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[DS] Sucker Punch Seeking More Ways To Use PS4′s RAM; CPU a Bottleneck - Page 13

post #121 of 150
Quote:
Originally Posted by DatPhoria View Post

Yea, that must be the reason why most PS4 games right now run better and at higher resolutions than in XONE right? rolleyes.gif
No, the reason is the Playstation 4 is using the PSSL/Playstation Shader Language (DirectX 11.2+OpenGL 4.4+Mantle fusion) while the Xbox One is only HLSL with DirectX 11.2.

Xbox One doesn't have a powerful enough core to handle the Master-Slave threading. Where the Playstation 4 is Master-Master threading and it has a lot of power because of that.

PSSL > HLSL
Edited by Seronx - 4/16/14 at 10:09pm
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post #122 of 150
Quote:
Originally Posted by Seronx View Post

No, the reason is the Playstation 4 is using the PSSL/Playstation Shader Language (DirectX 11.2+OpenGL 4.4+Mantle fusion) while the Xbox One is only HLSL with DirectX 11.2.

Xbox One doesn't have a powerful enough core to handle the Master-Slave threading. Where the Playstation 4 is Master-Master threading and it has a lot of power because of that.

PSSL > HLSL
So which GPU is better then, the one that can handle better resolutions or the other one that can't?
Edited by DatPhoria - 4/16/14 at 10:18pm
post #123 of 150
Quote:
Originally Posted by DatPhoria View Post

So which GPU is better ten, the one that can handle better resolutions or the other one that can't?
The XB1 GPU will eventually be the superior GPU.

ESRAM and DDR3 combo has lower access times and higher actual bandwidth than pure GDDR5. Once Microsoft gets rid of the master-slave bottleneck with DirectX 12, we will probably see ESRAM hit its theoretical max more often which is 204 GB/s.

204 GB/s + 68 GB/s vs 176 GB/s.
---
I just noticed the math for the ESRAM shows that it has the GPU clock rate before the upgrade.

128-byte * 0.8 GHz = 102.4 GB/s * 2 (Read/Write) => 204.8 GB/s

Did I miss the memo when Microsoft said the ESRAM is actually?
128-byte * 0.853 GHz = 109.184 GB/s * 2 (Read/Write) => 218.368 GB/s
Edited by Seronx - 4/16/14 at 10:29pm
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post #124 of 150
Quote:
Originally Posted by Seronx View Post

The XB1 GPU will eventually be the superior GPU.

ESRAM and DDR3 combo has lower access times and higher actual bandwidth than pure GDDR5. Once Microsoft gets rid of the master-slave bottleneck with DirectX 12, we will probably see ESRAM hit its theoretical max more often which is 204 GB/s.

204 GB/s + 68 GB/s vs 176 GB/s.
---
I just noticed the math for the ESRAM shows that it has the GPU clock rate before the upgrade.

128-byte * 0.8 GHz = 102.4 GB/s * 2 (Read/Write) => 204.8 GB/s

Did I miss the memo when Microsoft said the ESRAM is actually?
128-byte * 0.853 GHz = 109.184 GB/s * 2 (Read/Write) => 218.368 GB/s

Haha okay. Time will tell. For now, I'll enjoy BF4 at 900p and MGS V GZ at 1080p... biggrin.gif
post #125 of 150
Quote:
Originally Posted by Seronx View Post

The XB1 GPU will eventually be the superior GPU.

ESRAM and DDR3 combo has lower access times and higher actual bandwidth than pure GDDR5. Once Microsoft gets rid of the master-slave bottleneck with DirectX 12, we will probably see ESRAM hit its theoretical max more often which is 204 GB/s.

204 GB/s + 68 GB/s vs 176 GB/s.
---
I just noticed the math for the ESRAM shows that it has the GPU clock rate before the upgrade.

128-byte * 0.8 GHz = 102.4 GB/s * 2 (Read/Write) => 204.8 GB/s

Did I miss the memo when Microsoft said the ESRAM is actually?
128-byte * 0.853 GHz = 109.184 GB/s * 2 (Read/Write) => 218.368 GB/s

Even if the reliance on ESRAM wasn't considered a weakness (it's been stated in the past that achieving X resolution with Y graphical quality was not possible because it didn't fit in the ESRAM) then it would be a slight advantage to a big disadvantage (at best) and the ps4 GPU still has 50% more coarz and that makes it pretty inconceivable to overcome
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post #126 of 150
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Originally Posted by Cyro999 View Post

Even if the reliance on ESRAM wasn't considered a weakness (it's been stated in the past that achieving X resolution with Y graphical quality was not possible because it didn't fit in the ESRAM) then it would be a slight advantage to a big disadvantage (at best) and the ps4 GPU still has 50% more coarz and that makes it pretty inconceivable to overcome
The PS4 can only use 2/3rds of its ALU resources. The Xbox One can use all of its ALU resources.

1152 * 0.8 * (2 ÷ 3) => 614.4 GFlops
768 * 0.853 => 655.104 GFlops
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post #127 of 150
Quote:
Originally Posted by Seronx View Post

The PS4 can only use 2/3rds of its ALU resources. The Xbox One can use all of its ALU resources.


Citation needed.
post #128 of 150
Quote:
Originally Posted by Seronx View Post

No, the reason is the Playstation 4 is using the PSSL/Playstation Shader Language (DirectX 11.2+OpenGL 4.4+Mantle fusion) while the Xbox One is only HLSL with DirectX 11.2.

Xbox One doesn't have a powerful enough core to handle the Master-Slave threading. Where the Playstation 4 is Master-Master threading and it has a lot of power because of that.

PSSL > HLSL

What do you mean mantle fusion?
post #129 of 150
Quote:
Originally Posted by theturbofd View Post

What do you mean mantle fusion?
It is very optimized with a mix of APIs. PSSL is a theoretical fusion of; DirectX 11.2, OpenGL 4.4, and Mantle.
Quote:
Originally Posted by OwnedINC View Post

Citation needed.
Offloading means less latency. Less latency means more work. More work means more GFlops.

Playstation 4 can get stuck in work cycles that can take a long time. While the Xbox One has none of that with its Offloaders.

You have DMA Engines, 32 MB of ESRAM, parts that aren't explained really well. If you look at the Xbox One die there are various extras; like an SRAM between the JagCUs and beside the Northbridge. Is that an L3 or a CC cache, who knows?! What are the two things beside the JagCUs?
Edited by Seronx - 4/17/14 at 12:05am
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post #130 of 150
Quote:
Originally Posted by Seronx View Post

It is very optimized with a mix of APIs. PSSL is a theoretical fusion of; DirectX 11.2, OpenGL 4.4, and Mantle.
Offloading means less latency. Less latency means more work. More work means more GFlops.

Playstation 4 can get stuck in work cycles that can take a long time. While the Xbox One has none of that with its Offloaders.

You have DMA Engine, 32 MB of ESRAM, parts that aren't explained really well. If you look at the Xbox One die there are various extras; like an SRAM between the JagCUs and beside the Northbridge. Is that an L3 or a CC cache, who knows?! What are the two things beside the JagCUs?

Oh lol I was about to say, I thought AMD hasn't implemented mantle yet for the consoles.
Edited by theturbofd - 4/17/14 at 12:13am
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