четверг, 31 мая 2018 г.

leistung_xbox_one

Xbox One S performance boost revealed. The new console has a faster GPU and we've benchmarked it. Xbox One S releases today and we finally have detailed data on exactly how the new console is faster than the original model. What's more, we've had access to production hardware for several days now, meaning we can test it. The bottom line is this: Xbox One S has a GPU clock-speed of 914MHz, up from 853MHz in the older unit. That's a 7.1 per cent increase and ESRAM bandwidth increases in line, taking that up to 218GB/s effective. Some games see no difference - others run noticeably faster. As you can read in today's extensive Xbox One S tech interview, the GPU 'overclock' is one of a number of enhancements in a new system-on-chip (SoC) package that adds support for 4K HDR media and gaming. According to Microsoft, upclocking the graphics core is needed to support rendering real-time non-HDR versions of the game for the GameDVR feature, streaming and screenshots. The firm could have disabled it for non-HDR titles, but they chose not to - it's effectively a small, bonus value-added feature. In essence, the difference is rather like a factory overclocked PC graphics card compared to a stock model. By and large, Xbox One S runs like a standard console, but there are scenarios where the improvement is dramatic - far more so than we envisaged when Microsoft supplied the spec. "Some games (ones that utilise dynamic resolution and/or unlocked frame-rates) may see a very minor performance improvement," says Microsoft's Albert Penello, senior director of product management and planning. "Our testing internally has shown this to be pretty minor, and is only measurable on certain games, so we didn't want to make it a 'selling point' for the new console." But should it have been? In the video below, you'll see the results of our own extensive testing, but the bottom line is this. At worst, Xbox One S operates exactly like the standard Xbox One. At best, we saw a 9fps 'in the moment' differential between both consoles running the same content. As Penello says, the difference presents most strongly in games with an unlocked frame-rate, but the bottom line is that even your standard 30fps capped title will see improvement if the original Xbox One hardware can't meet the performance target. Rich presents his analysis of the Xbox One S GPU, as compared to a launch console. It's faster, but how much faster - and does it improve gameplay? First up, a quick note on our testing profile. We used a launch Xbox One unit provided by Microsoft, along with a 2TB version of the new Xbox One S. In order to ensure parity, all titles were run from a 250GB Samsung SSD running in an external caddy over USB 3.0. The idea here is straightforward enough - to remove storage as a potential bottleneck and concentrate performance on the capabilities of the processor. We kick off with a game we chose in order to highlight the maximum possible potential of the spec boost. Project Cars aims for 60fps, but in a rain-lashed Monaco stacked up with vehicles, it rarely achieves it. A heavy GPU load then, with lashings of bandwidth-intensive alpha effects - which we would assume are processed via ESRAM. Using the game's replay feature we can directly copy the rendering load across sessions. And the result? A seven per cent improvement may not sound immense, but this is averaged across the run. In the moment differentials can be as high as 5fps. Restarting the replay from the third-person chase cam view - a gameplay angle - the performance increase rises to 11 per cent, and an in-the-moment max delta of 9fps. Now, examination of the footage does see a variation in the deployment of alpha effects - the storm is randomised to an extent - but the improvement is considerable, and repeatable. This is the spec boost at its greatest in a scenario we crafted to make the most of the Xbox One's faster clocks, but regardless, this is not insignificant. Our other 'go to' game is Io Interactive's Hitman. It has the option to lock at 30fps or run completely unlocked, albeit with v-sync engaged. In the past we've suggested it's the closest thing we have to a console benchmark when comparing PS4 and Xbox One, showing the strengths and weaknesses of both boxes. In a direct, like-for-like cut-scene comparison, the Xbox One S is 6.1 per cent faster than its predecessor. And although the gameplay comparison isn't 100 per cent locked in the way we would like, the differential there increases to 8.1 per cent. Now at this point, you may be thinking that Microsoft really should be thinking twice about dismissing this as a selling point. However, the improvement to performance is highly context sensitive. Not all performance limitations are GPU-based in nature. Returning to Hitman, the Paris stage is NPC heavy and all of those characters, simulated AI and animation don't come cheap. The performance limitation here is CPU-based, and watching the footage unfold it's interesting to see the fits and starts with One S as it pulls ahead of Xbox One, then returns to parity in a fascinating battle of the bottlenecks. It should be noted that this stage also sees Xbox One pull ahead of PlayStation 4 by a margin of around nine per cent. Similarly, with Resident Evil 5 Remastered, the game aims for 1080p60 but regularly fails to attain it. There is a performance uplift on Xbox One S but only in areas where we are GPU-bound - which is clearly the minority in our tests clips taken from the beginning of the game. Here, the average performance uplift drops to just 2.5 per cent across the test sample. The takeaway here is that while GPU clocks have increased with a knock-on effect on ESRAM bandwidth, CPU is unchanged - as Microsoft clarifies in our Xbox One S tech interview. Thus far, we've achieved some truly impressive - and not so impressive - results by directly addressing games with rendering scenarios where Microsoft says we could see an improvement (dynamic resolution games are very hard to test but yes, we should see fewer resolution drops in the heat of the action). But what about games that don't target 60fps? What about titles that run with a capped 30fps frame-rate? We chose two titles here for our testing here: Rise of the Tomb Raider and Batman: Arkham Knight. With Tomb Raider, the village area in the Geothermal Valley allows us to reproduce dips beneath the target 30fps and here we see Xbox One S ironing out some of the drops during traversal with fewer pockets of screen-tear. In an NPC-packed briefing, performance continually drops to 28fps on Xbox One, while the S holds the 30fps line perfectly. It's not a game-changer but it adds a small layer of additional polish to a great title. Arkham Knight is more curious. Again, we see less screen-tear in a like-for-like engine-driven cinematic as we pan across Gotham City, but the most illuminating section comes from the notorious Batmobile sections, which see both tearing and conspicuous drops beneath 30fps. Frame-rate increases across our test clip by four per cent, tearing decreases, but more notable is the reduction in stutter on frame-times. The game feels a touch smoother. It's not a revelation, and there's no boost to a locked 30fps, but there is an improvement. Thinking of buying an Xbox One S? It's a hugely improved console compared to the launch model, as Rich explains in this video review. Our penultimate test is a bust. Fallout 4 could surely use some of that extra refinement offered by the Xbox One S's GPU boost, but the end result is an uncanny match between the two iterations of Xbox One hardware. In some cases, the frame-drops are literally identical, suggesting a memory or CPU bottleneck - something the additional GPU power is not going to address. And finally, we did a little testing on Xbox One backward compatibility. Again, you're far more likely to see the improvement here on 60fps titles that can't quite hit the performance target consistently, but it is there - sub-30fps dips in our Alan Wake's American Nightmare testing are much reduced on the Xbox One S. GPU power isn't really the issue with Xbox One back-compat, it's more the virtualisation of Xbox 360's CPU cores, so we suspect that boosts to games with real performance issues (Mass Effect, Halo Reach etc) are unlikely, but it's good to know that the graphics clock boost does indeed apply to all areas of the system. In conclusion, there are clearly scenarios where the increased GPU provision and ESRAM memory bandwidth hand in substantial 'in the moment' gains, but equally, in a world of capped 30fps titles, the boost to graphics provision counts is less impactful, taking the form of a closer lock to the target frame-rate in GPU-bound scenarios. The increased performance in the new console is fascinating to highlight in benchmarks, but in the 'real world', Xbox One S simply adds an additional layer of consistency - some will notice it and appreciate it, others may want it just because it's there, but equally, it's fair to say that many more may not notice it at all. However, with the move to TSMC's 16nm FinFET production process for the revised Xbox One SoC, we can't help but wonder just how far this processor could overclock given the remarkable increase to GPU performance seen in Nvidia's Pascal processors, fabricated on the same node. And what if those two extra compute units on the design were re-activated? We'll probably never know, and of course it'll never happen, but we'd love to test any upclocked prototypes Microsoft might have lying around its R&D labs. In the meantime, if you're interested in our take on the console as a whole, check out our full Xbox One S review and round-up on everything we know about Xbox One S. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here. PlayStation 4 – Xbox One hardware comparison chart. The long awaited next-gen is already here and you can choose which machine fitting better with your own demands. PlayStation 4 and Xbox One differ in some points, but these two pieces of hardware are capable to run games at high quality. One way or another, you will be in , speaking upon next-gen graphics. We can’t choose for you, but we can give you an edge with this hardware comparison chart. Some rumors claimed that Sony had improved its CPU frequency in PS4, but we deny it . Sony has kept that frequency to 1.6 Ghz. The latest PS4’s SDK confirms that numbers , furthermore, Sony recommends to do not upgrade that aspect on PS4. AMD Xbox One GPU. Graphics Processor. Graphics Card. Relative Performance. Clock Speeds. 2132 MHz effective. Render Config. Board Design. Graphics Features. Durango GPU Notes. 12 SCs * 4 SIMDs * 16 threads/clock = 768 ops/clock. 768 ops/clock * (1 mul + 1 add) * 800 MHz = 1.2 TFLOPS. (768 ops/clock / 2 ops) * 800 MHz = 307.2 Gfloat/sec. 2 tri/clock * 800 MHz = 1.6 Gtri/sec. 2 vert/clock * 800 MHz = 1.6 Gvert/sec. 4 elements/clock * 12 SCs * 800 MHz = 38.4 Gelement/sec. 38.4 Gelements/sec * 4 bytes = 153.6 GB/sec. 128 bytes/clock * 800 MHz = 102.4 GB/sec. 12 SCs * 64 KB = 768 KB. 4 x 128 KB = 512 KB (shared) 4 fetches/clock * 12 SCs * 800 MHz = 38.4 Gtexels/sec. 38.4 Gtexels/sec * 4 bytes = 153.6 GB/sec. 16 KB/SC * 12 SCs = 192 KB (nonshared) 1 8×8 tile/clock * 4 DBs * 800 MHz = 204.8 Gpixel/sec. 1 8×8 tile/clock * 4 DBs * 800 MHz = 204.8 Gpixel/sec. 16 /clock * 4 DBs * 800 MHz = 51.2 Gsample/sec. 4 /clock * 4 DBs * 800 MHz = 12.8 Gpixel/sec. Latest VGA Drivers. New Forum Posts. Popular Reviews. 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Confessions of a Crypto Miner: The Setup ( 157 ) AMD Struggles to Be Excluded from Unwarranted Intel VT Flaw Kernel Patches ( 142 ) Intel Released "Coffee Lake" Knowing it Was Vulnerable to Spectre and Meltdown ( 111 ) AMD Reveals Specs of Ryzen 2000G "Raven Ridge" APUs ( 95 ) NVIDIA "Pascal" and AMD "Vega" Graphics Card Prices Sizzle Stateside ( 81 ) AMD Will Fix Adrenalin Driver Game Incompatibility Issues After All ( 71 ) Leaked AI-powered Game Revenue Model Paper Foretells a Dystopian Nightmare ( 69 ) Confessions of a Crypto Miner: Efficiency ( 63 ) All rights reserved. All trademarks used are properties of their respective owners. Microsoft Announces Xbox One GPU Upgrade. Xbox executive Marc Whitten announced on Major Nelson’s podcast yesterday that the upcoming Xbox One has received upgrades to its graphic specifications. According to Whitten, a brand new Xbox One-specific driver called the “mono driver” has been implemented, and the clock speed of the GPU has been raised from 800 MHz to 853 MHz. Whitten explained the philosophy and timing behind this update, as follows: “This is the time where we’ve gone from theory of how the hardware works—what do we think the yield is going to look like, what is the thermal envelope, how do things come together—to really having them in our hands. That’s the time where you start tweaking the knobs because either your theory was right dead-on or you were a little too conservative or you were a little too aggressive.” These upgrades are being implemented before the console’s release this November, so it’s tough to say how – or even if – these changes will make much of a difference. Most people have yet to get their hands on the new Xbox, let alone spend enough time with it to be able to mark a noticeable difference. What’s clear, however, is that this is yet another piece of news in a series of announcements from Microsoft that are aimed squarely at doing away with any concerns from the public over the Xbox One’s perceived inferiority to Sony’s PlayStation 4. After Digital Foundry’s recent report that the PS4 could have “20% better performance” than the new Xbox, the timing of this performance upgrade reveal couldn’t be more appropriate. At this point, Xbox is playing catch-up with the PlayStation and Microsoft is desperately trying to narrow the gap they created at their E3 conference. Now with the policies and specifications of the Xbox One more closely resembling those of the PS4, it’ll be interesting to see if they can take the pre-launch lead in the next console race, or if its too little, too late. Either way, it’s sure to be a close one. Gaming on Windows 10 One Year Later. Across Microsoft today we’re celebrating the Windows 10 Anniversary Update, and in turn, commemorating the first birthday for our latest and greatest OS (July 29) – which after just one year already lives on more than 350 million devices. That’s everything from PCs like laptops and desktops, tablets of all sizes, Surface and hybrids, phones, Xbox One consoles, and even HoloLens development kits. It turns out that a lot of those devices are playing games. In fact, more than 19 billion hours of gameplay were logged on Windows 10 in year one and games were the top app download category in the Windows Store. It’s not just the Windows Store that’s seeing a boon from gaming on Windows 10. Players on Steam are have adopted Windows 10 as their most used operating system, reaching 44.46 percent usage. A massively fun part of Windows has always been playing games and that couldn’t be truer today with the combination of the Windows 10 Anniversary Update and the Xbox summer update that arrived last week. These updates continue our commitment to give both console and PC gamers more choice in how and where they play, and have included a lot of great features for those who play games on Windows 10: Xbox and Windows Store convergence, the presence of top PC games on Xbox Live, 60fps game clip recording with the Game bar, improved Game bar full-screen support for more PC games, and the Xbox app extending from Windows 10 mobile to iOS and Android devices. I’m personally pretty excited about the new PC gaming updates. But, as one does at birthdays and anniversaries, I’ve been feeling nostalgic as we’ve approached the big one-year-milestone for Windows 10. I wanted to take a look back at the journey of gaming on Windows over the past year. To do that, I spoke with Kevin Unangst, senior director for PC gaming here at Team Xbox. Read on for a transcript of what we talked about, including getting to the bottom of what it means to have a PC gaming team within the Xbox group, how gaming on Windows 10 is great for PC gamers and offers more experiences to those who play on both PC and console, and some of our favorite parts of PC gaming with Windows 10 today. Transcript of Larry Hryb, Xbox Live’s Major Nelson, and Kevin Unangst recorded for the Major Nelson podcast. Larry Hryb: The Windows 10 Anniversary Update is now available. I’m really excited to talk about that with Kevin Unangst, who’s the Senior Director for PC gaming here at Team Xbox. Kevin, it’s great to have you on the show. Kevin Unangst: It’s great to be here, Larry. LH: You and I have known each other a long time. KU: Many years, yes we have. LH: You’ve worked on a lot of different parts of the business, and I’m so thrilled you’re working on the PC side now. It’s really, really cool stuff coming. Today’s a big day, right? KU: Today’s a huge day. We’ve had an awesome, amazing first year with Windows 10, and in leading a team that focused on PC gaming inside Team Xbox and thinking about the needs of PC gamers, today PC gaming gets even better. LH: You know, I was looking at it and its been about 560 days, and if you scroll back and do the math quickly its January 21 st , 2015 when Phil Spencer went out on stage at our event here on campus, which we announced Windows 10, and really the doubling down on the commitment to gaming on Windows, right? KU: Yeah, that was a big moment for us with Phil as the leader at Xbox getting up and telling the world that, despite the challenges we had in the past, and our focus had shifted from PC games, which were part of our heritage, to the console, and Phil getting up and saying Windows is amazing, gaming on Windows is amazing and I’m here as the leader of gaming at the company to talk about how Windows 10 is going to be the best version of Windows we’ve ever made for gamers. That was a very big deal. LH: And I also want to point out that this is down through the DNA of the organization. Isn’t not just, like, “yea we’re going to do it, and we’re going to hire Kevin to do it,” and then Kevin just goes and plays golf for two weeks, right? You guys are working hard. KU: What you see and what’s so exciting for someone like myself who’s been a PC gamer, and I also play on console like most do, to see throughout team Xbox, starting from Phil on down, the passion and the focus on how do we deliver experiences not only great for the console but uniquely awesome for the PC gamer. LH: You sit with Phil when you guys are talking about PC gaming. Xbox really means gaming, it’s no longer just the console, its more than that now, isn’t it? KU: Yeah, Xbox is a much broader definition. For us, it’s about gaming and Microsoft’s contribution to the gaming ecosystem. And it’s a recognition of both the fact that we’ve got amazing experiences that we’ve delivered on the console historically, and franchises, and we’ve built this world-class gaming network. But it’s also an acknowledgement, and you’ve seen that over the last year, of how do we do things unique to the PC. How do we bring those awesome assets and those great games? And the fact that we live in both of these worlds and make the PC gaming experience better because of it. LH: There’s a great update that came out for the Xbox app on PC, there’s a lot of really cool features in there. I wanted to see if you can talk through some of those and tell us what people can expect. Because they probably see this Xbox app and they don’t really understand it. Let’s go through what it means and what the features are for the Windows 10 Anniversary Update. KU: The Xbox app is part of every copy of Windows 10. It’s designed as, really, the entry point for you to experience and enhance the games you already have with things like game recording. We have a great new feature that we introduced with Windows 10 called Game DVR that lets you record any gameplay you have on your PC and share it out. LH: Now this is without any additional hardware? KU: Right, it’s all just built in. And in the Anniversary Update, we make that even better with support for things like 60 frames-per-second recording so you can get the highest fidelity. And we’ve added a feature where not only can you record from games like World of Warcraft and League of Legends and the Steam games that you play, but you can now share those out to Xbox Live and all your friends who may be on Xbox Live or on Windows 10 who can see that as well and get all that great information. LH: I actually did that last week. I was playing around with the new app and I was sharing from an Age of Empires game. I had downloaded this great mod that turns the game into Game of Thrones , into Westeros. I was playing that and I shared that out and people were like, “Wait a minute, what’s going on here?” I had to explain that this is a top PC games that you can now share into the Xbox Live ecosystem so that people on consoles can now see them. Xbox is now gaming across PC and console. KU: That’s exactly right. We looked and said, “How can we connect the tens of millions of users who have Xbox Live and the hundreds of millions of gamers on PC who have access to Windows 10 and the Xbox app” and say, “How do we make that PC gaming experience better?” So the Xbox app has always had things like voice chat built-in. And it’s really cool that you can use voice chat… LH: High quality voice chat. It’s unbelievable. KU: Yeah, it’s the same one we built for the console but even better for PC. So now you can be playing on the console, I’m playing on my Windows 10 PC, I’m playing some PC game from 10 years ago, and I can still have a chat with you. LH: I actually did that with Phil. He was playing Civilization Revolution on his PC and I fired up a party and was like, “Phil let’s go, we need to play some Overwatch on console,” and he came right over. KU: Exactly. And that voice chat is free, too. If you’re a PC gamer, launch the Xbox app and its built-in. LH: That’s really great. The other thing that’s really coming along, we talked a little bit about this at E3, and I want people to think of it this way – think of it as all these streams of work coming together and one of the streams of works that’s coming together is around Play Anywhere. And that feeds into this big, beautiful big pool of gaming. Right? KU: Yeah, so when we bring our biggest franchises – and this is going to be the biggest year for Xbox games in the broadest definition – we’ve got Gears 4 coming, we’ve got Forza Horizon 3 coming, we’ve got ReCore coming. Early next year we’ve got Halo Wars 2 coming. What a lineup! And they’re going to sim-ship on Window 10 and Xbox One. And because with the Windows 10 Anniversary Update we’re going to have the same store on Xbox One and Windows 10, it lets us do amazing things like this program called Xbox Play Anywhere. So if you buy the game on one of the platforms you automatically get it on the other. LH: I want to point that out. Because we’ve been talking about the fact that when you buy it on Xbox, you get the Windows 10 version for free. But it works both ways, and that’s really critical. Regardless of what platform you make the initial purchase on, you get the other platform included. KU: Absolutely. And Play Anywhere also has, in addition to that value of buying the game, because it uses Xbox Live, all of your progress, all of your information about the game is saved in the Xbox Live cloud, like your achievements. While it’s really cool to think about, “I can go back and forth between the console and the PC”, it’s even great for just you as a PC gamer. How many times have you as a PC gamer been playing a game, you upgrade your PC and you’re like, “Oh, where’s my saved games?! I got to go troll through the file system to find where that stuff goes.” From now on, next time you upgrade, it just happens, the game’s in the store, you download it for free because you already own it, and there’s your saved games. LH: It’s so seamless it’s one of those things you come to expect. You’re going back and forth between PC and console and it just magically happens. That’s the beauty of Xbox Live. KU: That’s our belief, that we need to unify gamers. We, uniquely with all the assets we have, can do that. And that way it’s completely your choice. If you want to stay on PC you have the choices to do that. If you’re in both worlds, we want to make it super simple. LH: With this Windows 10 Anniversary Update, which is free, if you have Windows 10 you just download this and nothings required, it’s just going to work. I also want to point out, there’s a whole bunch of other features – it’s not just gaming related. You can go search the web at the Windows Blog and they’ll update you on inking and Cortana and all the rest of the stuff. We’re just talking right now about the goodness that’s coming to gaming that you and your team have been working on. The other area we’re talking about is DirectX 12, which has been a big deal for a lot of people. Explain what that is. And since you’ve been here for a little while, let’s go down memory lane and talk about DirectX as a technology. KU: DirectX has been the graphics technology and the gaming graphics technology that’s been in Windows forever. The earliest was back in Windows 95. LH: In fact, a lot of people will know, or if you don’t know, this is where the “X” in Xbox comes from. It comes from DirectX. KU: That heritage, you’re absolutely right. The purpose of DirectX is to make it easier for game developers to get access to unlock the power of the gaming graphics hardware that’s’ in your PC. DirectX 12 really does, in the simplest terms, unlock that capability by allowing the graphics processor to do more than one thing at one time. It doesn’t have to wait for that command, it gets full access to that graphics hardware. When great new games take advantage of it, and we’ve got great games that we’ve made, games like Gears of War: Ultimate Edition that take advantage of it, we’ve got great games that we see available on Steam like Ashes of the Singularity by Stardock. These are awesome games that take advantage of it. And what you get is great fidelity. Things like artificial intelligence, where each of the individuals in Ashes, for example, each of the units have their own AI and you can have thousands and thousands of these units that think independently because your computer’s processor doesn’t have to do that work. The GPU can do it. LH: It’s interesting that AI, which a lot of people don’t think as a GPU process, is being harnessed here in this game. KU: And DirectX 12 makes that possible. It’s just a great tool that we’ve put in the hands of game developers and you’re going to see that across even our new titles. The work The Coalition is doing on Gears of War 4 with DirectX 12 is going to be amazing. LH: I also want to point out that a lot people kind of take DirectX for granted. It really is the most advanced graphics system on computers. None of the other operating systems have anything like this, do they? KU: There’s similar and other things but nothing as powerful or as widely adopted and supported by the NVIDIAs and AMDs of the world, who are working with us to make sure that power is unleashed to all those game developers. LH: Another thing that comes along with the Windows 10 Anniversary Update is native support for Xbox accessories. Now, we’ve had support for Xbox accessories on Windows 10 before, right? KU: What’s new in the Windows 10 Anniversary Update is that we’ve got these awesome Xbox One controllers with Bluetooth built-in and the Windows 10 Anniversary Update adds support for those controllers. So right out of the box you take your Xbox controller, sync it up with Bluetooth and you’re good to go. LH: That’s also important to point out – it’s the newer controller, the one’s that come with Xbox One S, the customizable ones from Xbox Design Labs – those all have the Bluetooth stack in them and you’ll be able to use those. So go ahead and customize your controller and then roll on back to your PC gaming and you’ll be good to go. The other thing I want to talk about is game streaming continues to get better. This is the concept of streaming from your console to your Windows 10 PC. KU: We’ve continued to enhance on a monthly basis the Xbox app. It’s pretty awesome. You’ve got your console in one room in your house but you play a lot of your games on your PC. If your buddy sends you a message that he wants to play Dead Rising , or something, you just fire up the Xbox app, connect to your Xbox, and literally with the controller in your hand you can play your Xbox One games on your Windows 10 PC through the Xbox app, which is awesome. LH: You guys are coming out with guns blazing and it’s been really exciting to be in this space. You’ve worked in the PC space for a long time. It feels like there’s a resurgence, isn’t there? KU: I certainly think the PC has always been this massive platform. We’ve seen so many innovations and from a resurgences perspective what we’re seeing is our efforts and our investments at making sure we make meaningful experiences that matter to PC gamers. That’s really where the excitement is coming from for me, personally, as someone who’s watched so much great things happen in the PC gaming space and to now be part of Microsoft playing a very active role over the last couple of years and really deliver on the vision that we’ve got. LH: I’m going to let people in on a little bit of inside baseball. If you look across Microsoft, Phil Spencer and Team Xbox own gaming for the company. That’s it, straight and simple. There’s not all these random efforts. The center of gravity around gaming is all under Phil Spencer and is all under Xbox. KU: You’ve got great leaders like Phil who play on PC. You’ve got Mike Ybarra running the engineering who’s a big PC gamer, as well. What’s great is to see that that point-of-view, that DNA; we’re talking to the biggest PC OEMs. It’s part of everything we do now. LH: What’s your rig look like at home? KU: It’s loud because I’ve got a couple of fans in it. I don’t want to be biased towards which partner I have equipment from or not. But I’ll tell you, it’s got an amazing DirectX 12 video card. I’ve got an Xbox Bluetooth controller connected. LH: I have a new PC, I work with the guys at origin. I’ve got a pretty high end beast. People make fun of me because for my GPU, I’m running two NVIDIA Titans. It’s a little overkill, but its works. I love seeing what other people are doing and there’s so much excitement right now. You’ve seen the future, haven’t you, Kevin, both in terms of hardware and software? KU: If you’re a PC gamer, one of the great things about it is the technology changes so fast that PC gamers are part of the future. Whether it’s VR or 4k. Whether it’s these amazing new games with DirectX 12. That’s what I love about my job. We get to see that future and be part of that bleeding edge with all those engineering teams, and the folks at AMD and what they’re doing, and NVIDIA, and Intel with the processor work they’re doing with multicore. It just gets better, literally, every week. LH: I have to ask you this question. Do you have water cooling? KU: I do. I needed liquid! I got to have some cooling because I’m pushing a lot of pixels and I want to keep that cool. LH: As they say, you’re framerates are high and your temperatures are low. I love having you on the show. I had you on a long time ago and it’s so good to have you back and talking about the focus on PC. The Windows 10 Anniversary Update is available now for free. Can you give us a little bit of a tease about what we can expect in the future? KU: The safest way to talk about what’s coming in the future is if you look at what we’re doing now. We’re bringing our games lineup, our biggest blockbusters, we’re creating awesome programs like Xbox Play Anywhere. We’re going to keep doing that. This isn’t like we’re going to it this year and then re-focus elsewhere. No no no no. I’ve seen games under development. I talk to the Xbox Live folks and see some of the great things they’re building to help you find and play with people on our service across devices – like people who like what you like, and play the way that you play; some features like Clubs that’s going to benefit PC gamers as well as console gamers. LH: Will you come back on the show and talk about some stuff when you’re ready to talk about the future? KU: I would love that. LH: Alright. Kevin Unangst, you are the Senior Director for PC Gaming here at Team Xbox. Thanks for your time and we’ll see you online. XBOX ONE X. Xbox One X. Die leistungsstärkste Konsole der Welt. Erlebe beeindruckendes True 4K-Gaming mit 40 % mehr Leistung als bei anderen Konsolen. Auf Xbox One X sind Games einfach besser. Flüssigeres Gameplay. Mit seinen 2,3 GHz bereichert der 8-Kern-Custom-AMD-Prozessor das Gaming-Erlebnis um eine bessere KI, naturgetreue Details und flüssigere Interaktionen. Größere Welten. Die 12 GB GDDR5 Grafikspeicher machen das Spiel noch schneller und bombastischer. Das ermöglicht noch größere Welten, fernere Horizonte und kürzere Ladezeiten. WELTEN ZUM EINTAUCHEN. Realistische Details. Ein GPU mit 6 TeraFLOPS lässt Umgebungen und Charaktere in 4K so realistisch wie nie erscheinen und verleiht ihn tiefere Details und flüssigere Animationen. Kürzere Ladezeiten. Die Speicherbandbreite von 326 GB/s macht die Grafik schneller und detaillierter und sorgt für ein dynamisches Spiel ohne Ruckeln. Schlanker. Aber schlanker. 40 % mehr Leistung bedeutet nicht, dass die Konsole mehr Platz braucht. Tatsächlich ist die Xbox One X die kleinste Konsole, die wir je entwickelt haben. Scorpio Engine. 6 TeraFLOPS, 326 GB/s Speicherbandbreite und spezielles, hochentwickeltes Silizium machen die Scorpio-Engine zum leistungsstärksten Konsolenprozessor der Welt. Maximale Kühlung, minimaler Lärm. Bei all der Extraleistung wird die Xbox One X aber keinesfalls heißer oder lauter. Die Xbox One X bleibt mit moderner Wasserkühlung und dem kompressorartigen Zentrifugalventilator stets cool. Optimiertes Energiemanagement. Für maximale Leistung und minimalen Stromverbrauch wird in der Xbox One X die „Hovis-Methode“ eingesetzt, ein hochmodernes digitales System zur Spannungsregelung, das die Spannung einer jeden Konsole individuell abgleicht. Arbeits- und Festplattenspeicher. Anzeige. Audio. TrueHD mit Atmos. Drahtlosfunktion. Dual-Band-WLAN mit Wi-Fi. Direct für Heimnetzwerke. Senden und Empfangen von Signalen. Verbindung. 3 USB 3.0-Anschlüsse. ZUM DREHEN IN 360° ZIEHEN. Von allen Seiten perfekt designt. Die Xbox One X ist von allen Seiten elegant und unverwechselbar. Gaming zum Eintauchen. True 4K-Gaming, bei dem die Action mit 2160p Bildspeicher und 6 TeraFLOPS Grafikprozessorleistung zum Leben erweckt wird. Die Vorteile von HDR. 4K-Spiele wie Forza Motorsport 7, Crackdown 3, State of Decay 2, Sea of Thieves und Super Lucky’s Tale entfalten ihr volles Potenzial nur auf der Xbox One X. Die Vorteile von HDR. Erlebe brillante und leuchtende Farben in Spielen wie Forza Motorsport 7 und Crackdown 3. Mit einem höheren Kontrastverhältnis zwischen Licht und Schatten bringt HDR Tiefe in dein Spiel. Dolby Atmos und Windows Sonic für Kopfhörer versetzen dich mit erstklassiger Audioqualität mitten in den dreidimensionalen Raumklang und das Spielgeschehen. Exklusivtitel in 4K. 4K-Spiele wie Forza Motorsport 7, Crackdown 3, State of Decay 2, Sea of Thieves und Super Lucky’s Tale entfalten ihr volles Potenzial nur auf der Xbox One X. Forza Motorsport 7. Forza Motorsport 7. Freu dich auf den Reiz und die Schönheit anspruchsvoller Rennen am Limit. Freu dich auf überwältigende Grafik bei 60 FPS und True 4K-Auflösung in HDR. Freu dich auf mehr als 700 Forzavista™-Rennwagen mit der bisher größten Auswahl an Ferraris, Porsches und Lamborghinis. Freu dich auf mehr als 30 berühmte Rennstrecken mit dynamischem Wetter, das sich bei jedem Rennen ändert. Super Lucky’s Tale. Super Lucky’s Tale. Ein entzückender Plattformer, bei dem Spieler den sympathischen Fuchs Lucky in eine Welt voller faszinierender Abenteuer begleiten. State of Decay 2. State of Decay 2. Eine amerikanische Kleinstadt in genau einem Jahr: Die Toten sind auferstanden, die Zivilisation liegt am Boden. Selbst das Militär konnte die Zombies nicht aufhalten. Jetzt steht die Menschheit kurz vor dem Aus. Es liegt an dir, andere Überlebende zu finden, eine Gemeinschaft zu formen, die Ruinen der Zivilisation zu durchstreifen und herauszufinden, wie du überleben kannst. Crackdown 3. Dein Einsatz ist gefragt: In Crackdown 3 stellst du dich als Agent mit Superkräften in einer Welt voller Chaos und Zerstörung gegen das Verbrechen. Bewege dich in einem Transformer-Fahrzeug über den Dächern oder durch die Straßen einer futuristischen Stadt. Beende mit deinen Superskills die Machenschaften eines skrupellosen kriminellen Imperiums. Sea of Thieves. Vom gefeierten Entwickler Rare kommt ein Shared-World Adventure Game, das in einer fantastischen Welt voller Piraten, Gefahren und Entdeckungen spielt. Mit deiner Crew erkundest du einen Ozean, auf dem sich hinter jedem Segel am Horizont eine andere Crew mit unbekannten Absichten verbirgt. Die besten Spiele verdienen die Xbox One X. Achte auf die Logos. Auf der Xbox One X ist jedes Game optisch und spielerisch ein Highlight. Es gibt aber noch bestimmte Titel, die die Power der leistungsstärksten Konsole der Welt voll ausnutzen. Diese Games sind Xbox One X Enhanced. Kompatibel mit Xbox One und Zubehör. Deine Spiele. Dein Zubehör. Dein Profil. Spiele aus allen Generationen spielen sich noch besser. Spiele Blockbuster-Spiele, Exklusivtitel, über 300 Xbox 360-Spiele und erstmals auch ausgewählte Original Xbox-Spiele – sie alle machen auf der Xbox One X noch mehr Spaß. 1. Geeignet für Fernseher mit 1080p. Dein alter Fernseher gibt noch was her: Mit Xbox One X sehen Spiele auch auf einem 1080p-Bildschirm fantastisch aus. Sie laden schneller, laufen flüssiger und sehen dank Supersampling, anisotropischem Filtern und dynamischem Skalieren der Auflösung noch schärfer aus. Zubehör für die Xbox One funktioniert auch mit der Xbox One X. Das Xbox One-Zubehör, das du bereits besitzt (oder erwerben möchtest), ist mit Xbox One X kompatibel. 2 Kein Kabelsalat. Einfach nur spielen. Nimm dein Profil in seiner ganzen Pracht mit. Nimm deine Xbox Live-Freunde, Clubs, Spielstände und Erfolge auf deine neue Konsole mit. Das herausragende Multiplayernetzwerk. In der weltweit führenden Gaming-Community findest du Freunde, Rivalen und Teamkollegen. Zuverlässigkeit. Dedizierte Xbox Live-Server sorgen für maximale Performance und sind stabil, schnell und zuverlässig. Möglichkeiten. Freu dich auf plattformübergreifendes Gaming mit allen Spielereien auf Xbox One und unter Windows 10.** Inhalte für lau. Sichere dir mit Xbox Live Gold jeden Monat zwei bis vier kostenlose Spiele.*** Xbox One X. Jetzt erhältlich. Die leistungsstärkste Konsole der Welt. Kostenlose Lieferung und problemlose Rückgabe beim Kauf direkt über den Microsoft Store. Xbox One X Project Scorpio Edition. Kostenlose Lieferung Kostenlose Rückgabe. Auch bei diesen Händlern erhältlich. Bei diesen Händlern erhältlich. Lieferumfang: Xbox One X-Konsole Wireless Controller HDMI-Kabel (4K-fähig) Netzkabel 14 Tage Xbox Live Gold Gratisabo 1 kostenloser Probemonat Xbox Game Pass. * Breitbandinternet erforderlich. (Es fallen Gebühren des Internetdienstanbieters an.) Spielperformance im Vergleich mit Xbox One S. ** Für Onlinemultiplayer ist Xbox Live Gold erforderlich (separat erhältlich). *** 2017 ist plattformübergreifendes Gaming nur für eine begrenzte Anzahl an Spielen verfügbar. Weitere Spiele folgen. Zum Spielen kostenloser Spiele ist eine laufende Goldmitgliedschaft erforderlich. 1 Breitbandinternet erforderlich. (Es fallen Gebühren des Internetdienstanbieters an.) Spielperformance im Vergleich mit Xbox One S. Möglicherweise gibt es bei einigen wenigen Spielen keine Leistungsverbesserung. Die Xbox One Abwärtskompatibilität funktioniert bei ausgewählten Xbox 360 Spielen. Weitere Informationen unter https://www.xbox.com/backcompat. Xbox Live und Breitbandinternet für den ersten Download des Spiels auf die Konsole erforderlich. 2 Gilt nicht für den Xbox One S Stand, der ausschließlich mit der Xbox One S funktioniert. Xbox Kinect Adapter (separat erhältlich) wird für Kinect an der Xbox One S und der Xbox One X benötigt. AMD Jaguar PS4’s CPU Vs PC Desktop Performance. The AMD Jaguar lies at the heart of the Playstation 4 (and likely, the XBox 720 Durango) and once you hear that the consoles feature 8 cores, it can sound nothing short of a monster. But is it really? The PS4 and Durango are both rumored to be using the CPU at 1,6GHZ (likely due to heat and yields), but we don’t have actual performance numbers from and AMD Jaguar benchmarks. However, there are ways to simulate the numbers – at least partially. The Jaguar for the PS4 is 8 cores, which are two Jaguar CPU’s packed onto the same APU. The Jaguar generally is a 4 Core CPU, but in the case of the PS4 more power was required. The Jaguar however isn’t anything ‘new’ but rather, a redesign of previous technology – AMD’s Bobcat APU’s. The Bobcat featured lower clock speeds, lower IPC (Instructions Per Clock) along with a key difference in the cache. Cache on the Bobcat wasn’t Unified unlike the Jaguar, with each core of the Bobcat being allocated 512KB, the Jaguar has 2MB but can be distributed as required. This also allows much more efficient data swapping between cores. Speaking of Cores, the Bobcat had between 1 or 2 (depending on the type of Bobcat) compared to up to four of the Jaguar. However, despite all of these changes, there is no getting away from a key fact – the CPU isn’t a high spec desktop CPU. It is instead a low power solution, originally built for the use in portable devices (such as ultra thin laptops, tablets and the like. So what about the performance then? Well, we need a starting point – we can’t use a Jaguar (since right now, they are not available to the public), but we can indeed use a Bobcat to figure out the performance. We’ll be using the AMD E-350 as are test subject. It runs at 1.6GHZ, and is a dual core. All examples will be tasks that do NOT tax the onboard GPU, and only the CPU. The GPU inside the Bobcat is the AMD 6000 series (unlike the 7xxx series of the Jaguar). Besides, we’re only interested in CPU performance anyway. Playstation 4 CPU’s test substitute. Before we start – remember, that the E-350 Bobcat only contains 2 cores, not the 4 of the AMD Jaguar – or indeed the 8 of the PS4. However, it’s not very difficult to perform the simple maths involved. We can easily factor in the 15 – 20 percent performance increase on the IPC / general other improvements anyways. We’ll use PassMark as our first example. The AMD E-350 obtains 772 . For the purposes of these tests, let’s assume that ALL of the AMD cores are used fully, and so we’ll be ‘generous’ and simply times the number by 4. 4×2 = 8. 772*4=3088. Let’s add in the extra performance and let’s call the whole thing 3600. Intel i3-2100 (amazon link) @ 3.10GHz obtains a score of 3,600 (benchmark) . The Intel Core I3-2100 is a slow CPU by PC standards. Let’s move onto something more meaty. The Intel Sandybridge i5-2500K (amazon link) = 6,403 (benchmark) . It’s worth noting that the CPU can be heavily overclocked too – easily 25 percent more performance. Some of the CPU’s hit 12000 – but I won’t bother to list those. Take a look for yourself! We’ll take a look at it’s performance in a CPU test. 3dMark 06 it scores 1041, compared to an Athlon X2 7850 BE at 2210 here . I could continue to go on for quite awhile, but I won’t. I think you guys are starting to get the idea. Nvidia previously made mention that the PS4 contains the CPU of a low spec PC, and honestly speaking – he’s right. The Playstation 4 (and likely Xbox 720 if it is indeed using the AMD Jaguar, like the PS4 is) have to rely on ‘going wide’. In other words, heavy multi threating, and passing a lot of the calculations off to the GPU side of things. The APU design is efficient, but honestly speaking, the CPU is not that fast in the console. It’s a step in the right direction – especially since it supports X86-X64 code, making programming for it far easier, but it’s slow compared to a PC. The Playstation 4 is going to make full use out of it though – because it’s a closed system. It will mean that developers will need to spread the load as heavily as possible. It’s likely that engines in the future for PC will heavily benefit from more CPU cores. We’re already starting to see evidence of this on the PC. Other Articles You Might Like. Beyond The Power – What Next Generation Gives You (12) Resolution & Frame Rate How They Work & Analysis On Impact in Games |Tech Tribunal (10) Xbox 720 ‘Durango’ Vs Playstation 4 Orbis – Comparison of Latest Hardware Specifications (10) Why Modern GPU’s Perform Faster Than CPU’s & Good At Parallel Computing Part 1 (9) Going Wide – Multi Core CPU’s And PC Gaming (9) Comments are closed. Popular Posts. 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Nintendo Switch vs PS4 and Xbox One: How does Nintendo’s console stack up to its rivals? We compare all the specs, controllers, hardware, features and games. The Nintendo Switch is unlike any other console on the market. Taking HD gaming and putting it in your pocket, there are some serious technical achievements. But how does it compare to its competitors, and what can you expect in terms of performance? Here, we look at the Switch alongside the PS4 and Xbox One. Before we get started, it’s worth pointing out that this article is not intended to help decide which is better, but instead explain how the Switch differs. How the Nintendo Switch works. To make sure we’re all on the same page, it’s worth taking a moment to explain how the Switch works. You can read more details in our Switch review, but here’s its main functionality in a few bullet points: Main console is a 6.2-inch 1,280 x 720-pixel touchscreen unit, controlled by two detachable Joy-Con controllers that dock to either side. Between 2.5 and 6 hours of battery life when gaming Console can be docked, outputting games to your TV. Joy-Cons instead connect to Joy-Con Grip for wireless play Joy-Cons can also be used separately by two players for simpler games or games that use multiplayer motion controls More traditional “Pro” controller sold separately Up to eight consoles can connect wirelessly for local multiplayer. Now we’re up to speed, let’s head to the comparisons. Nintendo Switch vs PS4 and Xbox One – Controllers. Nintendo has made the controllers on the Switch unlike anything we’ve seen before. Let’s take a look at how a pair of Joy-Con controllers and the Pro controller compare to Sony and Microsoft’s offerings. * With optional Charge Grip. ** Play-and-charge kit available. *** Without voiding warranty. A table can’t explain all the differences between the controllers. For example, the rumble feedback in the Joy-Con controllers is described as “HD”, with extremely precise motors that let you feel very subtle movements. This will come in handy in motion-controlled games and the rumoured VR headset. Sign up for the newsletter. Get news, competitions and special offers direct to your inbox. The way the Joy-Cons charge is much more confusing than simply connecting over USB. Connected to the screen, the controllers are powered so don’t need to use their own battery. To charge them properly, you’ll need to dock the console and attach the controllers to it. That way, the console and controllers all charge at the same time. Considering the Joy-Con can go 20+ hours between charges, this shouldn’t be a big problem. If you think it will be, you can pick up a Charge Grip for £24.99. You’ll be able to trail a cable from your console (or a wall plug) and charge the Joy-Con while still playing. It’s important not to forget PlayStation Move controllers here, which is why we’ve included them in the comparison table. The Move is technically quite different; it needs to be within view of a sensor in order to deliver spatially accurate motion controls. The Switch doesn’t work like this, and therefore doesn’t have the same spatially accurate movements. The right-side Joy-Con also includes an infrared sensor for detecting objects and motion, and also includes and NFC chip for detecting Amiibo characters. Nintendo Switch vs PS4 and Xbox One – Specs and Graphics. Here’s the bit the techies were waiting for. Let’s run down the raw specifications of the three consoles. * CPU and GPU specs are non-official, based on reports including those from Digital Foundry. ** For simplicity, these are Original PS4 and Xbox One rather than updated PS4 Pro/Slim and Xbox One S. Let’s look at the top five rows first. It’s not surprising to see that the Switch has a considerably lower processor speed, fewer processor cores, fewer GPU shaders and a lower GPU clock speed. This is a tiny machine, after all. To the uninitiated, these numbers will be confusing and make the Switch look like a piddly little machine. Rest assured that the Nvidia tech that powers this is genuinely remarkable. Consider this: the CPU and GPU in the Switch, which is based on the Nvidia Tegra X1 found in the Nvidia Shield console, will likely have a maximum power consumption of 15W (not taking the screen or other components into account). Compare that to the original PS4 and Xbox One and you’re looking at multiple times more. Is it not a bit fruitless to compare a portable console to the giant slabs that sit under our TVs? Not completely. After all, the the Switch is as much a home console as it is a portable one, and if it can’t do justice to your big, expensive TV then you might feel short-changed. The Switch will output at a maximum of Full HD (1080p), so if you have a 4K television, it’ll need to do some work to upscale the footage. This compares to both the Xbox One and PS4, which also output at a native Full HD resolution. However, what resolution the Switch is actually drawing is unclear. We don’t know if some games will be drawn in something like 900p, then upscaled to Full HD before being sent to your TV, which will look worse than proper Full HD. It doesn’t look like the console will support HDR either, which is something all PS4s support (with a software update), as does the new Xbox One S. When undocked, the Switch has a 720p screen. This resolution consists of 921,600 pixels, where Full HD is 2,073,600 pixels. If you spotted that the Switch has a much slower GPU clock speed when undocked, this is the reason why. There’s a lot less work to do at 720p, so this will save on battery life. It looks like different games will have different performance specs depending on whether they’re docked or not. For example, Zelda: Breath of the Wild is aiming for 1080p performance at 60fps. Right now, it’s at just 900p/30fps when docked, which isn’t brilliant. Expect news stories about every single Switch game launch relating to docked/undocked performance discrepancies. Oh, the joy. Storage is another concern. With just 32GB of on-board storage compared to the up to 2TB you can get on Sony and Microsoft’s consoles, there’s not much room for media or game downloads. Nintendo’s online subscription service will include free game downloads every month, so you’ll need to keep an eye on your console to make sure you have enough room for the games. You can expand the Switch’s storage with a microSD card, and you’ll be able to install games onto it. You’ll probably buy most of your games physically. These will come on Nintendo Game Cards, a format with a capacity of around 16GB. This is significantly smaller than the massive 50GB games you can get on the bigger consoles, but since these games will be much more stylised (less detailed) than those, it’s no surprise. In terms of audio, there’s no high-quality optical S/PDIF port on the Switch. This isn’t an enormous problem, but is worth bearing in mind if you’re setting up the Switch as part of a high-end home cinema system. Nintendo Switch vs PS4 and Xbox One – Exclusive Titles. After all the technical discussion above, ultimately whether you buy a Switch will be down to the games you want to play. Nintendo exclusives remain strong, including Zelda and Mario titles as well as Splatoon and dozens more besides. Similarly, there are phenomenal exclusives on Xbox One and PS4 that might take your fancy. Nintendo Switch vs PS4 and Xbox One – Final Thoughts. The Nintendo Switch is a technically fascinating console with loads of features that might take time to fulfil their potential. At £280, it will be a harder sell than the known entities of the PS4 and Xbox One, but those machines can’t do gaming on the move – a huge, huge deal for many people. Ultimately, the Switch isn’t really designed as a straight-up rival to the PlayStation and Xbox, if only because you probably already own one of those systems. To our mind, the most compelling argument for the Switch is as a complementary console, one which adds unique functionality and a handful of tempting exclusives – namely The Legend of Zelda: Breath of the Wild – to your gaming arsenal. For hardcore gamers, die-hard Nintendo fans, and those with long commutes, buying the Switch may be something of a no-brainer. But for the rest of us, nigh on £300 is a steep asking price for something that, in all likelihood, will live its life as a secondary system. WATCH: Best Nintendo Switch games. How do you think the Nintendo Switch compares to the PS4 and Xbox One? Let us know in the comments below. skywind. 21 пользователь находится здесь. МОДЕРАТОРЫ. shrogg 3D Art Simonvinder 3D Art / Management nachoninjaturtle Programming Aurabelle Programming AsleepCesare Management Rebelzize PR / Management MicahGhost Landscaping / Dev rovan3011 Mechanics / Landscaping CuteZergling Landscaping / Behavior Crestycomb Landscaping . и ещё 1 » Welcome to Reddit, the front page of the internet. and subscribe to one of thousands of communities. Это архивированный пост. Вы не можете голосовать или комментировать. Want to add to the discussion? помощь правила сайта центр поддержки вики реддикет mod guidelines связаться с нами. приложенияи инструменты Reddit for iPhone Reddit for Android mobile website кнопки. Использование данного сайта означает, что вы принимаете пользовательского соглашения и Политика конфиденциальности. © 2018 reddit инкорпорейтед. Все права защищены. REDDIT and the ALIEN Logo are registered trademarks of reddit inc. π Rendered by PID 37772 on app-73 at 2018-02-02 13:39:19.236937+00:00 running 1cce75d country code: RU. Exclusive: Xbox One – Potential Impacts of DirectX 12, Asynchronous Compute and Hardware Specifications Explored; Compared with Sony’s PS4. Introduction. Foreword: A few weeks back, I delved into the DirectX 12 question as it is applicable to the PC world. This time around, I will attempt to do something similar for the current generation consoles, specifically the Xbox One. The specifications, capabilities and features of both consoles are scattered and are usually not found in one coherent entity. While I would expect a vested party like Microsoft to deliberately refrain from clearing the confusion, the extent to which information about the consoles and DirectX 12 (in the case of the Xbox One) is exaggerated, remains one of the root causes of the flame war. This editorial isn’t, by any means, a thorough documentation on either console; but it does aspire to be a resource for a good number of technical queries of the average console gamer. Not an official poster. @Wccftech. Xbox One: A technical summary, potential impacts of DirectX 12, Asynchronous Compute capabilities and comparison with the PS4. The Xbox One’s launch has been marred with allegations of being underpowered and an inferior alternative to the PS4. With the advent of DirectX 12, there has been an even split amongst camps, debating over whether the new API would bring any real performance gains to the console. In this editorial, I will explore the possible and the probable, in terms of DirectX 12 API (and “DirectX 12” hardware based features where applicable) . It will also contain a complete overview of the hardware, OS, API and other features that are of interest to console gamers. If you are reading this, and are interested in learning the basics (such as differentiating between API and hardware features, as well as a complete overview of the technicalities) I would recommend giving the original DX 12 editorial a read first. Unlike graphic cards, which are meant for the PC industry, the territory of console hardware is treacherous at best, so some of the blanks that I have filled could pass as educated speculation ( clearly marked as such with the [TBC] tag ), although all of it is based on real documentation. In this article you will find: A basic hardware specification comparison of both consoles. A sufficiently thorough comparison of the operating system and known APIs of both consoles. An analysis of the µ Architecture and investigating Asynchronous Compute support for the Xbox One and PS4. Answering the DirectX 12 Question and Something to Ponder. Disclaimer: Every attempt has been taken to ensure the accuracy of the data present in this piece. However, we accept the possibility of a mistake or accidental omission due to human error. If any such hiccup is spotted, please let me know and I will make sure to update accordingly at the earliest.

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