Guys its in the YouTube vid
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Wen Microsoft this gen and will probably go with them first this upcoming Gen. Especially if they have BC and my digital content transfer.
Really been impressed with Microsoft's recent directions (Xbox, Windows Phone, Windows 8).
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Apparently the VgLeak is the xbox lite version. There will two or three versions of the Durango SDK.
the lone source of this 'super' xbox that would never fit in a console, never keep cool in a fridge, and be too powerful to be supported by the national grid.
seriously though, the guy is a chump. he has no evidence, and has been barred from the more technical sites like b3d for being a joke.
@sith: i've kept up to date on these threads at least once a day for the last three weeks (bar the last day or so, where i've only browsed).
i've seen no evidence of different dev kits for a specific purpose. only alpha and beta kits, this is perfectly normal, and doesn't suggest multiple skus, let alone a super sku.
*edit: re mistercream/misterxmedia
Originally Posted by charlie (author and admin on semiaccurate)
Dudes it been rumored for a while that MS would have top skis. One would be the full dbox and another a small low powered apple TV like box that only plays XBLA and TV content.
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Durango to be backwards compatible and have TWO scaler chips?
January 26, 2013 - Durango - Rumor
We Say: Our source from our Sister Site has never let us down yet. We're leaning towards a yes on this one.
Source Says: (09:33:46) Source:: Something they don't mention, though, is the new box will have TWO scaler chips... and what's cool about that is the UI can always be 1080p, while in-game rendering resolutions can scaled to increase perf as needed... two dynamic resolution planes.It's nifty.
(09:34:29) Source:: It'll definitely be BC... definitely. But, will every game work? Probably not...
(09:34:29) Source:: It'll defintely be BC... definitely. But, will every game work? Probably not...
(09:34:31) miDnIghtEr20C: nice
(09:34:42) miDnIghtEr20C: OH SHIT!
(09:34:45) miDnIghtEr20C: thanks for that tidbit!
(09:34:48) miDnIghtEr20C: that's awesome
(09:37:04) miDnIghtEr20C: how's perfect dark looking? still launch ready?
(09:38:26) miDnIghtEr20C: kinect sports 3 maybe
(09:38:40) Source:: I kno that Rare's other title is heavily invested in water simulation...it's pretty amazing to see what they've done.
(do you go to the movies and wear you iphone headphones when you want to hear a different track playing than what was scored for the movie?... its ABSURD!!!
Believe it or not but there are many gamers out there that want to have their own music playing rather than something the developers have decided i would listen to. Sure, some games don't need it but 9/10 times i want my own music.
That is something i truly like about the 360, you can play your own music when playing games. Perfect.
Never understand slow clock speed processors.
Remember AMD in the early 2000's? their IPC was higher than Intel so they could run lower clock speeds and have the same performance as Intel this had the advantage of less heat and used less power.
But now the tables are reversed and it is Intel with the higher IPC and AMD CPUs with 4.5-5GHz are just about managing to keep up with 3GHz Intel processor.
Consoles have STRICT constraints. Little too much heat you have RROD, too large die size, console will be thick and bulky, too much power draw is related to heat once again and will require expensive cooling and parts. And people will complain when the console costs more than $400
CPU has two threads per core so 16 threads. That's more than any PC has right now. As far as the BD read speed, so long as every Xbox 720 has a HDD the read speed isn't important since (unlike PS3), MS allows you to install the full game. That means you install the game once and you don't have to read from the disk when you're playing.
MS are going to have to make cuts somewhere to do this using Kinect. Either in pricing/profit margin and hardware spec will take a hit. Most likely both.
so this guy posting on the Teamxbox forum has giving me something to think about as regards the Nextbox hardware.
The most likely rumors/leaks we have atm tell us with very few uncertain terms that Durango's graphics setup is wholly incomparable to Orbis/PC setups. Not because one or the other is dramatically more powerful, but because the former is geared towards a much more sophisticated, targeted approach to rendering and the latter is going for effectively brute force.
It is now clear why the various insiders said what they did about the flops and bandwidth arguments being worthless and about efficiency. The 'special sauce' is the entire design philosophy targeting the removal of highly redundant processing inherent in modern graphics engines in the first place.
Make no mistake, the DME's and eSRAM are most certainly NOT there primarily to alleviate DDR3 bandwidth issues, as we all previously had assumed. DDR3 was NOT chosen just to be cheap, it was chosen more likely because higher bandwidth was simply not needed and to help with the thermodynamics. Think about it like this...
Sony went with a largely off the shelf, simple design for decent power at reasonable costs. MS could have very easily gone with the exact same setup. But they didn't. They evidently looked at the obvious setup and opted to spend more money at higher costs engineering a very elaborate, highly customized architecture that will be challenging to manufacture. Why? None of that helps the OS or even Kinect stuff one bit as far as anyone has been able to tell. So even in purely gaming terms they opted out of the cheap, easy, straight forward approach. They wouldn't spend all that extra money and effort and risk if both their engineers and AMD's didn't feel it was worthwhile.
It's not about one magical piece of hardware to make up the bandwidth of Flops difference as a 'secret sauce'. Their ace in the hole is designing the whole architecture to be 100% catered towards virtualized texturing, robust tiling, virtual geometry, low cost post processing fx, etc.
No. They aren't taking shortcuts, they are implementing methods for system-wide QoS options that otherwise can't exist with any reasonable flexibility. We were all thinking backwards on this. They didn't add this stuff to make up for any disadvantage against Orbis, which was super weak long after they made their design (circa summer 2012 devs apparently were livid about its weakness according to insiders). Their decisions were made long before that. You can't really use brute force to give devs both flexibility and retain system wide standards for fps/res. There has to be a built in method for handling that at the hardware level, which is what the display planes are.
It is no more a shortcut than not having it. The difference is with the display planes you save yourself processing power when ya don't need/want it as you can get DoF and other stuff for free and you don't get stuck with the entire frame at a lower res/clip. Modern games are going to all be using DoF of some sort anyhow, even if it's just in the background artwork. This is a more flexible, vastly more efficient approach that allows for QoS guarantees without significantly altering the actual fidelity of the stuff you are focused on in-game (foreground).
Hell, in theory they could take this to its logical extreme with Kinect 2.0 packed in and possibly even do their foveated rendering stuff (5-6 fold boost in performance). Hmmm...in fact, perhaps their reported performance gains in that study could guide expectations roughly for what these display planes might yield. I wonder how pared back those gains will be compared to that (5-6 fold). Starting to wonder if that foveated rendering stuff might be similar in implementation here. Might have to cross check that paper with the display plane patents tomorrow.
so still hope for Nextbox...Quote:
N20, the 360 can't do that. Pretty sure this is the first time hardware has been used for doing the multiple display plane tech. Having it hard wired as an option in every box is a big deal.We aren't talking about rendering individual assets at lower res (or framerate, or HRD levels). We are talking about taking slices of what is being rendered and post processing them individually and blending/compositing them together for the final frame to be displayed.