Wow, I don’t think there has ever been an instance of a universal benchmark, and for good reason too. Since an actual universal benchmark would instantly put the power hierarchy in harsh relief it has not been done. However what we are going to attempt today is the closest you will ever get to a universal real life benchmark and the results should be very accurate. Alright lets start. Since both the PlayStation 4 and Xbox One utilize AMD GPUs, that means that we are only going to use the AMD Equation System. A basic introduction of both the GPUs is in order. The PS4 GPU is codenamed Pitcairn and is basically a cut down variant of the Radeon 7870. It has a fairly high SP count and is clocked reasonably high too. The GPU has access to 8GB of Shared GDDR5 memory clocked a 1375 Mhz (5500 Mhz effective) and boasts throughput of upto 176 GB/s. Pitcairn has a 256 Bit bus which is quite reasonable for a GPU of this tier. The good thing about PS4′s GPU is that we have everything we need to calculate performance with almost zero real life variation.
On the other side of the ring we have the Xbox One’s GPU Codenamed Bonaire which has almost half the SP Count and and DDR3 Memory instead of GDDR5. That means that we are looking at an effective memory clock of 2132Mhz and a bandwidth of upto 68GB/s. However here is where the problem starts. Unlike the PS4 GPU we don’t have a nice clean specification roundup here. There is the annoying eSRAM to account for, something whose impact is not readily quantifiable. However if the Nintendo Wii with its 32MB of eDRAM and general game performance is any indication we can assume our calculations being skewed by not more than 10% at most. However for the sake of fairness, we won’t do that. Without further ado, here are the technical specifications of both GPUs:
Now all we have to do is plug in the values into DG Lee’s AMD equation system over here and collect the results. Now comes the tricky part. How exactly do we accommodate for Microsoft’s eSRAM? The problem is we don’t know a lot about eSRAM, except its bandwidth. And even that is different. There are figures available from different sources ranging from 150GB/s to 209GB/s. Thankfully you can reverse engineer the values (clock and bus) required to estimate eSRAM performance. For the sake of giving the Xbox One the best chance I am going to use the value that Microsoft claims is the highest i.e 192GB/s. We can use any combination we want but I will stick to the 256Bit Bus of Xbox One. [192x1000 = 192 000. 192000x8 = 1536000. 1536000/256 = 6000Mhz.] So we simply enter Bonaire’s GPU configuration with the ram values changed to 6Ghz Frequency.
Here are the benchmarks for theoretical peak performance under ideal conditions. As you can see, the benchmark of the PS4 is nice and clean since all variables are known. However the same cannot be said for the Xbox One. We are conveniently getting two situations. One in which the Xbox One is running without any eSRAM. And the second in which the eSRAM is the only primary memory (meaning the DDR3 Shared RAM is not accounted for) available. Now how exactly do we merge the two scenarios? Well, we can’t. Not without completely nullifying the integrity of this benchmark. I can tell you the basic idea though. What happens is that both the states are actually used simultaneously in the architecture of the Xbox One. Therefore you will see increased performance over the “No eSRAM” state depending on how effectively the developers utilize the frame buffering offered by the 32MB worth of eSRAM.
Let me elaborate: If they cannot properly utilize the eSRAM at all (which is physically impossible I might add), you will get the ‘no eSRAM’ performance. Depending on how much they are able to utilize the eSRAM some portion of the ‘eSRAM only’ bar will be added to the lowest bar. However they cannot and never will be fully added. You will never get 23 + 27 = 50 Relative Points. Since they are utilizing the same GPU, realistically speaking the absolute maximum performance you can expect is till 32 – 35 Relative points. That is still lower than PS4 because nothing can account for the lower number of Stream Processors which is the heart of GPU horsepower. Bottom Line is, the more developers optimize eSRAM, the more frames and higher resolution you are going to get (32MB eSRAm is theoretically enough for 1080p) but even that has a limit and the PS4 will always remain at an advantage.
A kako je isto bilo sa PS3? Jesi li ti igrao/video bilo koju PS3 exkluzivu? Jel znaš da jedino (sa tehničke a i eyecandy strane) Halo 4 može donekle da parira PS3 exkluzivama?
Jedno je kada nemaš dobre alate da napraviš nešto i kada neko iskoristi tehnologiju kojom se niko nije ikada u developerskim vodama igrao, a drugo je kada iskoristiš cheap delove sa malom magistralom i bottleneckovima svuda na chipsetu.
Svi su znali koliko je PS3 jak, samo niko nije znao odmah da iskoristi to. To je bio problem. Nije da Cell ništa nije značio, bio je komplikovan za kodovanje i to je to. Kasnije (od pre 2-3 godine) su čak i neke multiplatform igre počele bolje da izgledaju i rade na PS3. Imaš na Digital Foundry-u o tome. Jedina greška je što najbolje alate je Sony čuvao za interne developere (santa monica, sucker punch, guerilla games, sony studio japan…)
Do kraja ove generacije konzola igre ce izgledati i raditi bolje na ps4 jednostavno je jaca masina da li ce se razlika smanjiti vremenom to mozemo samo da nagadjamo.Ovi iz Ms treba sebe da osamare sto su ubacili slabije komponente od konkurencije mogu najbolje alate da daju opet to pada u vodu pored sirove snage…da nebude da dizem u nebo ps4 ni on nema savrsen hardver voleo bih da su jace komponente stavili ali opet su bolje odigrali od Ms-a.
e upravo to je bio glavni problem, previse je sony bio zatvoren za alate, u jednu ruku zbog exclusive igara, a u drugu ruku da ne podpadne to konkurenciji za oko pa da i oni rade neke revizije hardvera bazirane na tome i slicno, ok nagadjam za drugo ali nije iskljuceno, jer npr SLIM xbox CORONA ploca nema HANA cip, koji je zaduzen za skaliranje slike, GDE JE? a radi se skaliranje i dalje, dakle moguc je redizajn hardvera do odredjene mere, ali mora da se ide sa istim performansama maltene…
DigitalFoundry objasnjava do detalja sve ovo, samo treba pogledati, nekada se sve vidi golim okom tj ko je pobednik, a nekada su toliko mizerne razlike da nema pobednika, tj cim su se vise pozabavili tematikom funkcionisanja PS3 hardvera normalno je da mogu bolje da optimizuju igru tom hardveru, da su to pre uradili 360 bi odavno izgubio trku, fakticki bio bi fail… Npr, sta da su sve igre izgledale poput Uncharted-a i Last of Us-a, mislim sada na multiplatform igre… pa 360 bi imao smesnu grafiku onda
Koliko su oni PS3 arhitekturu zakomplikovali, toliko su sada PS4 uprostili i lepo mu dali finu “konjazu” ispod haube
EDIT:
Ne zaboravite da je PS3 u to vreme imao BD i nativno pustanje 1080p sadrzaja BEZ STUCANJA, u svim formatima ukljucujuci i MKV sa sve titlovima… Odlicno zaokruzena masina, na ovo su ciljali sada ovi iz MS-a kada su zapeli sa ONE na pocetku sa TV TV TV TV…
MS je X1 unistio, a meni i dalje nije jasno zasto X1 zovu gaming konzolom… Zasto jednostavno nisu nastavili sa satelitskim risiverom kao sto su poceli… A to da je PS4 jaci… TO je novo? Ako sam ja dobro shvatio: "CPU 50% jaci, ram 50% jaci, GPU 30% jaci, HDD ??% brzi… Pa PS4 ispada 150% jaci, zasto zvanicno pise samo 40%>
MS može još uvek da se izvuče sa exkluzivama. Ja verujem u to, samo oni imaju Halo, Crackdown, GeoW i ostale igre… A svaka od tih igara će izgledati prelepo. Vidi Halo 4, kako do jaja izgleda na x360, videćeš kako će bolesno izgledati na Xbox One samo sa poboljšanjem rezolucije i uvećanim FPS-om.
Crackdown će sigurno biti fun fun fun, kao što je bio i dvojka i kec… A Halo 5 će ponovo obarati rekorde, svi žele da vide new gen Halo.
MS je zatvorio diviziju koja se bavi entertainmentom, tj Xbox Entertainment (something…), znači svi su popili otkaze i svi će se koncentrisati na igre sada. Nadella je sam rekao “Xbox is not going anywhere” kao odgovor na one spekulacije o tome da će MS prodati ili razmišlja o tome. Njima je to bitna divizija, a MS ima toliko para da ih iskreno boli da li će da flopnu i sve ostalo, oni će kupovati content od externih developera kao što su i do sada radili, imaće timed exkluzive i sve ostalo.
Julski update za dev sku-ove je, kako svi kažu, doneo MNOGO poboljšanja, i kako je mučno bilo raditi na xbox one igrama, tako je sada uživanje, kao za PS4, tako da ja iskreno, jedva čekam da vidim rezultate toga, a njihove alatke će se poboljšavati sve više i više…
jos jedared da se ponovim, PS4 ima toliko nasledja iza sebe da jednostavno mogu da biraju sa kojom exclusive igrom da se prvo kace sa MS-om… MS ima zaista mali broj exclusive igara, nece nesto mnogo da se promeni stanje ni sada, ja eto ne verujem, lepo bi bilo da bude, da covek ima sta da bira, ali ovo za sada je mrka kapa, kako ja vidim celu situaciju…
Crackdown, je totalno ******… GeoW je posle prvog dela izgubio fokus i dalje su bili solidni ali nista posebno…halo je prosek alan wake je bio dobar ali to je za sad obustavljeno ms nema sta da ponudi kvalitetno sem forza motorsport
Alan Wake ima za PC, a bese super igra… Halo i meni izgleda prosecno, zapravo svaki fps mi je jedno te isto, smorili me svi vise, halo 4 je sve bio u plavo obojen, gde god pogledas plavoooooooo
Gears 2 su tu najbolji gearsi ikada, jedina exc koja valja, ceo serijal, ali od treceg na dalje propast, jedino 3 sto ima MP dobar
Forza 5 je pozurena, izbaceno dosta automobila, staze fale… Ali opet valja