Recommended Posts

I think, for the answer to that we'll have to wait until there's some actual real world data and not just pure hyped numbers and rumored numbers that are in essence meaningless.

Xbox One has weaker specs than the PS4 #dealwithit

Xbox One has weaker specs than the PS4 #dealwithit

Even if it does turn out to have "weaker" physical specs you can sure as hell bet that the XB1 will outdo the PS4 on software's communication with bare metal. The PS3 was meant to have a better C/GPU then the Xbox 360 yet the Xbox 360 is capable of rendering superior colours and graphics because of limitation in Open GL as well as the RAM balls up by Sony. Having said that, we can leave the speculation until we actually have some solid info and it sure as hell isn't too late for MS to ramp up the GPU if they feel it necessary.

Even if it does turn out to have "weaker" physical specs you can sure as hell bet that the XB1 will outdo the PS4 on software's communication with bare metal. The PS3 was meant to have a better C/GPU then the Xbox 360 yet the Xbox 360 is capable of rendering superior colours and graphics because of limitation in Open GL as well as the RAM balls up by Sony. Having said that, we can leave the speculation until we actually have some solid info and it sure as hell isn't too late for MS to ramp up the GPU if they feel it necessary.

Um, yes it is. A change as significant as that isn't something you do 6 months before launch.

  • Like 2

Even if it does turn out to have "weaker" physical specs you can sure as hell bet that the XB1 will outdo the PS4 on software's communication with bare metal. The PS3 was meant to have a better C/GPU then the Xbox 360 yet the Xbox 360 is capable of rendering superior colours and graphics because of limitation in Open GL as well as the RAM balls up by Sony. Having said that, we can leave the speculation until we actually have some solid info and it sure as hell isn't too late for MS to ramp up the GPU if they feel it necessary.

Tell me exactly your source for OpenGL colors and graphics, because I use it for my PhD (together with OpenCL) and that's not precisely what I have read.

I'm not referring to 6 months I'm talking 1-2 years...

Never going to happen, the Xbox Slim SoC actually ran faster than the phat Xbox but they limited the performance. There is no way they would have two different performing Xboxes.

After a quick skim of the Architectural roundtable thing after the event they said that the GPU does 768 operations per cycle. The leak that came out a couple of months ago which got all the PS4 specs right said that the X1 GPU will be 12CU with a combined 768 shader threads.

Which means the X1 will have a GPU that is 50% weaker than the PS4 GPU.

Microsoft has made a terrible mistake banking on the media functions that will only work in the US at launch with weak specs to bring the price down so they can bundle kinect in the box.

I was hoping it wouldn't be true but like this gen with the PS3 dragging the graphics down for multiplatform, the X1 is going to do it next gen.

Developers will be able to offload certain tasks to Windows Azure so the processing power is not exactly limited to what's in the box. I read something in the passing yesterday and will try to find the source.

Edit: http://venturebeat.com/2013/05/21/xbox-one-microsofts-super-geeks-reveal-whats-inside-the-hardware/

But the cool thing about the box ? which has chips with 5 billion transistors in them ? is that it can tap supercomputers in web-connected data centers to do processing.

...

The cloud can tackle tasks in games like physics, artificial intelligence, and even some rendering. The tasks that require low latency, with split second interaction between one chip or one device and another, are those that the box ? not the cloud ? still needs to handle.

Developers will be able to offload certain tasks to Windows Azure so the processing power is not exactly limited to what's in the box. I read something in the passing yesterday and will try to find the source.

If they do that then always online is required and it means that game cannot be played offline, unless of course the game somehow has a cut down version playable offline (worse graphics/framerate?). That would not make your audience happy.

Always online offloading is simply best left to online/MP components (stat tracking/servers/voice chat) and/or things like cloud saving automatically/patching the game. Making it part of the actual game playing process, especially a single player element, is a slippery slope - See Sim City needing always online for "processing power".

Developers will be able to offload certain tasks to Windows Azure so the processing power is not exactly limited to what's in the box. I read something in the passing yesterday and will try to find the source.

Edit: http://venturebeat.com/2013/05/21/xbox-one-microsofts-super-geeks-reveal-whats-inside-the-hardware/

I remember that a bit but not details. I think that a developer can have parts up on Azure, this way games can be bigger, specially for MP they said. Also they dropped the line about the game world being persistent and changing, so like with Destiny which has SP play but the world itself is online iirc.

If they do that then always online is required and it means that game cannot be played offline, unless of course the game somehow has a cut down version playable offline (worse graphics/framerate?). That would not make your audience happy.

Always online offloading is simply best left to online/MP components (stat tracking/servers/voice chat) and/or things like cloud saving automatically/patching the game. Making it part of the actual game playing process, especially a single player element, is a slippery slope - See Sim City needing always online for "processing power".

It could work if offloading was done for multiplayer games. Destructive environments come to mind. That said, if this is something companies wanted to do, they could have done it on PCs years ago, which makes me believe it's a bit of a pie in the sky, maybe we'll need this in 8 years statement.

It could work if offloading was done for multiplayer games. Destructive environments come to mind. That said, if this is something companies wanted to do, they could have done it on PCs years ago, which makes me believe it's a bit of a pie in the sky, maybe we'll need this in 8 years statement.

Well they're trying to do with complete streaming - Onlive.

SimCity CLAIMED it needed an online connection for all the calculations it had to do, but a cracker proved that wrong (plays offline completely fine) and it simply turned out to be DRM. So yeah you make a good point about PC's...

I believe these are your dimensions

5D9MdIh.png

Also from this video

  • Acknowledges Sony has faster RAM but can't do comparison as he doesn't know the full capability of their hardware/OS, but believes XB1 games will look just as good if not better
  • Acknowledges around 3GB of RAM reserved for OS
  • Hints that no headset included with console. Suggests Kinect will be default device acting as microphone

https://www.gameinfo...rc-whitten.aspx

Tell me exactly your source for OpenGL colors and graphics, because I use it for my PhD (together with OpenCL) and that's not precisely what I have read.

What do you use in your PhD for and what have you read? If you are using OpenGL on Windows you are essentially just interfacing through a wrapper of DirectX (makes it usable), if you are using it on OSX or a Linux distribution the story gets interesting pretty quick.

I think, for the answer to that we'll have to wait until there's some actual real world data and not just pure hyped numbers and rumored numbers that are in essence meaningless.

Anandtech already have you covered, at least to the best of what they can do with what's known - https://www.neowin.net/forum/topic/1153830-anandtech-xbox-one-vs-ps4-hardware-comparison/

For anyone that does have a sense of humour

I think it's two minutes too long :laugh:. Show them saying TV, Movies, Halo, CoD, FIFA, EA and Activision once and you are done. 30secs tops!

I believe these are your dimensions

5D9MdIh.png

Also from this video

  • Acknowledges Sony has faster RAM but can't do comparison as he doesn't know the full capability of their hardware/OS, but believes XB1 games will look just as good if not better
  • Acknowledges around 3GB of RAM reserved for OS
  • Hints that no headset included with console. Suggests Kinect will be default device acting as microphone

https://www.gameinfo...rc-whitten.aspx

Pretty much what I said yesterday. It's not "huge" by any scale.

Size isn't really the issue. It's butt ugly, and the design is terrible.

Well the half/half design really is downright silly. MS must employee talented design teams, and pay them well, what world trends of the past year have suggested such a design? I guess they did come up with Windows 8 :p

Well the half/half design really is downright silly. MS must employee talented design teams, and pay them well, what world trends of the past year have suggested such a design? I guess they did come up with Windows 8 :p

It looks like a lot of vents for cooling. I guess they needed a lot but wanted to break it up as well. With that much venting it better run silent.

This topic is now closed to further replies.
  • Posts

    • Poll: Grand Theft Auto VI price predictions, cast your vote by Pulasthi Ariyasinghe After years of waiting, Rockstar will be solidifying the launch date of Grand Theft Auto VI with the launch of pre-orders next week. While the studio has confirmed a date for this occasion, it is yet to attach a price to the highly anticipated game. So let's see what our readers think it will cost at launch. The Grand Theft Auto VI pre-orders will kick off on June 25 for digital and physical editions. Unless some last-minute changes happen, the release date will be November 19, 2026, across Xbox Series X|S and PlayStation 5. Unfortunately, there's still no information about a PC version from the developer or the publisher Take-Two. Now the question becomes, how much will Grand Theft Auto VI cost at launch? The game is predicted by some analysts to be the biggest launch of an entertainment product ever. With the amount of hype that has been built behind it and with ballooning development costs, Take-Two may price this Grand Theft Auto entry differently from other AAA titles. The current price of a AAA game is $69.99. That norm almost rose to $79.99 before calming down. But with such a massive release, Grand Theft Auto VI may be the game that pushes the boundary again. It's also possible that Take-Two keeps the price relatively low to increase the number of players that jump in early and keep them hooked on Grand Theft Auto Online to spend on microtransactions for years to come. Keep in mind that the below poll is asking for a prediction of the standard edition price, not a deluxe or any other special edition that Take-Two will introduce for additional benefits. Also, there is also the chance of the company splitting up the campaign and online portions. If you think that will happen, put your vote on what you think will be the total cost of the two. Poll Poll: How much will Grand Theft Auto VI cost? $59.99 $69.99 $79.99 $89.99 $100 or more Submit Vote If you have a very specific prediction in mind, sound off in the comments below.
    • Would you please fix your graphics. They are outdated and don't fit the article.
    • The Light of Life? We actually do glow till our Death, study finds by Sayan Sen Image by Rafael Rendon via Pexels A study by researchers at the University of Calgary has found that living organisms produce an extremely faint light known as ultraweak photon emission, and that this glow appears to drop significantly after death. The research was published in the Journal of Physical Chemistry in April 2025 and quickly drew widespread attention, leading to more than 200 news stories about the findings. Ultraweak photon emission (or UPE), sometimes called biophoton emission, refers to tiny amounts of light released by living cells as a result of normal biological activity. A photon is the basic particle of light, and researchers say every living system examined so far, including plants and animals, has been found to emit these photons. The glow is far too faint to be seen by the human eye. “I suppose it has a little to do with people being reminded of auras,” says Dr. Christoph Simon, PhD, one of the authors of the study and a professor in the Department of Physics and Astronomy in the Faculty of Science. “It is a fact that living beings glow. It’s a very weak glow, but it’s there and visible with very sensitive cameras.” According to the study, the light involved is extremely weak, ranging from 10 to 1,000 photons per square centimetre per second across a spectral range of 200 to 1,000 nanometres. For comparison, a nanometre is one-billionth of a metre and is commonly used to measure wavelengths of light. Detecting emissions at such low levels requires highly specialized equipment. To study the phenomenon, researchers used electron-multiplying charge-coupled device (EMCCD) and charge-coupled device (CCD) cameras. These imaging systems are designed to detect extremely small amounts of light, including individual photons, while minimizing background noise. The technology allowed researchers to capture signals that would otherwise be impossible to observe. The team worked with the Human Health Therapeutics Research Centre at the National Research Council of Canada (NRC) in Ottawa to examine photon emissions in mice. Researchers took two-hour exposure images of the animals before and after death and compared the results. “We saw that the level of light that they emit – this biophoton glow – is distinctly different between living and dead animals,” says Dr. Daniel Oblak, PhD, an associate professor in Physics and Astronomy and the corresponding author of the study. The images showed a clear decrease in photon emissions after death across the entire body of each mouse. According to the researchers, this provided direct evidence that living and dead tissue produce different levels of ultraweak photon emission. “It’s a very small amount and it’s, of course, very tricky to detect,” Oblak says. The study grew out of discussions between Simon, whose research interests include quantum biology, and Oblak, whose work focuses on detecting light for quantum communication experiments. Quantum biology is a field that explores whether processes described by quantum physics, which studies matter and energy at very small scales, may also play a role in living systems. “Since I work as a quantum physicist on light detection for quantum communication, I thought that experimentally we have a lot of the tools to be able to detect the light,” Oblak explains. The researchers also investigated UPE in plants and found that the light changed in response to stress. When plants were exposed to higher temperatures or physically injured, their photon emissions increased. Chemical treatments also affected the glow. Among the substances tested, the local anesthetic benzocaine produced the strongest emission response when applied to injured plant tissue. These findings suggest that ultraweak photon emission is closely linked to biochemical and metabolic activity inside living organisms. Metabolism refers to the chemical reactions that allow cells and organisms to stay alive and function. Because these reactions change when an organism experiences stress, injury or disease, researchers believe UPE may provide a way to monitor those changes. The researchers stress that the glow is a physical and biological phenomenon, not a metaphysical one. Oblak says more research is needed to understand exactly how the light is produced and what information it may reveal about the condition of living tissue. “We must understand what that is to figure out what’s happening,” he says. “If we can understand how that relates to certain influences on the body – stress, diseases – then that could be used as a diagnostic tool.” The researchers believe the technique could eventually help scientists study health and disease without invasive procedures. Because UPE can be measured without adding dyes, markers or labels, it may offer a way to monitor whether tissue is healthy, damaged or alive. In plants, it could help researchers better understand how organisms respond to injury, heat and other forms of stress. While the work is still in its early stages, the study demonstrates that ultraweak photon emission imaging can provide a non-invasive and label-free way to observe biological activity. Researchers say the approach could become a useful tool for studying vitality, stress responses and other important processes in both animals and plants. Source: University of Calgary, ACS publication This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • Damn, I loved this show back in the day.  
  • Recent Achievements

    • One Year In
      hhgygy earned a badge
      One Year In
    • One Month Later
      AMV earned a badge
      One Month Later
    • Week One Done
      AMV earned a badge
      Week One Done
    • Collaborator
      ryansurfer98 went up a rank
      Collaborator
    • One Month Later
      Eurosoft10 earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      512
    2. 2
      +Edouard
      171
    3. 3
      PsYcHoKiLLa
      82
    4. 4
      Steven P.
      74
    5. 5
      Michael Scrip
      72
  • Tell a friend

    Love Neowin? Tell a friend!