SharkyUK
ClioSport Club Member
Oh FFS! I just spent aaaages writing a reply and it timed out and I lost it. Really can't be bothered typing it up again! It was boring anyway and discussed latency, local memory cache coherency benefits, how the XB1's eSRAM could be used with it's dedicated date move engines to pump data at a rate not too far off that of the PS4's 176GB bandwidth (and well above it's alleged 102GB bandwidth) and other interesting stuff. LOL! In a nutshell, yes, PS4 has a significant advantage with GDDR5 and Microsoft can attempt to reduce the deficit through effective use of their eSRAM. The fact that 8GB (not 4GB as we were originally told to expect) is available in GDDR5 spec in the PS4 really is a blow to Microsoft. Strangely I wonder if the tables will turn and it might be the PS4 that's easier to develop for initially whilst developers take a while to figure out the best way to maximise performance on the XB1...I wasn't sure if in the future this would be a possibility. I know launch titles will be spewing out in yawn-worthy 1080! I think 4K is do-able on two way Titan GTX SLi. But then you'd need more than an AMD processor out of a tablet to achieve this lol.
It's not necessarily fair to compare exclusive titles I know, but won't there be a lot more headroom for shaders and more advanced DX11 features with the GDDR5? Also they've already demonstrated that the GPU can be used to do non-graphical processing such as physics. Already something the Xbox is going to struggle with, especially if they offload it onto the CPU. I'll eat my words if I'm wrong but I think the Xbox One has it's work cut out this time round.
For the likes of physics on the GPU, if one system can do it then the other can; they are both as capable as each other. The important factor here is how the data driving the physics simulation will be formatted and processed by the GPU's. For pretty eye-candy particles effect physics on the GPU the bandwidth hit is minimal. Particle state data is loaded to the GPU effectively in the form of a texture and it stays there. It's processed, texture updated and then used as input for the next iteration of the physics simulation. That is, the physics data doesn't need to be touched by the CPU hence it stays GPU-side. That's why a lot of these nice new particle physics effects are pretty but also quite limited in terms of interactions with other entities in the game. If more complicated physics simulations are to be run on the GPU then both systems will suffer regardless of how much bandwidth they have. Mind you, they do have a big advantage over PC's here as the cost of going from GPU to CPU is a lot cheaper on console than on PC. Quite a bit cheaper in fact.
You won't need to eat your words mate because I also agree in that Microsoft have their work cut out. I guess my annoyance is due to the usual fanboy rubbish that gets thrown around when a new launch is forthcoming; and the fact that people seem to be expecting a vast difference in the end result based on the spec's that have so far been confirmed (or not as the case may be...) It's like a 220bhp Clio vs. a 300bhp Clio debate. The 300bhp Clio is significantly more powerful but in reality you won't see it disappearing over the horizon whilst you're left eating it's dust! (Can't think of a suitable analogy! Late. Tired). Might try posting something more coherent and readable again soon... LOL!
Exciting times ahead for gamers regardless. The new consoles are looking quite tasty no matter how you look at them.