you really do get a feel for what type of physics muscle GPGPU can provide


Even if you looks at this (or the UT4 elemental demo) much of the wow factor comes form the particle effects.

Edited by Bit_reaper - 8/22/13 at 8:27am
    
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post #183 of 271
Quote:
Originally Posted by Bit_reaper View Post

-

thank you for the info!
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post #184 of 271
Quote:
Originally Posted by adridu59 View Post

It's funny that you say that. tongue.gif

.

I'm currently anticipating the Xbox One over the PS4 now, but where's the fanboyism in that or my comments? Xbox One fits my needs, PS4 doesn't. So with that in mind, I try to keep my comments pretty well thought out and explain my position (and counter when I need to)
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post #185 of 271
Quote:
Originally Posted by Junkboy View Post

Oddly enough nearly every developer who has commented about it says Sony's tools have been just as good if not better than MS this new gen... Which is mind blowing since Sony is known for not knowing a damn thing about helping developers AKA PS2's EE/GS which were notoriously difficult to develop for and the PS3's "Cell" as a GPU/CPU as originally thought......

But yeah I'll be shocked if multi's looks noticeably better on the PS4 next gen within the first couple of years, exclusives might pull far ahead but they will still be few.

Are you serious? Sony's had one of the greatest developers relation out of the three big console manufactures.

The only issue with Sony has been the propitiatory hardware they used in the PS~3 was harder to work with.
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post #186 of 271
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post #187 of 271
Quote:
Originally Posted by Rei86 View Post

Are you serious? Sony's had one of the greatest developers relation out of the three big console manufactures.

The only issue with Sony has been the propitiatory hardware they used in the PS~3 was harder to work with.

I have no experience with anything related to this post, BUT, I do find this article a little interesting here

Intentionally making PS3 hard to code for.
Quote:
"We don't provide the 'easy to program for' console that [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so then the question is what do you do for the rest of the nine-and-a-half years?" explained Hirai
Sort of an odd approach imo
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post #188 of 271
Quote:
Originally Posted by lacrossewacker View Post

I have no experience with anything related to this post, BUT, I do find this article a little interesting here

Intentionally making PS3 hard to code for.
Sort of an odd approach imo

That came out in 2009 when Sony was still trying to be high on their own farts, "Get a second job."

No one here is arguing that the PS3 wasn't hard to develop for, however at the tail end of this console generation its been shown that its far better to program for the PS3 than port to the Xbox 360. As the quality that way around for both consoles became equal. And 1st party developers for Sony showed that the PS3s RAM limitation can be worked around to make visiually stunning games such as GOW 3, Heavy Rain, Beyond Two Souls, everything Naughty Dog.

But some of talking about the future, the PS4 and Xbone are pretty much the same darn machine. MultiPlats this time around should be equal across the board with lazy third party developers.
Edited by Rei86 - 8/22/13 at 8:27am
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post #189 of 271
Does this change anything

Xbox One To Have A Similar Solution to huMA – Xbox One Dev
Quote:
“CPU and GPU will always see a consistent view of data in memory. If one processor makes a change then the other processor will see that changed data, even if the old value was being cached” – the Xbox One will feature something similar to hUMA.
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post #190 of 271
Quote:
Originally Posted by Rei86 View Post

That came out in 2009 when Sony was high on their own farts, "Get a second job."

we were referring to the PS3

Sorry I'm too much of an active member on OCN for your approval
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