So it begins: Xbox One specs are BETTER than the fanboys have taught!!!

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Sony fanboys have for a full year been talking about specs of these systems
But lets be real. Deez nikkaz, you, me, ya mamaz. We don't fully understand these specs.
Sony is the king of talking about floating point calculations and you dumbass gamers go :gladbron:

So, Direct X.12 and Tiled Resources + Esram is what makes the XB1 >>> The PS4

Sony fanboys to combat this FACT would say things like first.. PS4 has tiled resources too :sadbron:

:stop: NO IT DOESN'T :stop:

After that LIE failed to stick, these dudes would scream how OpenGL can do the same things.. pretty much
Remember, these dudes have NO KNOWLEDGE on shyt, but make outlandish claims cuz they jelly :lolbron:
Well, for those who think I'm lying. Please point out a single lie please :popcorn:
So, what news do I have to back up what I'm saying?

GamingOnLinux - Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust

Valve's Rich Geldreich Notes Some Problems With OpenGL, DirectX 12 Will Leave It In The Dust
by liamdawe May 12, 2014 at 10:49 am , Views: 17932 Tags: Editorial

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Rich Geldreich states these are his personal thoughts after working with OpenGL, Rich is currently working at Valve on 'Vogl' an open source OpenGL debugger. He makes some interesting points.

Looks like he is laying down some cold and harsh truths about OpenGL, maybe it's time to get it sorted? I've seen a lot of indie developers claim about how much more difficult OpenGL is to use over Directx, so he is clearly not alone.

QuoteMantle and D3D12 are going to thoroughly leave GL behind (again!) on the performance and developer "mindshare" axes very soon.I am not entirely sure I agree on the mind-share bit for Mantle, since I haven't seen that many developers claim they will support it. Performance wise they both could beat OpenGL though, that's pretty obvious.

For those of you who will jump on me for that above statement and bring up the talks about unlocking "15x more performance with OpenGL" that Nvidia, AMD and Intel did recently, well Rich notes this as well:
QuoteThey will not bother to re-write their entire rendering pipeline to use super-aggressive batching, etc. like the GL community has been recently recommending to get perf up. GL will be treated like a second-class citizen and porting target until the API is modernized and greatly simplified.
What a sad state we are in right now. With Valve heavily moving into the Linux & OpenGL space maybe they can help with all of this, who knows.

One thing to really agree on is this:
QuoteOne of the touted advantages of GL is its support for extensions. I argue that extensions actually harm the API overall, not help it.How many times have we seen in the past that one graphics card driver support x extension, but another does not? It causes all kinds of issues, a standard API to build against is what developers like, not all manner of possible combinations that may or may not exist on certain drivers.

Here is something else we can agree on:
QuoteDrivers should not crash the GPU or CPU, or lock up when called in undefined ways via the API
Should be obvious by now. Please hire real testers and bang on your drivers!
Better yet: Structure the API to minimize the # of undefined or unsafe patterns that are even possible to express via the API.This has happened to me too many times. I am sure we are all no stranger to hard-locks when playing games, be honest I am sure it has happened to everyone.

Reading the long blog post certainly brings some issues to light about OpenGL and why I constantly see developers getting annoyed by it.​
Damn, last line says developers are getting annoyed by it. Its gonna be a hot summer :banderas:
 

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Quote articles with content you admittingly don't understand to prove the wrong point brehs....:pachaha:
The article quotes is from actual developers :snoop:
I'm guessing maybe the explanation was too hard for you to follow?
I'll put it in simpleton terms so even you can understand it...

:umad:
This nikka back to his tiled resources talk :dead:
Court back to his pre-launch antics :pachaha:
Bruh, stop talking. You not saying anything but I talked about Tiled Resources before.
I guess that means to never speak of it again or you'll cry :to:
Here's a nice new article you might wanna peep...
Breh this like 40th thread this week. :wtf: To entertain you though, tiled resources coupled with LE CLOUDZ will give the Xbox One a boost that's unprecedented. Titanfall will receive an update and play at a full 900P at 50fps locked!!!
Bruh, what does how many threads I have made have to do with the content in this thread?
did
 

Rico

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Tiled resources is a joke though the only game that used something like it looks fantastic.

"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."
 

Rico

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@PS4 you are wrong about one thing though. Sony can do a variation of tiled resources. Its scary to think what they can do with 8gb of ram. The word on the street is they should have put some Esram and move engines in their joints.
 

ORDER_66

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So you're telling me Xbox games might eventually break 790p?

shaq-finally-gets-it-shaq-gifs.gif
 

MeachTheMonster

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Wolfenstien 1080 60fps.

Tiled resources is a joke though the only game that used something like it looks fantastic.

"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."

They'll ignore this reality to keep spewing the same garbage

Sony Stans:heh:
 
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