I would put in better quality heatsinks /thermal compound, possibly redesign the fan setup and likely not use lead free solder.
And are you really advocating selling people faulty products because it doesn't make sense to invest in a good cooling system because it won't be necessary in later revisions?
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12-17-2012 #151
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12-18-2012 #153Super Elite







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oh no no, as i even said. the cooling only suffices. i know it could be better

im just curious to see what someone else would do with the cooling, as it seems both companies went with just 'sufficient' cooling systems.
there is a PC case out now by Silverstone. it would be nice if consoles adopted a similar philosophy as their raven cases as this also helps cool the system...because, you know, heat rises
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12-18-2012 #154
No, hot air rises.
Both companies go with sufficient cooling because it is the most cost-effective. It may not make sense to spend extra money on cooling, depending on the expected rate of failure. You need to compare the cost of having consoles fail with the cost of adding better cooling.
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12-18-2012 #155Super Elite







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12-18-2012 #156
I do agree that visual resolution should be that of 1080p, but I do not agree that the rendered shading and samples should be 2073600 samples distributed evenly on screen.
If enforcing is done badly we get worse overall quality on same or smaller visible resolution. (1080p enforced as back buffer and all buffers related to it.)
With proper techniques the 4K output resolution should be possible with 2073600 samples or less and still have perfect edge quality..
Also most low frequency data effects are a lot better to do with dynamic or multi resolution approaches.
Biggest advantage of moving to 1080p as the target rendering resolution that we actually have TVs that have 1080p as native resolution and thus there is no additional scaling involved on display and developers get pretty much exactly what they output to screen.'no, no one in their sane mind uses OpenGL on PS3' - Repi
'nope, PS3 uses a wonderful low-level API called libgcm' - Repi
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12-21-2012 #157Dedicated Member







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http://www.gametrailers.com/side-mis...edium=facebook
What do the experts among us make of this?With that out of the way, Sony's latest patent is pretty interesting. Essentially, it offers a quick, simple way for consoles to easily switch between different processors while cranking out graphics.To understand why this is a big deal, it helps to understand what a GPU does.
A Graphics Processing Unit is essentially a circuit dedicated entirely to building frames ahead of time to be displayed. Think of a video game as a flip-book, and the GPU is constantly turning out new pages of the book as you flip.
If that sounds like a very complex job in a video game, you'd be correct. So changing in mid-stream is a tricky business, to say the least. This is especially true if the two processors have different architectures, making it pretty much impossible.
What Sony's patent does, assuming it works, is make it possible for one GPU to take over for a another GPU, midstream and regardless of architecture.
This is interesting for a couple of reasons, not the least of which is that development kits shipped out recently have been built around an accelerated processing unit, or APU, which has an integrated GPU.
This would mean that the PS4 would, for example, be able to handle more complex tasks much more quickly, such as loading the next dungeon while playing through the current one. It would also offer some power savings, as it would mean the lower-power GPU could handle tasks such as rendering menus and loading screens instead of throwing far too much horsepower at such a simple problem.
Whether this technology will be in the PS4 is an open question… but it certainly shows what direction Sony is headed towards.
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12-21-2012 #158Master Guru







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12-22-2012 #159Forum Guru







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It is quite like the Vita setup. Should be able to do loads of background stuff with this.
[Here is a stretch] I wonder if they will be able to bolster their 1080p/60 FPS goal with this. NVidia does something similar with unused processing power in the GTX 690.
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