jonmaund's comments

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jonmaund

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Edited By jonmaund

@joshrmeyer: that'd be 1 TFLOP at FP16... Seeing as everyone else uses FP32 performance you're looking at around 500 GFLOPS (compared to the 1.5 TFLOPS of an XB1, or the "rumored" 350ish GFLOPS of the WiiU).

But then raw performance isn't everything (look at AMDs GPUs vs Nvidia's) - the Switch's custom Nvidia API and lack of android bloat will help it somewhat.

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jonmaund

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jonmaund

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@Benny_a: No, you're speculating with the rest of us - you just so happen to be spewing out quotes, taken from documentation without any comprehension of what they mean - like a monkey, throwing its own crap, along with words that have been pre-written on bits of paper.

Some people might see that monkey and think "oh, he's throwing words at us - how intelligent" - but 100% of those people will have to put up with the crap.

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jonmaund

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Edited By jonmaund

@Benny_a: Cool, I assumed the box handled the reprojection/ATW, but apparently not.

Apart from that - you're still wrong. The external unit does have a processor in it (hence needing active cooling - unless you think a "codec" needs a fan /lol), as well as handling the encoding/streaming of an "unwarped" 720p image to the TV... Developers don't have access to the additional power, as I stated above - so what's your point?

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jonmaund

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@Benny_a: "I seriously hate small minded progress hindering people like you."

Cool story. I'm not too fond of narrow-minded trolls who try and shut-down other people's opinions by throwing insults about. So I guess that makes us even.

"Everything you said is pure speculation and fiction...
...The reality will be the Opposite"

/facepalm

Guess we'll have to wait and see.

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jonmaund

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Edited By jonmaund

@Benny_a@Tekarukite: It has a CPU, and active cooling (fan), it handles:

1.) 3D, positional audio processing.

2.) realtime encoding/streaming of a 720p image back to the TV

3.) motion interpolation (asynchronous time warp) to add extra frames (like the "TrueMotion" options on some TVs) to a 60hz image, essentially using a codec to smooth a 60hz image into an approximated 90/120hz image.

None of the additional processing power is available to developers, it's just there to remove strain from the PS4 so the hardware can focus totally on a 1080p@60hz output.

I doubt the NEO would "bake in" those features.

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jonmaund

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Edited By jonmaund

@Benny_a: I feel like this conversation is a little pointless, because you obviously have a different viewpoint than me - and nothing either of us says is going to change the other's mind. I also think you need to lay off the caffeine a little.

But when it comes to mobile phone tech, tablets, TVs, PCs, Cars etc - we, as consumers expect incremental/modest upgrades every year or so. I understand that these things will be "outdated" very soon after launch and it has been this way since the inception of these devices.

When it comes to consoles, there's an unwritten understanding, an expectation that your investment will last you for the entirety of the generation (however long that will be) without having to shell out for PC-esque updates a couple of years into the cycle. You expect "Game A" played on "Console X" to look/sound the same as playing it on "Batman-Special-Edition-Console-X-Slim" released however many years later. Sure, the OG console will still work, and still play upcoming games... But you're left with the sour taste that your current-gen console is no longer current.

You're also not taking into account time/budget restraints. While PC devs have been working with scaleable hardware for years there's an element of sloppiness (that occasionally plagues PC games) when it comes to optimisation... Devs can, essentially let the hardcore, top-spec PC crowd "brute-force" acceptable resolutions/frame rates through the raw power of their hardware and expect the midrange crowd to just "turn shit down"

My fear is that this could spill over into the console space. Whereas before, a console developer would be focusing their entire effort on optimising a game for a set-in-stone/unified bit of hardware and pushing the limits of that hardware (thanks to a low-level API and clever tweaks/optimisations gleaned from previous dev experience), now they suddenly have more power to "brute force" optimisations on the NEO and leave the OG console with a version of the game that isn't as optimised as one that would have been developed if the OG console was the only option.

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jonmaund

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@Sushiglutton: I doubt it has much to do with Nintendo... It's probably a heavy-handed response to developer's concerns RE: PSVR. The GPU bump puts it inline with a mid-high spec PC. Coupled with the slightly reduced PSVR resolution (vs Vive/Rift) and the optimisations/low-level API afforded to console hardware we could see VR experiences that rival that of the PC.

I find that pretty exciting.

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jonmaund

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Edited By jonmaund

@Articuno76: Depends how much the breakout box actually does. Sony have been fairly tight-lipped but, at the very least it has a processor (and active cooling) on board that handles 3D-positional audio. Rumours seem to indicate it also handles the motion-interpolation, or "asynchronous timewarping" that takes a 60fps image and "upscales" it to 90fps/120fps by basically "guessing" what the next frame will be (as well as outputting a 720p image back to the TV)

In theory I don't see why this couldn't be the case... But it could muddy the waters a little with Sony selling a separate PSVR unit/bundle solely for the new console. We also don't have much to go on when it comes to what sort of processor is in the breakout box - the NEO seems to have a 500mhz bump to each core, but that wouldn't allow for significant additional CPU overhead, especially when you factor in the extra enhancements that a "NEO mode" might make to a game.

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jonmaund

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@7tizz: I understand your point, and I agree (to an extent), but they've already said there will be no exclusive games and/or "features"

Of course games will still look/run far better on the new hardware (be it effects/resolution/frame rate) and, for some (including me) that'll be enough to feel forced into a purchase to get the best out of PSVR.

It's bittersweet... I'm excited about a console that will effectively rival a "fairly" high-end PC (the bump to GPU cores within the APU seems to put it inline with the R9 290 - factor in low-level API/console optimisations and it'll be a beast) but, at the same time I'll be a little frustrated if this is released alongside PSVR this year. I only have so much disposable income!

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