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[EuroGamer] Inside the next Xbox: Project Scorpio tech revealed - Page 43

post #421 of 543
You have to consider other parts of the chip as well, Fury cards don't scale well with their compute rating when compared to 980Ti but 390/X do.

AMD don't scale their chips like nvidia, the front end remains same and it makes sense since the geometry load doesn't scale as much with resolution as pixel shaders load.
    
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post #422 of 543
Quote:
Originally Posted by b0oMeR View Post

Well its hard locked so you can't overclock them at all.

i wasn't serious, i was making fun of the dude who said a scorpio was just a overclocked xbox 360.
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post #423 of 543
Quote:
Originally Posted by TheNoseKnows View Post

Don't confuse AMD's teraflops with nVidia's. They use different architectures and are not at all comparable (just like how you can't compare the GHz values of Intel and AMD CPUs). A 6.14 teraflop Maxwell Titan X easily beats the 8.19 teraflop R9 Nano, for example. Since the Xbox Scorpio uses AMD's GPU architecture, its 6 teraflop GPU will in all likelihood be slower than the 6.17 teraflop RX 580.

A teraflop is a teraflop no matter what archictecture. A teraflop means 1 thing and it's universal.

If a program was made to use 6 teraflop of processing power the gpu or cpu with less would fail.

I know on OCN all that matter are games. Games don't care how much teraflops a gpu has.
post #424 of 543
The Scorpio is a custom GPU and highly optimised compare to a stamdard AMD Gpu. I personally think once the developers get to grips with the new hardware they will not be much difference is graphics compare to high-end rigs. Especially first party games like Forza 7 im sure Digtital Foundry will do a Scorpio vs Pc and i cant wait to be honest.
post #425 of 543
Quote:
Originally Posted by taafe View Post

The Scorpio is a custom GPU and highly optimised compare to a stamdard AMD Gpu. I personally think once the developers get to grips with the new hardware they will not be much difference is graphics compare to high-end rigs. Especially first party games like Forza 7 im sure Digtital Foundry will do a Scorpio vs Pc and i cant wait to be honest.

I just sold my entire Rig with plans to build a new one around X299 with a 4k display. Picked up a nice 7000 series 40" Samsung and a PS4 Pro to hold me off until then and holy *****. HDR is no joke. I'm having second thoughts on building a new PC and the $4-5k price that comes along with it at all now. Console's have made a significant leap forward with the Pro and will continue to do so with the Scorpio. Here's some crappy Iphone pics of BF1 in all its HDR glory.



Game runs at 2880x1620 60fps HDR on the Pro.
 
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post #426 of 543
Quote:
Originally Posted by budgetgamer120 View Post

A teraflop is a teraflop no matter what archictecture. A teraflop means 1 thing and it's universal.

If a program was made to use 6 teraflop of processing power the gpu or cpu with less would fail.

I know on OCN all that matter are games. Games don't care how much teraflops a gpu has.

By saying a GPU has xx teraflops you are basically discerning how much peak power it has not necessarily what will be used. It just defines how many concurrent actions can occur on any given frame. You can process more light rays, shadows, physics, textures and have a higher headroom for either more pixels or less of a requirement to optimize due to the extra headroom.

Games do care how many teraflops a GPU can produce, especially with lighting effects which is one of the harder things to reproduce from a GPU perspective as there are so many variable floating points in a given light stream.
Think about a light going through a cloud with 60% opacity. The GPU now has to calculate how much light the light ray loses while going through the cloud, the reflections in the cloud of the light, distance and its correlation to light strength etc.

Teraflops is 1 trillion operations therefore teraflop on its own has no direct meaning outside of defining the peak load of concurrent operations. This is calculated by
floating point operations per clock cycle x clock rate giving you the max output.

The more important number is actually the floating point operations per clock cycle as this will directly give developers the knowledge in how much throughput they can achieve per full cycle.
Most workloads will not reach 100% and when it does, it may not doing it in an optimized manner. There are many other factors at play like memory bandwidth and latency from the stack priority that prevent you from maintaining peak processing.

These factors are why games may run better/smoother on a console over a PC given the same price range. Console developers increase memory bandwidth and custom PCB w/better component layouts can improve latency by moving components closer together.
post #427 of 543
Quote:
Originally Posted by b0oMeR View Post

By saying a GPU has xx teraflops you are basically discerning how much peak power it has not necessarily what will be used. It just defines how many concurrent actions can occur on any given frame. You can process more light rays, shadows, physics, textures and have a higher headroom for either more pixels or less of a requirement to optimize due to the extra headroom.

Games do care how many teraflops a GPU can produce, especially with lighting effects which is one of the harder things to reproduce from a GPU perspective as there are so many variable floating points in a given light stream.
Think about a light going through a cloud with 60% opacity. The GPU now has to calculate how much light the light ray loses while going through the cloud, the reflections in the cloud of the light, distance and its correlation to light strength etc.

Teraflops is 1 trillion operations therefore teraflop on its own has no direct meaning outside of defining the peak load of concurrent operations. This is calculated by
floating point operations per clock cycle x clock rate giving you the max output.

The more important number is actually the floating point operations per clock cycle as this will directly give developers the knowledge in how much throughput they can achieve per full cycle.
Most workloads will not reach 100% and when it does, it may not doing it in an optimized manner. There are many other factors at play like memory bandwidth and latency from the stack priority that prevent you from maintaining peak processing.

These factors are why games may run better/smoother on a console over a PC given the same price range. Console developers increase memory bandwidth and custom PCB w/better component layouts can improve latency by moving components closer together.

Yes correct. In many more words.

Consoles are able to use the flops.
post #428 of 543
Quote:
Originally Posted by rcfc89 View Post

I just sold my entire Rig with plans to build a new one around X299 with a 4k display. Picked up a nice 7000 series 40" Samsung and a PS4 Pro to hold me off until then and holy *****. HDR is no joke. I'm having second thoughts on building a new PC and the $4-5k price that comes along with it at all now. Console's have made a significant leap forward with the Pro and will continue to do so with the Scorpio. Here's some crappy Iphone pics of BF1 in all its HDR glory.



Game runs at 2880x1620 60fps HDR on the Pro.
Not sure what you believe you're seeing, but Battlefield 1 doesn't support HDR on Pro.
post #429 of 543
Price $399 rumoured. Like I said it would biggrin.gif . Scorpio here I come.

https://gamerant.com/xbox-project-scorpio-price-leak-259/
post #430 of 543
A rumor from a Mexican website. Seems legit.
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