› Foros › Multiplataforma › General
Xbox:
1.18 TF GPU (12 CUs) for games
768 Shaders
48 Texture units
16 ROPS
2 ACE/ 16 queues
PS4:
1.84TF GPU ( 18 CUs) for games + 56%
1152 Shaders +50%
72 Texture units +50%
32 ROPS + 100%
8 ACE/64 queues +300%
Hombre, en algunos aspectos PS4 es hasta un 100% superior, tiene el doble de ROPS por ejemplo. Y la GDDR5 de PS4 es un 140% más rápidad que la DDR3. Si por algún motivo el engine de call of duty no se llevase bien con la ESRAM, porque es escasa o porque hay que cargarla y descargarla muy a menudo, eso combinado con todo el resto de aspectos en que PS4 es superior, bien podrían explicar una diferencia de resolución del 125%.
Cyborg_Ninja escribió:
No es necesario que me pusieras unos datos que hemos visto cientos de veces.
Y me reafirmo, esa diferencia de GPU no deberia de ser tan notoria. La 7790 por ejemplo sale perdiendo en casi todo respecto a la 7850 y la diferencia no llega al 10%, y hay la misma diferencia de ROPS y CUs. Que poner numeros en plan "guau, 100% en tal, 50% en tal" queda muy bonito pero en la practica suele ser mucho menos.
Es mas, la 7770 y la 7850 (GPUs equivalentes a One & PS4 yendo a lo bajo, porque son algo mejores) no se llevan ni de coña esa diferencia tan brutal de rendimiento, hay una diferencia marcada, pero no como para que a los mismos frames una vaya a 720p y la otra a 1080p en el mismo juego. De hecho si hubiera esa diferencia tan brutal de rendimiento no tendriamos Ryse a una resolucion mucho mas alta y con mejor tecnologia plantandole cara, o superando, al juego "estrella" de salida de la competencia.
Que no, que lo que mas cuadra para explicar esa diferencia tan brutal es la dificultad de programacion de One o el poco interes por ahora de MS en ofrecer buenas herramientas para trabajar, de hecho los del Just Cause comentaron que era un entorno mas "maduro" en PS4 ahora mismo, pero que no le preocupa porque MS son muy buenos en eso. Eso unido a la incompetencia de esta gente, porque por lo visto incluso en PS4 tiene caidas serias. Simplemente se habran visto apurados, la version de One habria que optimizarla mas para tener 1080p y presentaba mas problemas de rendimiento y ala, bajamos la resolucion y asunto arreglado.
Que hombre, en PS3 os habeis tirado años ignorando los multis, y ahi si habia que esperar el verdadero potencial del Cell y el dogma de fe era la dificultad de programacion, y eso que habia ports como el de Bayonetta que la version de la 360 le sacaba facil 20 fps nada mas y nada menos.
Pero esto se vera cuando salgan mas multis al mercado, a ver si seguimos con 720p vs 1080p.
EDIT: Ahora que me fijo, 1,18 Tflops "for games"? que cara mas dura, madre mia...
no tendriamos Ryse a una resolucion mucho mas alta y con mejor tecnologia (esto es respecto a COD) plantandole cara, o superando, al juego "estrella" de salida de la competencia.
Hay que mirar algo en concreto en estas fotos de los pads?
Arlgrim escribió:juan y eloskuro reportados por poner porno .
juan19 escribió:GIF de DriveClub calidad meh
juan19 escribió:
oscar_fv escribió:juan19 escribió:
pareces nuevo macho, todo el mundo sabe que esa es la pared para entrar al mundo 3d de homer
Cyborg_ninja, Entre las graficas 7770 y 7850 hay una diferencia de frames con el mismo juego de un 55% según anandtech, si quieres te cuelgo las comparativas.
Graphical improvements in video games have become less dramatic with each new console generation. Games on the Xbox One and PlayStation 4 look gorgeous, but it’s challenging to point to specific examples describing why they look better than the 360 and PS3. Game Informer got the chance to see The Order: 1886 in action for our November cover story, and it quickly became the most apparent display of the PlayStation 4’s power we’ve seen so far. Ready At Dawn’s alternate take on 19th century London is packed with period-accurate wardrobes and highly expressive characters. We spoke with Ready At Dawn about using the PS4’s technology to create a richly detailed, yet lived-in, world.
We started off the conversation about the PlayStation 4’s formidable hardware with art director Nathan Phail-Liff and tech director Garrett Foster.
“The power speaks [for] itself,” Foster says when asked how Ready At Dawn is able to create such a detailed world. “It’s more powerful than most computers on the planet, and it is the most powerful console on the planet. With that, they allow us bare-to-the-metal access [hardware free of pre-loaded software]. We can do whatever we want to. Even the head of ATI a couple months ago came out and said graphics are getting held back by a software layer that PC developers just can’t take advantage of. What we’re able to do is take it to a new level where we can literally take advantage of every cycle and try to make it as best it can be.”
Ready At Dawn has created its own engine to take advantage of the PlayStation 4’s impressive tech. But improved technology is useless without artists capable of taking advantage of it.
Take a look at the screenshot above and observe how the light plays off the wallpaper, cast iron stone, and other in-game objects
“From an art standpoint, with every generational shift you can do more of everything,” Phail-Liff says. “You can nickel and dime – ‘Oh we have this many more polygons and significant more textures.’ There’s this standard order of magnitude growth on the whole detail of level. But some of the standout things for us, going from the PS3 generation to the PS4, are the shading and internal models. That’s a huge thing. On PS3 there’s a lot more approximations of how objects look and respond to light. With the PS4 we can implement a much more reality-based, advanced shading model. So metals aren’t just shiny, they actually look like the physical samples in the real world. So that’s something that, for getting polygon and texture budgets just makes everything from lighting to physical objects really shine.”
The creators of The Order: 1886 showed off this object shading technique in a brief demonstration. 3D objects are crafted for the game world, then artists detail them with brushes that impose pre-made textures onto them. For example, a rusty fire hydrant may include two different types of metal which each react differently to lighting. Pre-loaded systems like Ready At Dawn’s shading tools allow the team to save time in the long run.
“The simplest analogy is Photoshop for materials,” says Phail-Liff
Textile scanning is another method Ready At Dawn is employing to save time and create a more immersive world. During our visit the studio showed us a large contraption that allows developers to scan flat, real-world objects into the game. The team scans real samples of aged parchment, wallpaper, and period-accurate clothing into the game. The multiple cameras and light sources allow in-game lighting to play off these textures realistically. These samples can then be pasted onto objects and the environment.
“It adds a level of realism that’s just not possible otherwise,” Foster says. “There are imperfections in the world that you never think of. When you see cloth, there’s tons of little strand imperfections that are hard to mimic.”
Foster adds that many artists painstakingly weather and distress game objects to make them look more realistic. The textile scanner allows Ready At Dawn to simply scan the genuine article into the game, which saves artists’ time and creates a higher level of fidelity.
The process of zapping real textiles into the game saves time, but Ready At Dawn is still free to alter them if a specific pattern or look doesn’t perfectly fit the requirements. The in-game result is stunning. Everything down to the wood texture of a gun’s stock to the embroidery of a table cloth looks genuine.
“Every process we have that captures something from real life, we have pipeline that lets us alter it, too,” Phail-Liff says. “So we’re never wedded to exactly what we capture. It gives us all these great building blocks that it lets us stylize it, lets us change it, or alter it, but it saves a lot of time.”
Foster thinks of this method of transposing real-world textures into games could work well even for more fantastical games.
“I think if we were to make something stylized again, let’s say we were to make another Daxter, something in that ilk, something that’s that stylized, I think the process would be the same,” Foster says. “We would still start with a realistic base and mutate it towards our goals, because it gives you such a strong foundation to move stuff from and it’s believable. It’s immediately believable.”
“Not sure there any Ottsels available in this game,” Phail-Liff says.
“We can take a ferret and a weasel, I guess that’s what it is, man. Mix those two together – mo-cap ‘em,” Foster says, laughing.
Speaking of motion capture, Ready At Dawn has put a lot of effort into the character models of The Order’s knights. The team says there are more joints in one knight’s face than in all of Uncharted’s Nathan Drake, another indicator of the PS4’s prowess.
Take a look at the image above for a good sense of the range of expression these characters are capable of thanks to the increased number of joints. The improved facial capabilities allow for actor’s performances to make it into the game without losing much from the performance.
Ready At Dawn is taking characters a step further by paying close attention to their unique hairstyles and facial hair. Team members with hair lengths similar to the game characters were done up to look like the knights. These custom ‘dos were then carefully lit and photographed as reference for the game models. Given Galahad’s majestic mustache, it looks like the effort is paying off.
All of Ready At Dawn’s in-house tech is an impressive demonstration of the PS4’s capabilities, but as Uncle Ben said to Peter Parker, “With great power comes great responsibility.” With that in mind, Ready At Dawn is being careful not to simply add in impressive technology for the sake of doing so.
“As the developers our responsibility is to keep in mind the best interests of the game and making sure that we’re not gratuitously implementing technology as a digital ego trip just to show you can. It should have a purpose in terms of the emotional impact on the player, the enjoyment, [and] the experience,” Phail-Liff says.
“That’s something we actually have almost no interest in,” Foster says. “We’re not a tech house; we’re a gaming house. We’re game developers. Every piece of technology that’s here, no matter how crazy outlandish it is, has a reason that was directly driven by the game.”
The dawn of a new console generation is an exciting time, but games are the true incentive for making the leap. Sony has visually impressive first-party titles like Knack and Killzone: Shadow Fall ready at launch, but The Order: 1886 is the first next-gen title we’ve seen that truly looks like it couldn’t be pulled off on modern machines. The level of authenticity Ready At Dawn is injecting into its version of London has us excited to dive into The Order: 1886’s world next year.
juan19 escribió:The Next-Gen Tech Of The Order: 1886
Graphical improvements in video games have become less dramatic with each new console generation. Games on the Xbox One and PlayStation 4 look gorgeous, but it’s challenging to point to specific examples describing why they look better than the 360 and PS3. Game Informer got the chance to see The Order: 1886 in action for our November cover story, and it quickly became the most apparent display of the PlayStation 4’s power we’ve seen so far. Ready At Dawn’s alternate take on 19th century London is packed with period-accurate wardrobes and highly expressive characters. We spoke with Ready At Dawn about using the PS4’s technology to create a richly detailed, yet lived-in, world.
We started off the conversation about the PlayStation 4’s formidable hardware with art director Nathan Phail-Liff and tech director Garrett Foster.
“The power speaks [for] itself,” Foster says when asked how Ready At Dawn is able to create such a detailed world. “It’s more powerful than most computers on the planet, and it is the most powerful console on the planet. With that, they allow us bare-to-the-metal access [hardware free of pre-loaded software]. We can do whatever we want to. Even the head of ATI a couple months ago came out and said graphics are getting held back by a software layer that PC developers just can’t take advantage of. What we’re able to do is take it to a new level where we can literally take advantage of every cycle and try to make it as best it can be.”
Ready At Dawn has created its own engine to take advantage of the PlayStation 4’s impressive tech. But improved technology is useless without artists capable of taking advantage of it.
Take a look at the screenshot above and observe how the light plays off the wallpaper, cast iron stone, and other in-game objects
“From an art standpoint, with every generational shift you can do more of everything,” Phail-Liff says. “You can nickel and dime – ‘Oh we have this many more polygons and significant more textures.’ There’s this standard order of magnitude growth on the whole detail of level. But some of the standout things for us, going from the PS3 generation to the PS4, are the shading and internal models. That’s a huge thing. On PS3 there’s a lot more approximations of how objects look and respond to light. With the PS4 we can implement a much more reality-based, advanced shading model. So metals aren’t just shiny, they actually look like the physical samples in the real world. So that’s something that, for getting polygon and texture budgets just makes everything from lighting to physical objects really shine.”
The creators of The Order: 1886 showed off this object shading technique in a brief demonstration. 3D objects are crafted for the game world, then artists detail them with brushes that impose pre-made textures onto them. For example, a rusty fire hydrant may include two different types of metal which each react differently to lighting. Pre-loaded systems like Ready At Dawn’s shading tools allow the team to save time in the long run.
“The simplest analogy is Photoshop for materials,” says Phail-Liff
Textile scanning is another method Ready At Dawn is employing to save time and create a more immersive world. During our visit the studio showed us a large contraption that allows developers to scan flat, real-world objects into the game. The team scans real samples of aged parchment, wallpaper, and period-accurate clothing into the game. The multiple cameras and light sources allow in-game lighting to play off these textures realistically. These samples can then be pasted onto objects and the environment.
“It adds a level of realism that’s just not possible otherwise,” Foster says. “There are imperfections in the world that you never think of. When you see cloth, there’s tons of little strand imperfections that are hard to mimic.”
Foster adds that many artists painstakingly weather and distress game objects to make them look more realistic. The textile scanner allows Ready At Dawn to simply scan the genuine article into the game, which saves artists’ time and creates a higher level of fidelity.
The process of zapping real textiles into the game saves time, but Ready At Dawn is still free to alter them if a specific pattern or look doesn’t perfectly fit the requirements. The in-game result is stunning. Everything down to the wood texture of a gun’s stock to the embroidery of a table cloth looks genuine.
“Every process we have that captures something from real life, we have pipeline that lets us alter it, too,” Phail-Liff says. “So we’re never wedded to exactly what we capture. It gives us all these great building blocks that it lets us stylize it, lets us change it, or alter it, but it saves a lot of time.”
Foster thinks of this method of transposing real-world textures into games could work well even for more fantastical games.
“I think if we were to make something stylized again, let’s say we were to make another Daxter, something in that ilk, something that’s that stylized, I think the process would be the same,” Foster says. “We would still start with a realistic base and mutate it towards our goals, because it gives you such a strong foundation to move stuff from and it’s believable. It’s immediately believable.”
“Not sure there any Ottsels available in this game,” Phail-Liff says.
“We can take a ferret and a weasel, I guess that’s what it is, man. Mix those two together – mo-cap ‘em,” Foster says, laughing.
Speaking of motion capture, Ready At Dawn has put a lot of effort into the character models of The Order’s knights. The team says there are more joints in one knight’s face than in all of Uncharted’s Nathan Drake, another indicator of the PS4’s prowess.
Take a look at the image above for a good sense of the range of expression these characters are capable of thanks to the increased number of joints. The improved facial capabilities allow for actor’s performances to make it into the game without losing much from the performance.
Ready At Dawn is taking characters a step further by paying close attention to their unique hairstyles and facial hair. Team members with hair lengths similar to the game characters were done up to look like the knights. These custom ‘dos were then carefully lit and photographed as reference for the game models. Given Galahad’s majestic mustache, it looks like the effort is paying off.
All of Ready At Dawn’s in-house tech is an impressive demonstration of the PS4’s capabilities, but as Uncle Ben said to Peter Parker, “With great power comes great responsibility.” With that in mind, Ready At Dawn is being careful not to simply add in impressive technology for the sake of doing so.
“As the developers our responsibility is to keep in mind the best interests of the game and making sure that we’re not gratuitously implementing technology as a digital ego trip just to show you can. It should have a purpose in terms of the emotional impact on the player, the enjoyment, [and] the experience,” Phail-Liff says.
“That’s something we actually have almost no interest in,” Foster says. “We’re not a tech house; we’re a gaming house. We’re game developers. Every piece of technology that’s here, no matter how crazy outlandish it is, has a reason that was directly driven by the game.”
The dawn of a new console generation is an exciting time, but games are the true incentive for making the leap. Sony has visually impressive first-party titles like Knack and Killzone: Shadow Fall ready at launch, but The Order: 1886 is the first next-gen title we’ve seen that truly looks like it couldn’t be pulled off on modern machines. The level of authenticity Ready At Dawn is injecting into its version of London has us excited to dive into The Order: 1886’s world next year.
eloskuro escribió:
juan19 escribió:The Next-Gen Tech Of The Order: 1886
Graphical improvements in video games have become less dramatic with each new console generation. Games on the Xbox One and PlayStation 4 look gorgeous, but it’s challenging to point to specific examples describing why they look better than the 360 and PS3. Game Informer got the chance to see The Order: 1886 in action for our November cover story, and it quickly became the most apparent display of the PlayStation 4’s power we’ve seen so far. Ready At Dawn’s alternate take on 19th century London is packed with period-accurate wardrobes and highly expressive characters. We spoke with Ready At Dawn about using the PS4’s technology to create a richly detailed, yet lived-in, world.
We started off the conversation about the PlayStation 4’s formidable hardware with art director Nathan Phail-Liff and tech director Garrett Foster.
“The power speaks [for] itself,” Foster says when asked how Ready At Dawn is able to create such a detailed world. “It’s more powerful than most computers on the planet, and it is the most powerful console on the planet. With that, they allow us bare-to-the-metal access [hardware free of pre-loaded software]. We can do whatever we want to. Even the head of ATI a couple months ago came out and said graphics are getting held back by a software layer that PC developers just can’t take advantage of. What we’re able to do is take it to a new level where we can literally take advantage of every cycle and try to make it as best it can be.”
Ready At Dawn has created its own engine to take advantage of the PlayStation 4’s impressive tech. But improved technology is useless without artists capable of taking advantage of it.
Take a look at the screenshot above and observe how the light plays off the wallpaper, cast iron stone, and other in-game objects
“From an art standpoint, with every generational shift you can do more of everything,” Phail-Liff says. “You can nickel and dime – ‘Oh we have this many more polygons and significant more textures.’ There’s this standard order of magnitude growth on the whole detail of level. But some of the standout things for us, going from the PS3 generation to the PS4, are the shading and internal models. That’s a huge thing. On PS3 there’s a lot more approximations of how objects look and respond to light. With the PS4 we can implement a much more reality-based, advanced shading model. So metals aren’t just shiny, they actually look like the physical samples in the real world. So that’s something that, for getting polygon and texture budgets just makes everything from lighting to physical objects really shine.”
The creators of The Order: 1886 showed off this object shading technique in a brief demonstration. 3D objects are crafted for the game world, then artists detail them with brushes that impose pre-made textures onto them. For example, a rusty fire hydrant may include two different types of metal which each react differently to lighting. Pre-loaded systems like Ready At Dawn’s shading tools allow the team to save time in the long run.
“The simplest analogy is Photoshop for materials,” says Phail-Liff
Textile scanning is another method Ready At Dawn is employing to save time and create a more immersive world. During our visit the studio showed us a large contraption that allows developers to scan flat, real-world objects into the game. The team scans real samples of aged parchment, wallpaper, and period-accurate clothing into the game. The multiple cameras and light sources allow in-game lighting to play off these textures realistically. These samples can then be pasted onto objects and the environment.
“It adds a level of realism that’s just not possible otherwise,” Foster says. “There are imperfections in the world that you never think of. When you see cloth, there’s tons of little strand imperfections that are hard to mimic.”
Foster adds that many artists painstakingly weather and distress game objects to make them look more realistic. The textile scanner allows Ready At Dawn to simply scan the genuine article into the game, which saves artists’ time and creates a higher level of fidelity.
The process of zapping real textiles into the game saves time, but Ready At Dawn is still free to alter them if a specific pattern or look doesn’t perfectly fit the requirements. The in-game result is stunning. Everything down to the wood texture of a gun’s stock to the embroidery of a table cloth looks genuine.
“Every process we have that captures something from real life, we have pipeline that lets us alter it, too,” Phail-Liff says. “So we’re never wedded to exactly what we capture. It gives us all these great building blocks that it lets us stylize it, lets us change it, or alter it, but it saves a lot of time.”
Foster thinks of this method of transposing real-world textures into games could work well even for more fantastical games.
“I think if we were to make something stylized again, let’s say we were to make another Daxter, something in that ilk, something that’s that stylized, I think the process would be the same,” Foster says. “We would still start with a realistic base and mutate it towards our goals, because it gives you such a strong foundation to move stuff from and it’s believable. It’s immediately believable.”
“Not sure there any Ottsels available in this game,” Phail-Liff says.
“We can take a ferret and a weasel, I guess that’s what it is, man. Mix those two together – mo-cap ‘em,” Foster says, laughing.
Speaking of motion capture, Ready At Dawn has put a lot of effort into the character models of The Order’s knights. The team says there are more joints in one knight’s face than in all of Uncharted’s Nathan Drake, another indicator of the PS4’s prowess.
Take a look at the image above for a good sense of the range of expression these characters are capable of thanks to the increased number of joints. The improved facial capabilities allow for actor’s performances to make it into the game without losing much from the performance.
Ready At Dawn is taking characters a step further by paying close attention to their unique hairstyles and facial hair. Team members with hair lengths similar to the game characters were done up to look like the knights. These custom ‘dos were then carefully lit and photographed as reference for the game models. Given Galahad’s majestic mustache, it looks like the effort is paying off.
All of Ready At Dawn’s in-house tech is an impressive demonstration of the PS4’s capabilities, but as Uncle Ben said to Peter Parker, “With great power comes great responsibility.” With that in mind, Ready At Dawn is being careful not to simply add in impressive technology for the sake of doing so.
“As the developers our responsibility is to keep in mind the best interests of the game and making sure that we’re not gratuitously implementing technology as a digital ego trip just to show you can. It should have a purpose in terms of the emotional impact on the player, the enjoyment, [and] the experience,” Phail-Liff says.
“That’s something we actually have almost no interest in,” Foster says. “We’re not a tech house; we’re a gaming house. We’re game developers. Every piece of technology that’s here, no matter how crazy outlandish it is, has a reason that was directly driven by the game.”
The dawn of a new console generation is an exciting time, but games are the true incentive for making the leap. Sony has visually impressive first-party titles like Knack and Killzone: Shadow Fall ready at launch, but The Order: 1886 is the first next-gen title we’ve seen that truly looks like it couldn’t be pulled off on modern machines. The level of authenticity Ready At Dawn is injecting into its version of London has us excited to dive into The Order: 1886’s world next year.
juan19 escribió:
eloskuro escribió:
Join PlayStation and Spike TV for the live PS4 All Access: Greatness Awaits launch event! We’ll be live in New York City on November 14th starting at 11:00pm. Tune in to see exclusive world premieres and announcements about the PS4 games that will define 2014 and beyond. Tune in on Spike TV, Ustream, or right here on PlayStation.Blog.
http://blog.us.playstation.com/2013/11/ ... mber-14th/
Asi que Yoshida esta trolleando y se presentará algo gordo? xD
tiku escribió:La tarifa se jode igual. Si no me equivoco las imágenes siguen cargando dentro del tag, pero al menos no descuadran la visión del hilo en moviles o tabletas xD
David Ricardo escribió:eloskuro escribió:Disney fantasia 1080p nativos confirmado
http://www.youtube.com/watch?v=B-xQAdh0gd4
http://www.videogamer.com/xboxone/fantasia_music_evolved/news/fantasia_music_evolved_runs_natively_in_1080p_on_xbox_one.html
PD: David Ricardo. Que rapido le quitas el 10% de recursos de la gpu a xbox one. Contando que es para gpgpu , es curioso saber que segun tú la ps4 no necesita la gpu para eso. Un saludo
De qué estás hablando? Ese 10% se lo quitó microsoft a su gpu para kinect y apps. Infinity ward pidió acceder a ese 10% y MS le dijo que no era posible.
Está todo correcto.
NeCLaRT escribió:No esta correcto, esta manipulado, y en desigualdad de condiciones. Para variar. Y eso que no hay necesidad alguna de hacerlo, ya que brutamente ps4 queda claramente por encima sin hacer trampas, pero alguno no lo puede evitar.
David Ricardo escribió:NeCLaRT escribió:No esta correcto, esta manipulado, y en desigualdad de condiciones. Para variar. Y eso que no hay necesidad alguna de hacerlo, ya que brutamente ps4 queda claramente por encima sin hacer trampas, pero alguno no lo puede evitar.
Me quedo con las palabras manipulado y trampas. ¿Me harías el favor de ilustrarnos dónde están la manipulación y las trampas y cuáles serían los datos reales?
Es que esto de pasar por aquí a soltar pullitas y marchar sin aclarar nada huele casi a flame.
Si quieres decir algo, dilo. No vengas con medias tintas.
Cyborg_Ninja escribió:Cyborg_ninja, Entre las graficas 7770 y 7850 hay una diferencia de frames con el mismo juego de un 55% según anandtech, si quieres te cuelgo las comparativas.
Pero a ver, mira, "Hay una diferencia de frames con el mismo juego" cual es ese mismo juego? es que te crees que en todos los juegos hay la misma diferencia en los benchmark? te lo digo porque no es asi ni mucho menos.
De hecho, mira en Battlefield 3 con estas caracteristicas.
1,920 x 1,080 4xAA 16x AF, ultra detail settings, DirectX 11
7770: 23-28 fps
7850: 36-45
Es una diferencia considerable de fps, pero le bajas el AA a un x2 y la resolucion a 900p y llegas a superar el rendimiento de la 7850.
Obviamente depende del juego y del engine, la 7850 puede perfectamente sacarle hasta 30 fps a la 7770, lo cual es una diferencia a tener en cuenta, pero en otros le puede sacar 10, o 20. Simplemente la diferencia comun suele ser menor de lo que dicen los numeros, y aun yendo a lo alto lo mismo.
O en Crysis 3.
Crysis 3 a 900p ya va a una media de 30-40 fps en una 7770.
Obviamente la diferencia a favor de la 7850 es clara, pero nada que no se solucione bajando la resolucion. Un juego bien optimizado, con bajar a 900p en esa GPU ya deberias tener un rendimiento similar (o mejor en algunos) que el de la 7850.
Solo digo que ni en la peor de las situaciones deberia de haber tanta diferencia, y me huele a que han contribuido mas aspectos: la peculiar arquitectura de One, las herramientas, prisas, etc. Aparte obviamente de la diferencia de potencia, que existe. un 30/40% en la practica lo veo mas razonable.
Cyborg_Ninja escribió:EDIT: Ahora que me fijo, 1,18 Tflops "for games"? que cara mas dura, madre mia...
Arlgrim escribió:Lo de este hilo , se me antoja ya muy barbaro , gente que intenta quitar la razon a otra gente , primero sin usar fuentes y segundo usando datos que le desacreditan a si mismo mas si cabe , lo que me estoy riendo , esto ya es de libro.
Xsato7 escribió:No te jode, y si le bajas a la 7850 tambien le puede sacar mas fps de diferencia, una web tan importante como Anandtech dice que entre una 7770 y una 7850 hay una diferencia de un 55%, es decir, una diferencia similar a la gpu de la One y la ps4.
Johny27 escribió:Di la mentira, así, en plan guay, que me vas a alegrar la mañana con tu respuesta.
Xsato7 escribió:Cyborg_Ninja escribió:Cyborg_ninja, Entre las graficas 7770 y 7850 hay una diferencia de frames con el mismo juego de un 55% según anandtech, si quieres te cuelgo las comparativas.
Pero a ver, mira, "Hay una diferencia de frames con el mismo juego" cual es ese mismo juego? es que te crees que en todos los juegos hay la misma diferencia en los benchmark? te lo digo porque no es asi ni mucho menos.
De hecho, mira en Battlefield 3 con estas caracteristicas.
1,920 x 1,080 4xAA 16x AF, ultra detail settings, DirectX 11
7770: 23-28 fps
7850: 36-45
Es una diferencia considerable de fps, pero le bajas el AA a un x2 y la resolucion a 900p y llegas a superar el rendimiento de la 7850.
Obviamente depende del juego y del engine, la 7850 puede perfectamente sacarle hasta 30 fps a la 7770, lo cual es una diferencia a tener en cuenta, pero en otros le puede sacar 10, o 20. Simplemente la diferencia comun suele ser menor de lo que dicen los numeros, y aun yendo a lo alto lo mismo.
O en Crysis 3.
Crysis 3 a 900p ya va a una media de 30-40 fps en una 7770.
Obviamente la diferencia a favor de la 7850 es clara, pero nada que no se solucione bajando la resolucion. Un juego bien optimizado, con bajar a 900p en esa GPU ya deberias tener un rendimiento similar (o mejor en algunos) que el de la 7850.
Solo digo que ni en la peor de las situaciones deberia de haber tanta diferencia, y me huele a que han contribuido mas aspectos: la peculiar arquitectura de One, las herramientas, prisas, etc. Aparte obviamente de la diferencia de potencia, que existe. un 30/40% en la practica lo veo mas razonable.
Joder, estoy flipando con el nivel de algunos comentario, el de RheinFire da verguenza ajena y todo xd...
23-28: 25'5
36-45: 40'5
Resultado: 15 fps mas de media, es decir casi un 60% mas de rendimiento, vamos que le estas dando la razon...
No te jode, y si le bajas a la 7850 tambien le puede sacar mas fps de diferencia, una web tan importante como Anandtech dice que entre una 7770 y una 7850 hay una diferencia de un 55%, es decir, una diferencia similar a la gpu de la One y la ps4.
En Crysis 3, lo mismo 31-46, 50% mas de rendimiento.
Vamos, que no se a donde va a parar tu mensaje, si tu mismo estas demostrando que hay entre un 50% y 60% de diferencia entre una grafica y otra. La excusa de que bajando se equipara me parece ridicula, si precisamente es, eso mismo lo que discutimos, la ps4 tiene un gpu que rinde un 50% mas que la de One, la diferencia no es poca.
En la pasada gen se discutia que version era mejor por un arbol o una textura mas definida, y para algunos era una diferencia importante, ahora tenemos una consola que saca un 56% y mas de 100% de pixeles a su competidora, en los dos shooters que mas venden, y resulta que la diferencia es irrisoria y no se nota, es flipante...
juan19 escribió:ya estan llegando ps4 a los comercios yankies.
eloskuro escribió:Nadie ha dicho que mienta... Solo que tiene mucho morro. Eso solo lo pondria un fanboy. Sobre todo teniendo en cuenta las recomendaciones de cerny de usar ni mas ni menos que 4 cu para procesos de proposito general. Un 33% oiga. Que vale, que puedes no hacerle caso al programador/guru/creador de ps4, que sabe mas que nosotros del propio sistema que ha creado, pero añgun cu para proposoto general tienes que dejar libre si no quieres un bajon de rendimiento. Si a las buenas solo usamos 2. Ya es mas de un 15%, si usamos 1cu, ya es mas de un 7% .
Un 7% de 1,84 lo mismo practicamente que un 10% de 1,38
Cuando dejen la puerta abierta a ese 10% de la gpu de xbox, ningun desarrolladornusara el 100% de la gpu, como ningun desarrollador de ps4 usará el 100% de la gpu de ps4 solo en graficos.
Por eso lo normal es poner en la comparativa las cifras reales de las dos gpus y dejaros de niñerias absurdas para trollear.
keevviiiinn escribió:Si el the order ese sigue por el camino que lleva , saldra un juego de la ostia , uno de los juegos que me dejo flipado al verlo, junto con knack y infamous. Que sale en 2014 el the order ?Si sale en 2014 , son demasiados juegos ya no ?Yo este lo hubiera puesto de lanzamiento y no olvidarme de que el tener juegazos de lanzamiento también hace que la gente se decante por una consola o la otra .
eloskuro escribió:Johny27 escribió:Di la mentira, así, en plan guay, que me vas a alegrar la mañana con tu respuesta.
Nadie ha dicho que mienta... Solo que tiene mucho morro. Eso solo lo pondria un fanboy. Sobre todo teniendo en cuenta las recomendaciones de cerny de usar ni mas ni menos que 4 cu para procesos de proposito general. Un 33% oiga. Que vale, que puedes no hacerle caso al programador/guru/creador de ps4, que sabe mas que nosotros del propio sistema que ha creado, pero añgun cu para proposoto general tienes que dejar libre si no quieres un bajon de rendimiento. Si a las buenas solo usamos 2. Ya es mas de un 15%, si usamos 1cu, ya es mas de un 7% .
Un 7% de 1,84 lo mismo practicamente que un 10% de 1,38
Cuando dejen la puerta abierta a ese 10% de la gpu de xbox, ningun desarrolladornusara el 100% de la gpu, como ningun desarrollador de ps4 usará el 100% de la gpu de ps4 solo en graficos.
Por eso lo normal es poner en la comparativa las cifras reales de las dos gpus y dejaros de niñerias absurdas para trollear.
Xsato7 escribió:Joder, estoy flipando con el nivel de algunos comentario, el de RheinFire da verguenza ajena y todo xd...
23-28: 25'5
36-45: 40'5
Resultado: 15 fps mas de media, es decir casi un 60% mas de rendimiento, vamos que le estas dando la razon...
No te jode, y si le bajas a la 7850 tambien le puede sacar mas fps de diferencia, una web tan importante como Anandtech dice que entre una 7770 y una 7850 hay una diferencia de un 55%, es decir, una diferencia similar a la gpu de la One y la ps4.
En Crysis 3, lo mismo 31-46, 50% mas de rendimiento.
Vamos, que no se a donde va a parar tu mensaje, si tu mismo estas demostrando que hay entre un 50% y 60% de diferencia entre una grafica y otra. La excusa de que bajando se equipara me parece ridicula, si precisamente es, eso mismo lo que discutimos, la ps4 tiene un gpu que rinde un 50% mas que la de One, la diferencia no es poca.
En la pasada gen se discutia que version era mejor por un arbol o una textura mas definida, y para algunos era una diferencia importante, ahora tenemos una consola que saca un 56% y mas de 100% de pixeles a su competidora, en los dos shooters que mas venden, y resulta que la diferencia es irrisoria y no se nota, es flipante...