Next Gen Console Sales Numbers Since 2013 Launch (XB1, PS4)

Regular_P

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they need to be there to keep Sony honest.

With MS out of the way SOny could do whatever they want...and no one could say shyt.
they could take forever to update, they could stop progressing, they could do whatever..cuz no one would be there to check them
Again, what IPs has Microsoft developed besides Forza and Fable? Sony has been pumping out original content for two decades.

Microsoft is not pushing the industry forward and was trying to lock everything down before the consumer backlash. It's possible that Nintendo could step up to the plate if MS fell back. Wouldn't be the worst thing in the world.

Sony has a 20 year track record of innovation in the games medium, so I wouldn't worry too much about them going unchecked. If they get out of line, consumers will respond, just like they did with MS.
 

Rekkapryde

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it was also stronger in the ps3 we know how that went.

let me help yall out a bit. when it comes to making games play well. Its multiple things going on at the same time that can become a bottleneck issue.

#1 is the programming of the game-this is darn near more important then the hardware assuming everyone is at minimum using a low level pc in 2014. there's way to code things to make the game correctly use ram, refresh rates, hard drive space, hard drive speed, Rom, etc.

for example the same Trick that was used by a graphics guy to be able to use a hi res piece of an image then make it smaller in actual file size then apply that tile like image to the surface area of something to make that thing look better but still be a smaller sized file altogether. is what i'm talking about. its a trick. using these kinds of tricks frees up space else where. this makes then run faster. sure you can try and get the best pc on the market for 2014 and then try to push out the best graphics with no tricks. and you will run into problems. cause if you aint playing on a real life WORKSTATION, issues will always pop up and have your game slowing to a hault.

#1b Hardware. you have to at least have a minimum level of decent hardware that can handle multiple Cpu players, crowds, real life changing weather, etc with their own AI so to speak. weather is not as dynamic but it could be. some hardware just cant pull that off. That is not the case for the ps4 or the xbox1.

#2 The Server side-cloud computing, dedicated servers, solid networks etc. especially now that it seems every game has you online for some reason or another.

the console with the best balance could actually become the best even over the console with the best hardware ONLY.

The truth is, all hate aside. once they start programming for DX12, that could pose a real issue for the ps4 non exclusive games.

Before it was lets make one version for MS one for Sony, then use one of those versions to port over to PC(if we even release a PC version). with DX12 coming on board and the xbox working more like a PC. You may have a situation where a game could be created for the PC, xbox, then ported over to the ps4(which usually means a loss in quality some where in the game.


cell architecture vs powerpc last gen and the real power of the ps3 was only displayed in its exclusives.

This gen it's completely different with both using an AMD SOC setup. PS4 has a stronger setup from GPU to RAM. This is fact. And it's easier to develop for.

Cats act like there dev tools for the PS4 will remain stagnant as well. :snoop:

nikkaz need to get over it, the PS4 is a stronger system clearly and it showed from Day 1. Stop reaching nikkaz.
 

rapbeats

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cell architecture vs powerpc last gen and the real power of the ps3 was only displayed in its exclusives.

This gen it's completely different with both using an AMD SOC setup. PS4 has a stronger setup from GPU to RAM. This is fact. And it's easier to develop for.

Cats act like there dev tools for the PS4 will remain stagnant as well. :snoop:

nikkaz need to get over it, the PS4 is a stronger system clearly and it showed from Day 1. Stop reaching nikkaz.
lol at it showed from day 1, which is exaclty when RYSE dropped. which game is the best looking game thus far for both consoles? RYSE. stop it.. What the early stages have proved is that developers will have to put more time and effort into the developing process when dealing with the xbox. its not as EASY to get from point A to point B with the xbox. i will agree with that. but once you learn how to get there. SKIES THE LIMIT.

i'll say this again, when that Dx12 drops. PS4 owners might have to worry. thats alls i'm saying. i gave sony props for finally coming thru with a top hardware system thats also easier to develop for then ps3 when it first launched. all that power under the hood and no one could use it. MS some what has that issue now with the tiles, esram. but as we've seen with RYSE, that could change in the future. especialy with DX12.

lets go over this again


Crytek Shares a Secret Method for Utilizing Xbox One eSRAM’s Full Potential – Resulted In High Bandwidth Gains
The embedded memory within the Microsoft’s Latest console known as Xbox One eSRAM is considered to be highly capable of boosting data throughput and increasing console’s bandwidth limit. Microsoft claims Xbox One eSRAM is beneficial for developers to reach 1080p/60FPS and its positioning makes it an asset. However, on the other hand, Xbox One eSRAM failed to cheer up many developers.

Germany based video game developer Crytek is responsible for Xbox One exclusive title called Ryse: Son of Rome, which is one of the most visually impressive next-gen video games. Obviously having developed Ryse: Son of Rome, Crytek has plenty of experience and know-how about Microsoft’s latest console and the hardware it packs.

Recently, GamingBolt published a snippet of their interview with Crytek’s US Engine Business Development Manager Sean Tracy. Talking about utilization of CryEngine with tiled textures, Tracy talked about the role of Xbox One eSRAM in saving ‘big’ bandwidths, and shared a secret method that the Ryse development used to unlock Xbox One eSRAM’s full potential. He said:


“CryEngine has a unique and novel solution for this and was shipped with Ryse. One of the problems when using Deferred Shading is that it’s very heavy on bandwidth usage/memory traffic. This gets exponentially worse as overlapping lights cause considerable amounts of redundant read and write operations. In Ryse our graphics engineers created a system called tiled shading to take advantage of the Xbox One.”


“This splits the screen into tiles and generates a list of all the lights effective each title using a compute shader. It then cull’s light by min/max extents of the tile. We then loop over the light list for each tile and apply shading.”

This technique helped the developer a lot in optimizing Ryse: Son of Rome on Xbox One as it resulted into high bandwidth gains and allowed the development team to use just a single compute shader for lighting and culling.

“In practice this made for the biggest bandwidth save we could have hoped for, as just reading the Gbuffer once and writing shading results once at the end for each pixel. Only a single compute shader was used in Ryse for light culling and executing entire lighting and shading pipelines (with some small exceptions for complex surfaces like skin and hair).”


http://wccftech.com/crytek-explains...tilized-method-resulted-high-bandwidth-gains/



the ps4 = good old fashion american muscle mustang cobra
the xbox one = a turbocharged skyline

sure running on straights the cobra might just get the skyline. but lets be real here. games are not straightlines. they are curves mixed with straight lines. This is why once developers realize how to utilize everything in that xbox, you will see a nice increase on the greener side of gaming visuals. you add dx12 in, and you have just supercharged your ride.
 

Rekkapryde

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lol at it showed from day 1, which is exaclty when RYSE dropped. which game is the best looking game thus far for both consoles? RYSE. stop it.. What the early stages have proved is that developers will have to put more time and effort into the developing process when dealing with the xbox. its not as EASY to get from point A to point B with the xbox. i will agree with that. but once you learn how to get there. SKIES THE LIMIT.

i'll say this again, when that Dx12 drops. PS4 owners might have to worry. thats alls i'm saying. i gave sony props for finally coming thru with a top hardware system thats also easier to develop for then ps3 when it first launched. all that power under the hood and no one could use it. MS some what has that issue now with the tiles, esram. but as we've seen with RYSE, that could change in the future. especialy with DX12.

lets go over this again






the ps4 = good old fashion american muscle mustang cobra
the xbox one = a turbocharged skyline

sure running on straights the cobra might just get the skyline. but lets be real here. games are not straightlines. they are curves mixed with straight lines. This is why once developers realize how to utilize everything in that xbox, you will see a nice increase on the greener side of gaming visuals. you add dx12 in, and you have just supercharged your ride.


shaq-laugh.gif


I needed a good laugh today.
 

rapbeats

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The only fact is that the PS4 is a stronger system that the XB1. It's a 100% fact. But I'll let you continue your delusion.

Good day sir and thanks again :laff:
No..actually THESE are the facts...
lol at it showed from day 1, which is exaclty when RYSE dropped. which game is the best looking game thus far for both consoles? RYSE. stop it.. What the early stages have proved is that developers will have to put more time and effort into the developing process when dealing with the xbox. its not as EASY to get from point A to point B with the xbox. i will agree with that. but once you learn how to get there. SKIES THE LIMIT.

i'll say this again, when that Dx12 drops. PS4 owners might have to worry. thats alls i'm saying. i gave sony props for finally coming thru with a top hardware system thats also easier to develop for then ps3 when it first launched. all that power under the hood and no one could use it. MS some what has that issue now with the tiles, esram. but as we've seen with RYSE, that could change in the future. especialy with DX12.

lets go over this again



Crytek Shares a Secret Method for Utilizing Xbox One eSRAM’s Full Potential – Resulted In High Bandwidth Gains
The embedded memory within the Microsoft’s Latest console known as Xbox One eSRAM is considered to be highly capable of boosting data throughput and increasing console’s bandwidth limit. Microsoft claims Xbox One eSRAM is beneficial for developers to reach 1080p/60FPS and its positioning makes it an asset. However, on the other hand, Xbox One eSRAM failed to cheer up many developers.

Germany based video game developer Crytek is responsible for Xbox One exclusive title called Ryse: Son of Rome, which is one of the most visually impressive next-gen video games. Obviously having developed Ryse: Son of Rome, Crytek has plenty of experience and know-how about Microsoft’s latest console and the hardware it packs.

Recently, GamingBolt published a snippet of their interview with Crytek’s US Engine Business Development Manager Sean Tracy. Talking about utilization of CryEngine with tiled textures, Tracy talked about the role of Xbox One eSRAM in saving ‘big’ bandwidths, and shared a secret method that the Ryse development used to unlock Xbox One eSRAM’s full potential. He said:

“CryEngine has a unique and novel solution for this and was shipped with Ryse. One of the problems when using Deferred Shading is that it’s very heavy on bandwidth usage/memory traffic. This gets exponentially worse as overlapping lights cause considerable amounts of redundant read and write operations. In Ryse our graphics engineers created a system called tiled shading to take advantage of the Xbox One.”


“This splits the screen into tiles and generates a list of all the lights effective each title using a compute shader. It then cull’s light by min/max extents of the tile. We then loop over the light list for each tile and apply shading.”

This technique helped the developer a lot in optimizing Ryse: Son of Rome on Xbox One as it resulted into high bandwidth gains and allowed the development team to use just a single compute shader for lighting and culling.

“In practice this made for the biggest bandwidth save we could have hoped for, as just reading the Gbuffer once and writing shading results once at the end for each pixel. Only a single compute shader was used in Ryse for light culling and executing entire lighting and shading pipelines (with some small exceptions for complex surfaces like skin and hair).”


http://wccftech.com/crytek-explains...tilized-method-resulted-high-bandwidth-gains/


the ps4 = good old fashion american muscle mustang cobra
the xbox one = a turbocharged skyline

sure running on straights the cobra might just get the skyline. but lets be real here. games are not straightlines. they are curves mixed with straight lines. This is why once developers realize how to utilize everything in that xbox, you will see a nice increase on the greener side of gaming visuals. you add dx12 in, and you have just supercharged your ride.
 

O.T.I.S.

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The only fact is that the PS4 is a stronger system that the XB1. It's a 100% fact. But I'll let you continue your delusion.

Good day sir and thanks again :laff:
There are a lot of other "facts" about the PS4 that you are neglecting to mention :mjpls:
 

Rekkapryde

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There are a lot of other "facts" about the PS4 that you are neglecting to mention :mjpls:

Such as.... :ld:

I'd like to hear this spin. I dunno what's so hard for some of yall to get that there is nothing you can do about the PS4 hardware advantage. NOTHING. And don't bring up DX12 acting like the PS4 Dev tools will remain stagnant for some odd reason.

q5TLjyp.jpg
 

King Sun

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the ps4 = good old fashion american muscle mustang cobra
the xbox one = a turbocharged skyline

sure running on straights the cobra might just get the skyline. but lets be real here. games are not straightlines. they are curves mixed with straight lines. This is why once developers realize how to utilize everything in that xbox, you will see a nice increase on the greener side of gaming visuals. you add dx12 in, and you have just supercharged your ride
.

I had to quote homie again just for this analogy :dead:
 
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