so each cell in the ps4 will be free?
no?
so it costs money then. i'd rather that money be spent elsewhere.
you're welcome to want BC. but don't say its a win/win for all consumers. because its not for a large number who just don't care and would rather the console was cheaper or had a different feature.
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01-24-2013 #51
Last edited by J3ff3; 01-24-2013 at 16:28.
Got YLOD? In the UK? I'll buy it off you.
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01-24-2013 #52
4dv4nce, 4d4pt, innov4te
My opinion of an always connected console: http://i.imgur.com/BtBUJa8.gif
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01-24-2013 #53
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01-24-2013 #54
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01-24-2013 #55
No, didn't mean it like that. I was a huge proponent of B/C at the onset of the current generation. As time has gone on, I realized that I hardly ever use the B/C in my original fatty at all. It probably cost Sony a pretty penny to design a motherboard and cool that Emotion Engine I never use. In hindsight, I don't see B/C as a critical function of a console, especially if the trade-off at the design phase is sacrificing more RAM or something else that could help make games run better.
4dv4nce, 4d4pt, innov4te
My opinion of an always connected console: http://i.imgur.com/BtBUJa8.gif
Thank you Kuro for the EPIC Nadia Ali sig
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01-24-2013 #56
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01-24-2013 #57
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01-24-2013 #58
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01-24-2013 #59Master Guru







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http://www.vgleaks.com/orbis-devkits-roadmaptypes/
Currently, there are 3 types of devkits:
1) R10 boards with special BIOS, running in generic PC’s
2) “Initial 1″ — Early devkit
model number: DVKT-KS000K
SCE-provided PC equipped with R10XX board
Runs Orbis OS
Available July 2012
3) SoC Based Devkit: early version of the ORBIS hardware
Available January 2013R10 Board (with special BIOS) assemble in a Generic PC
Requires Windows 7 64 bit edition
Recommend
Sandy Bridge (Intel) or Bulldozer (AMD)
Minimum 8 GB RAM (system memory)
650 Watt PSU
VS2010 SP1
DWM (Desktop Windows Manager) must be turned off
Application will use Windows services for everything except GPU interface
SCE will provide “Gnm”, a custom GPU interface
Quote:
Do you remember the first Durango’s pictures? This is a very early devkit based on Windows.
DVKT-KS000K (“Initial 1″)
Runs Orbis OS
CPU: Bulldozer 8-core, 1.6 Ghz
Graphics Card: R10 with special BIOS
RAM: 8 GB (system memory)
BD Drive
HDD: 2.5 ” 160 GB
Network Controller
Custom South Bridge allows access to controller prototypes

Quote:
SoC Based Devkit
Available January 2013
CPU: 8-core Jaguar
GPU: Liverpool GPU
RAM: unified 8 GB for devkit (4 GB for the retail console)
Subsystem: HDD, Network Controller, BD Drive, Bluetooth Controller, WLAN and HDMI (up to 1980×1080@3D)
Analog Outputs: Audio, Composite Video
Connection to Host: USB 3.0 (targeting over 200 MB/s),
ORBIS Dualshock
Dual Camera
The last devkit is the closer one to the retail console. Expect a machine with these specs or similar to these ones. Obviously, Sony could introduce changes in this features, but don’t expect deep mods.Last edited by itachi73378; 01-24-2013 at 18:21.
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01-24-2013 #60Supreme Veteran







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these specs are for the dev kit the final ps4 wont have 8 gigs of ram i wish it did but it wont
32 gig VITA
250 gig slim PS3
160 gig phat PS3
50ST30 3D Plasma tv
DMPBDT110 3D blu-ray player
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01-24-2013 #61Master Guru







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01-24-2013 #62
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01-24-2013 #63
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01-24-2013 #64Master Guru







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01-24-2013 #65
4dv4nce, 4d4pt, innov4te
My opinion of an always connected console: http://i.imgur.com/BtBUJa8.gif
Thank you Kuro for the EPIC Nadia Ali sig
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01-24-2013 #66
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01-24-2013 #67
probably 16gig of ddr. think that would work out in terms of 'gig' per frame. don't really understand it that well, but bandwith wise 8gig of ddr ram works out at 1gig per frame (appparently), so 16 gig of ddr in a dev kit would match the bandwidth requirements of 2 gig GDDR that they were aiming for. (so 2gig/frame for the dev kit, and 1.5 for 2gig GDDR)
disclaimer: i'm making most of this up by the way.Got YLOD? In the UK? I'll buy it off you.
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01-24-2013 #68Master Guru







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Memory size has no affect on how much GB/frame you get. Your frame rate and bandwidth control that so I highly doubt that 16gb was to make up for 2gb bandwidth in final version. That much ram could be for all sorts of crazy dev tools. Alpha kits ran MS visual studio with win 7 so that could have used a lot of ram
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01-25-2013 #69
as i said, i know very little about it. just that 8gigs in durango = 1gig per frame, 4gigs gddr in orbis = 3 gigs per frame. if sony wanted to replicate what two gigs of gddr would have for an early dev kit.........
no doubt well wide of the mark, but 16 gigs gddr for a dev kit sounds very unlikelyGot YLOD? In the UK? I'll buy it off you.
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01-25-2013 #70Master Guru







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01-25-2013 #71
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01-28-2013 #72Master Guru







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Latest VGleaks article just went up
Absolutely NOTHING new
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01-28-2013 #73
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