Didn’t you not know? Series X already their mid-gen refresh… MS is just waiting to release it full 25TFs power with a system update.That's why they keep failing.
Didn’t you not know? Series X already their mid-gen refresh… MS is just waiting to release it full 25TFs power with a system update.That's why they keep failing.
That sounds dumb but technical with RDNA 3 Sony could do that.Didn’t you not know? Series X already their mid-gen refresh… MS is just waiting to release it full 25TFs power with a system update.
AMD did that before with a lot of arch… it never worked well and always underdelivered.That sounds dumb but technical with RDNA 3 Sony could do that.
The reason RDNA 3 desktop lineup doesn't improve in performance is because software doesn't take advantage of dual issue FP32. But Sony could design Pro API to take advantage of that. So performance could be improved later.
I haven't heard they stacked more blocks per cores, or caches before though. This is the second time they designed stack like this, first time they did V-Cache thing to stack more cache onto cores.AMD did that before with a lot of arch… it never worked well and always underdelivered.
To use that dual FP32 is hard so the GPU will always feel non-efficient.
I remember the argument that the XsX was 25 + 12 TFs of rendering power because of RT. That's some serious mental gymnastics.Didn’t you not know? Series X already their mid-gen refresh… MS is just waiting to release it full 25TFs power with a system update.
Actually, that is FP16 TFLOPs. DXR uses FP16 computing as vector to traces light, however, very limited on AMD because there is no BVH reversal tree.I remember the argument that the XsX was 25 + 12 TFs of rendering power because of RT. That's some serious mental gymnastics.
They have pressure, need to release important stuff. So probably pushed them back to release the game faster.Completely embarrassing. How many years have they had to work on this project?
Give them 2 or 3 extra years and they do fuck all but remove shit
GT7 runs great, even in VR mode. I wonder if MS learned their lesson and design the next console by listening to developers instead of their marketing department.
I remember the argument that the XsX was 25 + 12 TFs of rendering power because of RT. That's some serious mental gymnastics.
, disaster of a hardware.
How you cant even give you in-house studios what they need to build you games?
This is PS3 all over again, bunch of executives lock themselfs in a room and when they was done they just told the devs to deal with it.
True... but look at how that worked out for Halo....They have pressure, need to release important stuff. So probably pushed them back to release the game faster.
And this is going to be a GaaS, so they need to save interesting for post-launch to generate more news and make people come back to the game.
I think it isn't a good idea to remove important stuff from the launch game, I think games should delayed to include all key stuff. To start without important classic features at launch was also an issue for Street Fighter V, and many other games like Fallout 75 or Elder Scrolls Online got shit at launch.True... but look at how that worked out for Halo....
I'm just tired of these asshole removing "legacy features" and adding them after launch. It's like nobody can make a complete product anymore at Xbox.
My God these Xbox shills...I always expected it to be a shitshow, but I still remember this post fondly.
|OT| - Next-Gen PS5 & XSX |OT| Console tEch threaD
Yeah I forgot @sircaw prefers just digging the coffee beans from me per pixel shaded crack. 🥰😘😍www.neogaf.com
Please do not insult the brilliant exotic architecture hardware that was the PS3, disaster of a hardware.
How you cant even give you in-house studios what they need to build you games?
This is PS3 all over again, bunch of executives lock themselfs in a room and when they was done they just told the devs to deal with it.
Leave the ps3 alone, we got 3 amazing uncharted games in 4 years!!! And 2 amazing infamous games in 2 years! It couldn’t have been as bad as people made it out to be, disaster of a hardware.
How you cant even give you in-house studios what they need to build you games?
This is PS3 all over again, bunch of executives lock themselfs in a room and when they was done they just told the devs to deal with it.
PS3 is pretty powerful at the time, NVIDIA GPU on par with ATI GPU on 360, except the memory split by Nvidia which got sorted out later on., disaster of a hardware.
How you cant even give you in-house studios what they need to build you games?
This is PS3 all over again, bunch of executives lock themselfs in a room and when they was done they just told the devs to deal with it.
They have pressure, need to release important stuff. So probably pushed them back to release the game faster.
And this is going to be a GaaS, so they need to save interesting for post-launch to generate more news and make people come back to the game.
PS3 is pretty powerful at the time, NVIDIA GPU on par with ATI GPU on 360, except the memory split by Nvidia which got sorted out later on.
This potato lacks memory, patheticly weak
though
I have a friend at the time was working at SCE. He basically explains PS3 memory is basically kernel level, XDR was level 0, and RSX was level 1. So mipmap, level data reach XDR first and then fed to RSX where it process to GPU, only the Cell CPU can reach RSX data.Too bad they are VERY bad at it. You don't remove content that was present Day 1 in previous entries, drip-feed it, and try saying "hey, it's GaaS!" to excuse the practice. That is a demonstrably worst experience for players; now they have to wait longer for basic features which where there at launch for previous entries. It's Halo Infinite all over again.
PS3 wasn't even really split memory; the RSX could use the XDR memory because certain parts of the graphics pipeline data was stored in the XDR memory space so by necessity the RSX needed access.
IIRC, it was basically the RSX could read data to XDR, but not alter data there. Cell still had full domain in that respect, and the RSX had to wait until Cell was done in order to access it (obviously). The bus for the RSX to access XDR memory was also much smaller than the Cell, again though because the RSX wasn't expected to constantly access the data there.