Xbox One Patch Could Unlock GPU,
But Will It Beat The PS4?
A PS4, Xbox One hardware comparison
shows the two consoles are almost identical in most respects. They both
have a 1.6 GHz 8-core Jaguar CPU, 8 GB of memory, a 500GB HDD,Blu-ray
drive, WiFi, HDMI ports, and USB 3.0. But Sony chose to go with a GPU
with significantly more streaming processors and also higher bandwidth
GDDR5 memory. Microsoft, on the other hand, chose to offset the GDDR3
bandwidth with the Xbox One eSRAM, which offers both high bandwidth and
low latency in a 32MB package attached directly to the CPU and GPU via a SoC design.
While discussing the differences can get quite technical, long story short is that the Xbox One GPU offers a max of 1.33 TeraFLOPS/s
versus the PS4 GPU performance of 1.84 TeraFLOPS/s. Xbox One provides
68.3 GB/s and 102 GB/s of memory bandwidth, while the PS4 once again
wins with 176 GB/s. In practice, what these hardware differences mean is lower resolutions, performance, and sometimes slight tweaks to certain effects.
Call Of Duty: Ghosts was famously limited to 720p on the Xbox One
while the PS4 was able to handle the full 1080p experience. More
recently, it was proven there were major differences between the Tomb Raider: Definitive Edition for Xbox One and PS4.
Unfortunately, it turned out to be an apples vs oranges comparison
because two different studios did the ports and the Xbox One was
framerate capped at 30 FPS while the PS4 was capped at 60 FPS. This
means the average FPS results are useless for comparison, but the
lowest, or minimum, framerate is another story. The Xbone posted 27 FPS
while the PlayStation 4 was 32 FPS. Hands-on tests cite the Xbox One
experience as being more consistent, leading some to wish their was an
option on the PS4 version for a 30 FPS cap.
Assuming this particular scene isn’t being bottlenecked by the CPU, this
also allows us to compare the Xbox One GPU and PS4 GPU at a point where
they are both under stress. Despite the PS4 theoretically being much
faster on paper the minimum results don’t show the expected difference.
This either means the Xbox One is performing better than expected or the
Tomb Raider game is indeed CPU bottlenecked. Some also claim the Xbox
One drops down to 900p for certain cutscenes, which would explain a lot.
There’s also the potential for optimization issues with the PS4′s
LibGNM API but some developers claim the Xbox One driver is still in
need of work, as well.
This also brings up the potential for a Xbox One patch that unlocks the
GPU from the Kinect. Apparently, Microsoft currently demands that eight
percent of the GPU is reserved for Kinect video and another two percent
for Kinect voice. This means that when a game doesn’t use the Kinect at
all about 10 percent of the Xbox One GPU is sitting idle. Worse, one
industry insider named Pete Todd
claims Microsoft purposefully chose to go with a cheaper/slower GPU
because of the cost of the Kinect although they couldn’t have known Sony
was shooting so high with the PS4 GPU.
Although this Xbox One patch hasn’t been confirmed or denied by Microsoft,
it’s been said that game developers have been clamoring for access to
the unlocked potential of the GPU. What do you think Microsoft should
do?
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source: inquisitr.com
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