Consoles can't even run current games properly. An semi open world game with those graphics? I don't think so. I mean they weren't even able to run BF4 in 1080p at 60 fps. But really with hardware like that I didn't expect them to.
To give you the run down:
For the sake of this argument take the more powerful of the two the PS4, which has a custom low power voltage AMD jaguar chip. Which is basically a mobile platform processor and clocks in at 8x 1.6 Ghz with a x86 instruction set. Which is able to output 102 Gigaflops. Which is as far as gaming concerned okay but not really enough for the future. To put that into perspective the PS3 cell processor was able to output 220 Gigaflops.
As for the graphics unit both of them are build upon the somewhat new GCN architecture of AMD. Which was also featured in then new R9 series. The PS4 has 18 GCN cores and a total of 1152 stream processors, which is basically individual shader blocks which can be tasked to a certain thing. This has all to do with the way real time computer graphics are rendered. Parallel processing is key here. But that's a bit too deep. The GPU is clocked at 800 Mhz and can output 1.84 teraflops.
Next up are the ROPs or Raster operation pipelines. Which basically help with anti aliasing, the z-buffer and texture filtering and so on and so forth. PS4 has 32 ROPs and the xbox one has 16. Moving on to ACE units or Asynchronous compute engine units. Those are especially important for any upcoming DX12 game since those games support Asynchronous shading (hopefully). Basically they manage the workflow and resource allocations of the various tasks handled by the GPU core. So every picture doesn't have to be rendered equally in each core, but that helps with actually giving a certain core a certain task and only carry that out without doing anything else (let's say fluid dynamics) . And in the end everything is put together which allows overall performance to increase since dumping every operation on everything on the system lets the effectiveness suffer. I'm going to cut it off right here and will not go into the whole vram aspect and what problems the new architecture of the consoles bares for this.
But to anyone who doesn't know anything about processor architecture this means very little, so I'll make it easier. I'm going to compare it to a back then High end graphics card the R9 290x. Which had it's prime around the release cycle of the PS4. So lets tally this up shall we.
PS4 R9 290x
stream processors 1152 2816
GPU clock speed 800 Mhz 1000 Mhz with available boost to 1100
ROP units 32 64
ACE units 8 8 (so yey they're equal but the R9 also has 44 compute units at it's disposel so hmm)
Floating point calc 1.84 teraflops 5.6 teraflops
Well that paints a pretty clear picture. If you want something more detailed there are multiple sources on the internet which can even go more in depth that's just a quick overview of how underpowered the current consoles are. Sure consoles always made up with extra dev time and there's a lot of optimization going on but that reaches it's limits pretty quickly. Last gen consoles had amazing hardware and PC at the time couldn't get the same powerful hardware but that has changed.
This.
And,
http://www.forbes.co...a0b6cccdb5e6f69
Design to the lowest common denominator of the weakest console limits all our games.





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