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06-13-2012 #51
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06-13-2012 #52
not once but twice they used this fake picture of the Xbox Next chip lol
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06-13-2012 #53
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06-13-2012 #54
maybe but he said
"What I have put here is 99% the real cpu/eapu specs.. This is Microsoft goal. It is also what is available in the dev kits that are at E3.. If Microsoft show the Durango/720/8/loop this is what is behind these specs.. The final 2 gpu design final spec is not 100% known out of Microsoft rnd there target is HD8970 tech. The cpu pic is the real durango cpu/eapu but now that specs are leaking out over the next 4 days. It shows you the future."
the only way that could be the real picture of the CPU is if it was someone at MS making these fake pictures to begin with just to confuse people.
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06-13-2012 #55Community Manager







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06-13-2012 #56
Huh?
I'm just saying the guy who posted these specs said that this is the real picture of the chip, but that picture is the same picture that was used in the last fake spec slide, so I'm saying if that is the real picture it's because someone at MS is the one who faked the last spec slide.
Last edited by ONQ; 06-13-2012 at 17:32.
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06-13-2012 #57
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06-13-2012 #58Dedicated Member







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So these are the purported specs from there side of the field? I'm listening. It would certainly be nice to have a console with a current/more recent GPU for once. Given the competence of the devs this could really be something. Hopefully Sony will be on top of their game.
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06-13-2012 #59
I would say its not very likeley yes.
You cant calculate SSAO "in parrallel" SSAO requires requires at least 3 pass's. I'm not sure where your getting this idea that things are rendered once and all calculated on the fly but its not true.AO can be calculated in parallel on a single GPU w/o the need of a second GPU. So what is the benefit if 100Mflop GPU + 100Mflop GPU < 200Mflop GPU?
A scene from a game like Gears of War for exmaple is probably rendered at least 3-4 times, likely more.
Not at all.SLi and Crossfire work in a similar way in that they both require massive overhead to allow the two GPUs to work together and the same is true for your intended setup as well.
Yes you would require an assembley pass, but we have that now, on every single game out there.Not to mention, if one GPU needs to perform a task (most notably, post process) that relies on the output data of the other GPU, that GPU will have to wait in queue until it can receive that needed ouput data, and there isn't any cheap EDRAM fastest enough for the next generation consoles.
I'm not sure if you understand modern GPU techniques, but multipass is the norm.
Even the most basic shadow mapped scene requires 2 passes.
1/ Shadow map
2/ Final scene with shadow map reference.
Now, multiply that by the number of lights etc etc.
Hell go back to stencil buffers and youve got minimum 4 pass's.
1/ Render stencill buffer open side.
2/ Render stencil buffer closed side.
3/ Render scene
4/ Blend stencil buffer with scene.
Those are all without with out a single post processing effect in sight
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