Hey, telling it like it is with some sarcastic imagery sprinkled on top is right up my alley.
Hey, telling it like it is with some sarcastic imagery sprinkled on top is right up my alley.
My dear fellow, it seems you’re throwing the baby out with the bath water. With total certainty the dual issue will be used with many common functions. Devs need not reinvent anything, certain api calls to Sony provided libraries will do this under the bonnet. Or is the suggestion Sony will provide no optimised SDK for their own hardware? Devs can further optimise their own code if so inclined - certainly 1st party at the very least.That has absolutely nothing to do with what we're talking about. You guys are trailing off into a land of fantasy and it's going to bite you in the rear.
As mentioned before how did AMD RPM pan out for games? Oh yeah, that was in the PS4 Pro marketing buzz and would you look at that...
Nothing.
You're getting a $500-$600 box, understand where that resides and stop trying to rationalize your way to it being a 4090 competitor, it's ridiculous.
Hey, telling it like it is with some sarcastic imagery sprinkled on top is right up my alley.
Teraflops are just as useful as random numbers.Why not 200? Since we're throwing random numbers we can also say this is the first quantum console.
That is a much more reasonable and obvious explanation than making stuff up.Or.... Hear me out... They are not bumping the CPU for cost reasons, and because a massive bump would also compromise development on the base console. Just a thought.
I said it wouldn't happen so idk why you felt the need to say this?I could also cook a ribeye on the SoC as that has the same likelihood of taking place as this.
I doubt it. The presentation slide said 45% better rasterization performance so it wouldn't really make sense that the dual issue is being leveraged there. Maybe there's something else that it can be used for but I wouldn't hold my breath. If the dual issue is standard in ps6 and the instruction set expanded i could see it being used though.My dear fellow, it seems you’re throwing the baby out with the bath water. With total certainty the dual issue will be used with many common functions. Devs need not reinvent anything, certain api calls to Sony provided libraries will do this under the bonnet. Or is the suggestion Sony will provide no optimised SDK for their own hardware? Devs can further optimise their own code if so inclined - certainly 1st party at the very least.
Will everything be running at 33 tflop? No, but parts will where it is practical. Do not misconstrue theoretical with the actual.
Or it's just a lie, because it obviously is.Still on my backlog. Will be a pleasure if true.
The 120 would no doubt be reprojected 60 however. Assume it's full RT mode - the SSR is a bloody embarrassment in this game.
Rasterization is only one of the many utilities of a modern GPUI doubt it. The presentation slide said 45% better rasterization performance so it wouldn't really make sense that the dual issue is being leveraged there. Maybe there's something else that it can be used for but I wouldn't hold my breath. If the dual issue is standard in ps6 and the instruction set expanded i could see it being used though.
You've posted a chart for native 4k. The console will be a reconstructed 4k.Or it's just a lie, because it obviously is.
It's still the main determinant of framerate.Rasterization is only one of the many utilities of a modern GPU
So then not 4KYou've posted a chart for native 4k. The console will be a reconstructed 4k.
Games are all smoke and mirrors. Realtime rendering pulls all manner of tricks. And in this year of our lord - that also applies to native pixel counts. They lack relevance apart from benchmarking, the visual end result is what matters in the real world.So then not 4K
That reconstructed crap gets thrown around too commonly with the terminology of 4K without a heap of asterisks attached to it.
Straight out of the Phil Spencer playback of "True 4K" lmao.
And easiest to compensate for by simple rez adjustments. Either in Realtime with dynamic rez and/or with reconstruction.It's still the main determinant of framerate.
Well where I reside (the real world) truthful information matters.Games are all smoke and mirrors. Realtime rendering pulls all manner of tricks. And in this year of our lord - that also applies to native pixel counts. They lack relevance apart from benchmarking, the visual end result is what matters in the real world.