@commander said:
@silversix_ said:
@commander said:
@silversix_ said:
I'm dumb like Kvally saying they're completely different consoles. What i'm saying is that their capabilities are different and what's possible on Scorpio isn't necessary possible on the weak ass Xbone. Scoprio will have better visuals than Horizon... no shit. Xbone on the other hand, lol good luck.
It's only normal you get these reactions when you say that the xboxone couldn't handle these graphics because the ps4 is 40 percent stronger. Without the esram the gpu in the ps4 is actually 50 percent stronger. If esram is properly utilised the xboxone can close the gap significantly, up to 20 percent, especially in games that make use of its faster cpu as well.
Of course that's a ideal scenario. A lot of devs don't use esram fully, and a lot of games are not that cpu intensive. So on average you get like a 40 percent difference in power, which mostly translates into a simple difference in resolution.
The xboxone could easily run this game, allthough it would be just a bit higher than 900p.
lmao i said "i'm dumb like Kvally" i meant NOT dumb like him dammit. But i do not believe that even in 900p the Xbone would be able to handle the game. In 900p, with dynamic res mostly staying in 720-810p is believable, tho. In other words, for Horizon to run properly, it has to run in 720p or the Xbone explodes.
you are clueless about hardware and/or resolution then. even without the esram, the gpu in the xboxone is 50 percent slower than the ps4 gpu. The difference between 900p and 1080p is even more than 50 percent. 1080p is more twice times the power of 720p. This while the xboxone has a faster cpu.
1.84 / 1.31 = 1.4045. PS4's GPU shaders is ~1.40X faster than XBO.
In terms of memory write performance, XBO has an advantage i.e. ~52 GB/s + 109 GB/s vs PS4's 135 GB/s. XBO's memory write advantage would be pointless if it has to wait for shader ALUs to complete it's result i.e. ALU shader bound scenarios. Memory write requires calculated results to be ready in a timely manner.
Xbox One vs PS4 difference
1. PS4's GPU has shader advantage. No workaround with shader bound scenarios. PS4's GPU shaders is ~1.40X faster than XBO.
2. PS4's GPU ROPS advantage for 8 bit and 16bit data types. 32bit data types are largely memory bandwidth bound. TMUs can be used as ROPS substitute but there's no fix function ROPS in TMU. Both XBO(TMU+ROPS) and PS4 (ROPS) can be memory bandwidth bound.
2. XBO's CPU has advantage e.g. Hitman lots of NPC scenarios.
3. XBO has slight memory write advantage.
4. PS4's GPU has large and fast memory storage for superior general performance i.e. less special treatment to extract performance from hardware. More freedom with low level game design.
5. PS4's GPU has initial read memory bandwidth advantage.
Scorpio vs PS4 Pro difference
1. Scorpio's GPU has shader advantage. No workaround with shader bound scenarios. Scorpio has 1.42X shader advantage.
2. Scorpio's GPU ROPS advantage for 8 bit and 16bit data types. 32bit data types are largely memory bandwidth bound. TMUs can be used as ROPS substitute but there's no fix function ROPS in TMU. Both consoles can be memory bandwidth bound with Scorpio having 1.52X memory bandwidth advantage.
2. Scorpio's CPU has advantage. Something better than PS4 Pro's CPU solution.
3. Scorpio has memory write advantage. Scorpio having 1.52X memory bandwidth advantage.
4. Scorpio GPU has larger and faster memory storage for superior general performance. More freedom with low level game design. For games, Scorpio's ~9 GB vs PS4 Pro's 5.5 GB.
5. Scorpio's GPU has initial read memory bandwidth advantage. Scorpio has 1.52X memory bandwidth advantage.
From PCMR's POV, Scorpio has complete hardware superiority over PS4 Pro. If Scorpio's GPU was Vega 11, then it's Maxwell like tile cache rendering advantage i.e. it's Maxwell like GPU with 6 TFLOPS. The next step above RX-480 and R9-390X is 980 Ti or GTX 1070.
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