Sounds pretty good.
PS4
''The real reason to get excited about a PS4 is what Sony as a company does with the OS and system libraries as a platform, and what this enables 1st party studios to do, when they make PS4-only games. If PS4 has a real-time OS, with a libGCM style low level access to the GPU, then the PS4 1st party games will be years ahead of the PC simply because it opens up what is possible on the GPU. Note this won't happen right away on launch, but once developers tool up for the platform, this will be the case. As a PC guy who knows hardware to the metal, I spend most of my days in frustration knowing damn well what I could do with the hardware, but what I cannot do because Microsoft and IHVs wont provide low-level GPU access in PC APIs. One simple example, drawcalls on PC have easily 10x to 100x the overhead of a console with a libGCM style API.''
720
''On this platform I'd be concerned with memory bandwidth. Only DDR3 for system/GPU memory pared with 32MB of "ESRAM" sounds troubling. 32MB of ESRAM is only really enough to do forward shading with MSAA using only 32-bits/pixel color with 2xMSAA at 1080p or 4xMSAA at 720p. Anything else to ESRAM would require tiling and resolves like on the Xbox360 (which would likely be a DMA copy on 720) or attempting to use the slow DDR3 as a render target. I'd bet most titles attempting deferred shading will be stuck at 720p with only poor post process AA (like FXAA). If this GPU is pre-GCN with a serious performance gap to PS4, then this next Xbox will act like a boat anchor, dragging down the min-spec target for cross-platform next-generation games.''
http://timothylottes.blogspot.fr/2013/01/orbis-and-durango.html
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