@tormentos: LOL... "PRT are made to work on a single pool of Ram not 2"
Why do you think they chose ESRAM ?
Ok dude... AMD does have an extension for Tiled Recources...
remember I said "Although there are other things in play on PS4 side, I don’t want to go into it now."
I said that because I knew someone like you would take me on like that.... but it didn’t help because you probably didn’t read that part......did you ?
This Extension Tiled Recources firstly are on the bug list with tons of other API extensions it being the least important.... and an a bug could be fixed in a day up until a month and could even take longer.... Then they finally get to AMD_Sparse_Texture I think it’s called...... But by then you are going to have to wait for at least an extra few months to make it’s way to the low-level shading language...
The only thing this extension has been used for are at demo builds.
AMD have very little resources assigned to opengl development. The bug-tracker and developer forums are half-abandoned.
AND WHEN DID I SAY PS4 WAS NOT STRONGER........... !!!!! ?
The chose ESRAM because they chose DDR3 because they wanted 8GB of memory and by the time the decision was make to have 8GB GDDR5 didn't have the yields and was to expensive,specs are lock out almost 2 years before the console release some times even more,hell Cell developments started on 2001 and was ready by 2005.
The second aspect of PRT is managing the tiles. In essence PRT reduces local video memory to a very large cache, where tiles are mapped/pinned as necessary and then evicted as per the cache rules, and elsewhere the hardware handles page/tile translation should a tile not already be in the cache. Large tomes have been written on caching methods, and this aspect is of particular interest to AMD because what they learn about caching here they can apply to graphical workloads (i.e. professional) and not just gaming.
PRT or Tile Resources is a GCN feature,before the xbox one was even born,the 7970 hit on December 2011,and OpenGL supported the feature,when MS didn't even support it,PRT also know ans Mega textures (Rage) or what Jonch Carmack used on Rage also used OpenGL to do it even without hardware support,mega textures worked on both PS3 and xbox 360,even that it was software based.
The feature also work on PS4 because it is GCN,the notion of Tile resources not working on PS4 is as silly as the whole henna 2 scaler of the xbox one,is not better than the PS4 one in fact it is the same one all GCN use,but most of you don't even know that,wait what about Data Move Engines also know as DMA which are also on PS4..
By the way textures alone will not make the xbox one work better,tile resources mean little the xbox one lack power because it has less CU and less stream processors,and half the ROP of the PS4.
@tormentos haha no. when you've played Ryse, then you can talk to me about it. funny how most people i know on here are enjoying it.
Why do you ignore the FACT that Heil68 has killed way more barbarians in Ryse than anyone else on my friends list? funny that...Sony champion Cow extreme, yet he spent literally hours playing ryse....a so called terrible game (he himself described it as fun).
keep the tears coming RYSE >>>>> PS4 graphics (for now).
OH i played a demo don't need more of it,just like Knack was sh** to when i play it at least i have the gust to admit it sucked.
Oh please Ryse on PS4 would run better and look better bag your silly ass argument,The Order just piss over it,and the only thing it has on Killzone is characters models the rest Killzone beat it all the way,from more open spaces,to effects resolution and performance to.
Lol, what store runs a demo with a game featuring dismemberments and blood everywhere? LIAR LIAR PANTS ON FIRE
yeah, i also played Knack at a store, it felt like a PS2 game to be honest.
Knack is horrible to be honest PS4 had probably the weakest system game launch lineup ever for any new system.
Both were terrible