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EDGE: "Power struggle: the real differences between PS4 and Xbox One performance"

velociraptor

Junior Member
Actually on this I have to heavily disagree.

I was playing Bioshock Infinite the other day on my PC which is connected to my 40 inch Sony 1080p TV.

I ran the game at 1080p and at 900p both with AA. At my normal seating distance, 8 or so feet. I couldn't tell the difference. Especially when the game is moving.
My PC is connected to a 40" Samsung 1080p TV.

I sit a few feet away, and I can still tell the difference.
 

ekim

Member
-You know nothing about PS4 audio chip, so don't pretend one is "much more powerful" than the other. Plus yeah, audio, Sony, you know... They said audio could be processed by the GPGPU and that devs will probably do that in a couple of years. By then, they'll stick to the audio chip, so, there's one.

-I'm pretty sure PS4 has HW scaler, and a good one just like in, you know, Sony TVs...

-Display planes are nothing new. PS1 had hw display planes, stop trying to make this revolutionnary and an xb1 exception. It's called DCE in PS4 (DisplayScanOut Engine). The dedicted processors are very similar in both consoles in fact, they just name them differently. MS liked to rename everything with the X1, even the CUs are called something else (SC)

-PS4 doesn't need move engines so it's irrelevant.

-ESRam is 0.38% of the ram pool. Split pool btw. Everything that has to make a journey through DDR3 is limited to 68GB/s and not so good latency, because Micron 2133 Mhz CAS14. Real life latency : (14 / 1066) x 1000 = 13.1 ns
Some GDDR5 chips have better latency than this. Even with a CL 20 it could be close, cause the base clock is higher (1375).

Audio Chip:
http://www.gamechup.com/mark-cerny-ps4-contains-a-dedicated-audio-processing-chip/
“The principal thing that it does is that it compresses and decompresses audio streams, various formats. So some of that is for the games – you’ll have many, many audio streams in MP3 or another format and the hardware will take care of that for you.

“Or, on the system side for example, audio chat – the compression and decompression of that.”

He also added that the GPU can be useful to do different types of audio processing.

“It really does come down though to the amount of parallelisation that is natural to perform for that algorithm, and that does vary greatly depending on what you are doing specifically in your audio processing. I think that as you go forward we will see a hybrid approach in a couple of years where certain aspects of the audio are being done on GPU.”

Yeah so it can compress/decompress the audio. The X1 chip can do audio processing in terms of effects like reverb which you usually do on your CPU or as Cerny says via GPGPU.

HW Scaler:
So you are pretty sure there is one - but I found no evidence that it exists or supports frame-by-frame scaling. If so, I stand corrected.

Display Planes: PS4 has 2 planes, X1 has 3 planes. Yeah it's no big difference here.

Move engines:
Good that the PS4 doesn't need those but my point was that the existence of those help the X1 to overcome bandwidth issues.

Esram: I was more talking about post-processing and access of data already residing in the ESram. Low latency here helps a lot.
 

RSTEIN

Comics, serious business!
Because people are way too ingrained with 1920x1080. People see that as some sort of a next-gen benchmark and if a game doesn't meet it then it is hardly up to par.

People are not ingrained with 1920x1080. 1080p is not just some made up benchmark. It's the native resolution of any HD TV/monitor. It is the starting point for what most consider to be a true HD experience. There is a huge difference between any resolution <1080p and 1080p. There's even a huge difference between 900p and 1080p.
 

Klocker

Member
Oh man. The denial in this thread that the pure ps4 paper numbers are not all mighty Thor from above and that downplaying of all of Xbox's inherently designed strengths and advantages ...silly man.

same old posts defending the power advantage to the end. Just like most things man, the truth is somewhere in the middle and these machines are as close as any generation ever.


lots of outrage and accusations of parity fixing incoming on DF faceoffs in future.

when in reality the parity comes from MS engineers designing a system that simply doesn't have the same number of CUs as PS but will be able to keep up with and in some cases exceed it.

good luck with the fight. I'll be enjoying all the great games
 

velociraptor

Junior Member
Audio Chip:
http://www.gamechup.com/mark-cerny-ps4-contains-a-dedicated-audio-processing-chip/


Yeah so it can compress/decompress the audio. The X1 chip can do audio processing in terms of effects like reverb which you usually do on your CPU or as Cerny says via GPGPU.

HW Scaler:
So you are pretty sure there is one - but I found no evidence that it exists or supports frame-by-frame scaling. If so, I stand corrected.

Display Planes: PS4 has 2 planes, X1 has 3 planes. Yeah it's no big difference here.

Move engines:
Good that the PS4 doesn't need those but my point was that the existence of those help the X1 to overcome bandwidth issues.

Esram: I was more talking about post-processing and access of data already residing in the ESram. Low latency here helps a lot.
Please explain to me the benefit of having extra display planes besides running games at sub HD?
 

ekim

Member
coherent busses everywhere? the thing is identical to the PS4 in its number of coherent busses. The audio chip I could let slide easily, but the PS4 contains what is probably essentially the same scalar (hey it looks to be AMD based tech), the display planes are seriously nothing to write home about they are pretty basic FF units. The move engines aren't nessaracy in the PS4 because itll just the DMA controllers on the GCN card, which does the same thing, but because it doesn't have a split memory pool its much simpler, the eSRAM latency will probably help with a few workloads, but we don't even what latency it is.

People don't keep ignoring a lot of it (well not everyone) people keep ignoring the parts that are there purely to augment a problem the PS4 does not have (the move engines for example).

The poster I quoted wrote his piece as if there isn't any coherency at all in the X1 so I wanted to correct that. It might not be HuMA by AMD's definition but it's still there.
 

Tsundere

Banned
Audio Chip:
http://www.gamechup.com/mark-cerny-ps4-contains-a-dedicated-audio-processing-chip/


Yeah so it can compress/decompress the audio. The X1 chip can do audio processing in terms of effects like reverb which you usually do on your CPU or as Cerny says via GPGPU.

HW Scaler:
So you are pretty sure there is one - but I found no evidence that it exists or supports frame-by-frame scaling. If so, I stand corrected.

Display Planes: PS4 has 2 planes, X1 has 3 planes. Yeah it's no big difference here.

Move engines:
Good that the PS4 doesn't need those but my point was that the existence of those help the X1 to overcome bandwidth issues.

Esram: I was more talking about post-processing and access of data already residing in the ESram. Low latency here helps a lot.
I think it needs to be stated that a lot of the dedicated hardware in the Xbox One is in there because of the system's broad feature set. The audio hardware isn't dedicated to games, in fact I'd say that it's in there to simplify harmonizing then multiple audio streams from both HDMI ports as well as the on-board audio streams.
 

ekim

Member
Please explain to me the benefit of having extra display planes besides running games at sub HD?

You can run it at sub HD for a short moment in demanding situations where you might lose some frames instead. I think this is a huge benefit when it comes to maintaining a stable resolution while keeping your hud rendered at 1080p.
 
Since it's been brought up, what exactly is the expected consequence of having a "much more powerful audio chip"? Does one expect devs to sacrifice graphics or AI for audio on the PS4?
Oh man. The denial in this thread that the pure ps4 paper numbers are not all mighty Thor from above and that downplaying of all of Xbox's inherently designed strengths and advantages ...silly man.

same old posts defending the power advantage to the end. Just like most things man, the truth is somewhere in the middle and these machines are as close as any generation ever.

lots of outrage and accusations of parity fixing incoming on DF faceoffs in future.

when in reality the parity comes from MS engineers designing a system that simply doesn't have the same number of CUs as PS but will be able to keep up with and in some cases exceed it.

good luck with the fight. I'll be enjoying all the great games
The ironing is delicious.
 
You can run it at sub HD for a short moment in demanding situations where you might lose some frames instead. I think this is a huge benefit when it comes to maintaining a stable resolution while keeping your hud rendered at 1080p.

Right. Didn't MS mention that this can be done on a frame-by-frame basis in the DF article? I think that's pretty damn cool if so.
 

velociraptor

Junior Member
You can run it at sub HD for a short moment in demanding situations where you might lose some frames instead. I think this is a huge benefit when it comes to maintaining a stable resolution while keeping your hud rendered at 1080p.
Wipeout HD already does this. This doesn't sound like an exclusive feature.
 

Jonm1010

Banned
Oh man. The denial in this thread that the pure ps4 paper numbers are not all mighty Thor from above and that downplaying of all of Xbox's inherently designed strengths and advantages ...silly man.

same old posts defending the power advantage to the end. Just like most things man, the truth is somewhere in the middle and these machines are as close as any generation ever.


lots of outrage and accusations of parity fixing incoming on DF faceoffs in future.

when in reality the parity comes from MS engineers designing a system that simply doesn't have the same number of CUs as PS but will be able to keep up with and in some cases exceed it.

good luck with the fight. I'll be enjoying all the great games
You know what I trust? The facts and the insight from the experts using both systems.

The numbers that really matter all support ps4 being more powerful and the developer insight we have, namely from forum insiders like Matt, point to ps4 being notably more powerful and easier to use.

It's not head in the sand, it's accepting reality or trying to downplay or ignore it.
 

mrklaw

MrArseFace
ekim, Xbox needs 3 display planes because one is dedicated to the OS, so it can scale and snap stuff alongside the games. PS4 won't need that third one because it'll switch between dash and games, never running both at the same time (notifications can be popped up easily enough without that, like on PS3)
 

KidBeta

Junior Member
Audio Chip:
http://www.gamechup.com/mark-cerny-ps4-contains-a-dedicated-audio-processing-chip/

Yeah so it can compress/decompress the audio. The X1 chip can do audio processing in terms of effects like reverb which you usually do on your CPU or as Cerny says via GPGPU.

HW Scaler:
So you are pretty sure there is one - but I found no evidence that it exists or supports frame-by-frame scaling. If so, I stand corrected.

Display Planes: PS4 has 2 planes, X1 has 3 planes. Yeah it's no big difference here.

Move engines:
Good that the PS4 doesn't need those but my point was that the existence of those help the X1 to overcome bandwidth issues.

Esram: I was more talking about post-processing and access of data already residing in the ESram. Low latency here helps a lot.

vgleaks says the primary difference between the display planes and the DCE in the PS4 is how many there are, therefore its pretty easy to infer that they support similar/the same features doing dynamic frame by frame scaling isn't exactly a difficult thing to support for hardware like this.

Move engines do not 'overcome' bandwidth issues they merely mean that you do not need the CPU to move data between the two pools something that a sensible setup would already do. It primarily means that the XBONE wont be wasting CPU cycles moving data, not that it helps with the bandwidth in any way.
 

DBT85

Member
You can run it at sub HD for a short moment in demanding situations where you might lose some frames instead. I think this is a huge benefit when it comes to maintaining a stable resolution while keeping your hud rendered at 1080p.

Was the HUD rendered separately in Wipeout HD or was it scaled like the game was?
 

TrueGrime

Member
It's not that, it's people wanting games that are native resolution to the TV they own so they don't have extra artifacts/jaggies/blur that you get from a non-native resolution.

People are not ingrained with 1920x1080. 1080p is not just some made up benchmark. It's the native resolution of any HD TV/monitor. It is the starting point for what most consider to be a true HD experience. There is a huge difference between any resolution <1080p and 1080p. There's even a huge difference between 900p and 1080p.

I'm just trying to be honest to the fact that when the game is in motion from the distance I am sitting away from my TV, the difference will be unnoticeable. Like I said, if a game can hit that true HD mark then I'm all for it, but if it drops to 1600x900 then I will not be upset by that difference. This is all a different story when I am sitting close to my computer monitor on a 24 inch LCD display. Then the smallest change in resolutions means the difference between a playable and unplayable game.
 

foxbeldin

Member
Audio Chip:
http://www.gamechup.com/mark-cerny-ps4-contains-a-dedicated-audio-processing-chip/
Yeah so it can compress/decompress the audio. The X1 chip can do audio processing in terms of effects like reverb which you usually do on your CPU or as Cerny says via GPGPU.

Still, you don't know what the audio chip can or cannot process. And Cerny doesn't expect audio to be processed by gpgpu before "a couple of years".
I wouldn't take this "it compresses and decompresses" quote as a full disclosure of the chipset capability.
And even if the audio chip couldn't process audio (which i'm very doubtful of considering Sony know it's shit when it comes to audio), you're in a really gpu centric generation so you can expect the CPU to have more than it takes to handle the job.
 

gofreak

GAF's Bob Woodward
Yeah so it can compress/decompress the audio. The X1 chip can do audio processing in terms of effects like reverb which you usually do on your CPU or as Cerny says via GPGPU.

To be totally correct, the things he was talking about doing on the GPU wrt audio were pretty advanced, and things you'd probably be doing on CPU or GPU on Xbox One too. Xbox One's audio chip does not handle everything you might ever want to do with audio rendering. AFAIK it does decoding, some mixing functions, some resampling, some filtering. Examples Cerny was giving for tracing audio through media etc. sound like a whole other kettle of fish.

Meanwhile we know the 'principal' tasked performed by audio chip in PS4 is decoding and encoding...but beyond that it is a bit of a question mark. I do think XB1's chip does more, if only because everyone keeps saying so, but mixing in Cerny's comments about GPGPU applications with the suggestion that the same or arbitrary GPU/CPU audio rendering can be handled instead on XB1 via its audio chip is misleading.
 

ekim

Member
vgleaks says the primary difference between the display planes and the DCE in the PS4 is how many there are, therefore its pretty easy to infer that they support similar/the same features doing dynamic frame by frame scaling isn't exactly a difficult thing to support for hardware like this.

Move engines do not 'overcome' bandwidth issues they merely mean that you do not need the CPU to move data between the two pools something that a sensible setup would already do. It primarily means that the XBONE wont be wasting CPU cycles moving data, not that it helps with the bandwidth in any way.

You also don't waste cycles for decompression/compression of textures - it's not just moving data but also processing in the same time.
 
Oh man. The denial in this thread that the pure ps4 paper numbers are not all mighty Thor from above and that downplaying of all of Xbox's inherently designed strengths and advantages ...silly man.

same old posts defending the power advantage to the end. Just like most things man, the truth is somewhere in the middle and these machines are as close as any generation ever.


lots of outrage and accusations of parity fixing incoming on DF faceoffs in future.

when in reality the parity comes from MS engineers designing a system that simply doesn't have the same number of CUs as PS but will be able to keep up with and in some cases exceed it.

good luck with the fight. I'll be enjoying all the great games

I just love these posts.
 

USC-fan

Banned
Oh man. The denial in this thread that the pure ps4 paper numbers are not all mighty Thor from above and that downplaying of all of Xbox's inherently designed strengths and advantages ...silly man.

same old posts defending the power advantage to the end. Just like most things man, the truth is somewhere in the middle and these machines are as close as any generation ever.


lots of outrage and accusations of parity fixing incoming on DF faceoffs in future.

when in reality the parity comes from MS engineers designing a system that simply doesn't have the same number of CUs as PS but will be able to keep up with and in some cases exceed it.

good luck with the fight. I'll be enjoying all the great games
what are the inherently design strengths and advantages?
 
Oh man. The denial in this thread that the pure ps4 paper numbers are not all mighty Thor from above and that downplaying of all of Xbox's inherently designed strengths and advantages ...silly man.

same old posts defending the power advantage to the end. Just like most things man, the truth is somewhere in the middle and these machines are as close as any generation ever.


lots of outrage and accusations of parity fixing incoming on DF faceoffs in future.

when in reality the parity comes from MS engineers designing a system that simply doesn't have the same number of CUs as PS but will be able to keep up with and in some cases exceed it.

good luck with the fight. I'll be enjoying all the great games

Drive-by bullshit. :)
 

KidBeta

Junior Member
You also don't waste cycles for decompression/compression of textures - it's not just moving data but also processing in the same time.

The move engines don't do texture decompression/compression, the TMU's do. The only thing that the move engines support is JPEG and thats being used for Kinect 2 it seems.
 

Discusguy

Member
I'm just trying to be honest to the fact that when the game is in motion from the distance I am sitting away from my TV, the difference will be unnoticeable. Like I said, if a game can hit that true HD mark then I'm all for it, but if it drops to 1600x900 then I will not be upset by that difference. This is all a different story when I am sitting close to my computer monitor on a 24 inch LCD display. Then the smallest change in resolutions means the difference between a playable and unplayable game.


I feel the same way. I doubt most people even know what motion resolution their LCD/LED TVs run at. Hell I'm not even sure if that is still a bullet point in plasma/LCD differences.
 

mrklaw

MrArseFace
You also don't waste cycles for decompression/compression of textures - it's not just moving data but also processing in the same time.

wouldn't you just leave the textures in compressed format that the GPU can deal with natively (like they have for donkeys years now)?
 

gofreak

GAF's Bob Woodward
ekim, Xbox needs 3 display planes because one is dedicated to the OS, so it can scale and snap stuff alongside the games. PS4 won't need that third one because it'll switch between dash and games, never running both at the same time (notifications can be popped up easily enough without that, like on PS3)

One of the planes in PS4 is for the OS.

Even on PS3 the OS overlaid over the game when you hit the home button.

On PS4 if a game wants to run its UI at one res and the game at another, it'll use a simple composite shader. It's trivial.

Xbox One's OS is asking games to submit the game and UI planes to the system separately, I believe, because it wants to be able to scale them independently itself if streaming to other displays/devices of different size and aspect ratio. This isn't functionality XB1 exposes currently, but it might be relevant in the future for it if it does some kind of remote play or remote control of its own.
 
I feel the same way. I doubt most people even know what motion resolution their LCD/LED TVs run at. Hell I'm not even sure if that is still a bullet point in plasma/LCD differences.

It is. In basically any electronics retailer catalogue, they'll mention Full HD 1080 which is obviously 1920x1080.

They do the same with laptops. In fact, people are likely more resolution concious considering how hard mobile phones are pushing resolution and display differences these days.

Yeah, this is what It thought. I wonder why Wipeout was the only major game to do this last generation.

Wipeout HD does adjust resolution by a frame-by-frame basis. It just doesn't change the resolution vertically (so you get resolutions like XXXX by 1080.

I'm fairly sure that the HUD is always native resolution and overlaid over.
 

KidBeta

Junior Member
wouldn't you just leave the textures in compressed format that the GPU can deal with natively (like they have for donkeys years now)?

Because you do, the main advantage of this is that you don't blow out your caches with uncompressed data and you also save bandwidth, GCN supports compressed textures all the way upto the registers IIRC, or maybe it was L1 cache, either way, they don't need to decompress for a very long time.
 
Come release you have to deal with reality... Your post are like from some coocoo land. Just terrible. I need to find ignore list 'cause after 7 years of lurking I finally have the POWER!

On unrelated note. Tech threads are great. I see now how annoying I most likely was last console wars. Studying computer science now and hopefully understand things better in four years. Why most people with knowledge do not post in these threads?

Hopeing for good info beside the mountain of garbage.
 

ekim

Member
The move engines don't do texture decompression/compression, the TMU's do. The only thing that the move engines support is JPEG and thats being used for Kinect 2 it seems.

I guess I confused it with tiling/untiling.

&#8364;: or when you're using JPEG compressed textures :p
 

kitch9

Banned
Oh man. The denial in this thread that the pure ps4 paper numbers are not all mighty Thor from above and that downplaying of all of Xbox's inherently designed strengths and advantages ...silly man.

same old posts defending the power advantage to the end. Just like most things man, the truth is somewhere in the middle and these machines are as close as any generation ever.


lots of outrage and accusations of parity fixing incoming on DF faceoffs in future.

when in reality the parity comes from MS engineers designing a system that simply doesn't have the same number of CUs as PS but will be able to keep up with and in some cases exceed it.

good luck with the fight. I'll be enjoying all the great games

Yay for you.
 

ekim

Member
wouldn't you just leave the textures in compressed format that the GPU can deal with natively (like they have for donkeys years now)?

Sooner or later the GPU has to decompress them. LZ packed DXT will then unpacked in a dedicated piece of HW without bothering the GPU with this task.

edit: That's how I understand it - correct me if I'm wrong.
 
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