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World Exclusive: XBox One (Durango) GPU detailed

04 Feb 2013
Maynard
62
Microsoft, Xbox One

 

General Purpose Registers

Each SIMD contains 256 vector general purpose registers (VGPRs), and 512 scalar general purpose registers (SGPRs). Both types of GPR store 32-bit data: An SGPR contains a single 32-bit value shared across threads, while a VGPR represents an array of 32-bit values, one per thread within a vector. Each thread can only see its own entry within a VGPR.

GPRs record intermediate results between instructions of the shader. To each newly created vector, the GPU assigns a range of VGPRs and a range of SGPRs—as many as needed by the shader up to a limit of 256 VGPRs and 104 SGPRs. Some GPRs are consumed implicitly by the system—for instance, to hold literal constants, index inputs, barycentric coordinates, or metadata for debugging.

The number of available GPRs can be a limiting factor in the ability of the SIMD to hide latency by switching to other vectors. If all the GPRs for a SIMD are already assigned, then no new vector can begin executing. And then, if all active vectors stall, the SIMD goes idle until one of the stalls ends.

Like most modern GPUs, the Durango GPU uses a unified shader architecture (USA), which means that the same SCs are used interchangeably for all stages of the shader pipeline: vertex, hull, domain, geometry, pixel, and compute. On Durango, GPR usage is also unified; there is no longer any fixed allocation of GPRs to vertex or pixel shading as on Xbox 360.

Constants

The Durango GPU has no dedicated registers to hold shader constants. When a shader references a constant buffer, the compiler decides how these accesses will be implemented. The compiler can specify that constants be preloaded into GPRs. The compiler may fetch constants from memory by using scalar instructions. The compiler may cache constants in the LSM.

A shader constant may be either global (constant over the whole draw call) or indexed (immutable, but varying by thread). Indexed constants must be fetched using vector instructions, and are correspondingly more expensive than global constants. This cost is somewhat analogous to the constant waterfalling penalty from Xbox 360, although the mechanism is different.

Branches

Branch instructions are executed by the scheduler and have the same ideal cost as computation instructions. Just as they do on CPUs, however, branches may incur pipeline stalls while awaiting the result of the instruction which determines the branch direction. Not-taken branches introduce subsequent pipeline bubbles. Taken branches require a read from the instruction cache, which incurs an additional delay. All these potential costs are moot as long as there are enough active vectors to hide the stalls.

Branching is inherently problematic on a SIMD architecture where many threads execute in lockstep, and agreement about the branch direction is not guaranteed. The HLSL compiler can implement branch logic in one of several ways:

  • Predication – Both paths are executed; calculations that should not happen for a particular thread are masked out.
  • Predicated jump – If all threads decide the branch in the same way, only the correct path is executed; otherwise, both paths are executed.
  • Skip – Both paths are followed, but instructions that are executed by no threads are skipped over at a faster rate.

 

Interpolation

The Durango GPU has no fixed function interpolation units. Instead, a dedicated GPU component routes vertex shader output data to the LSM of whichever SC (or SCs) ends up running the pixel shader. This routing mechanism allows pixels to be shaded by a different SC than the one that shaded the associated vertices.

Before pixel shader startup, the GPU automatically populates two registers with interpolation metadata:

  • One SGPR is a bitfield that contains:
    • a pointer to the area of the LSM where vertex shader output was stored
    • a description of which pixels in the current vector came from which vertices
  • Two VGPRs contain barycentric coordinates for each pixel (the third barycentric coordinate is implicit)

 

It is the responsibility of the shader compiler to generate microcode prologues that perform the actual interpolation calculations. The SCs have special purpose multiply-add instructions that read some of their inputs directly from the LSM. A single float interpolation across a triangle can be accomplished by using two of these instructions.

This approach to interpolation has the advantage that there is no cost for unused interpolants—the instructions can be omitted or branched over. Conversely, there is no benefit from packing interpolants into float4’s. Nevertheless, for short shaders, interpolation can still significantly impact overall computation load.

Output

Pixel shading output goes through the DB and CB before being written to the depth/stencil and color render targets. Logically, these buffers represent screenspace arrays, with one value per sample. Physically, implementation of these buffers is much more complex, and involves a number of optimizations in hardware.

Both depth and color are stored in compressed formats. The purpose of compression is to save bandwidth, not memory, and, in fact, compressed render targets actually require slightly more memory than their uncompressed analogues. Compressed render targets provide for certain types of fast-path rendering. A clear operation, for example, is much faster in the presence of compression, because the GPU does not need to explicitly write the clear value to every sample. Similarly, for relatively large triangles, MSAA rendering to a compressed color buffer can run at nearly the same rate as non-MSAA rendering.

For performance reasons, it is important to keep depth and color data compressed as much as possible. Some examples of operations which can destroy compression are:

  • Rendering highly tessellated geometry
  • Heavy use of alpha-to-mask (sometimes called alpha-to-coverage)
  • Writing to depth or stencil from a pixel shader
  • Running the pixel shader per-sample (using the SV_SampleIndex semantic)
  • Sourcing the depth or color buffer as a texture in-place and then resuming use as a render target

 

Both the DB and the CB have substantial caches on die, and all depth and color operations are performed locally in the caches. Access to these caches is faster than access to ESRAM. For this reason, the peak GPU pixel rate can be larger than what raw memory throughput would indicate. The caches are not large enough, however, to fit entire render targets. Therefore, rendering that is localized to a particular area of the screen is more efficient than scattered rendering.

Fill

The GPU contains four physical instances of both the CB and the DB. Each is capable of handling one quad per clock cycle for a total throughput of 16 pixels per clock cycle, or 12.8 Gpixel/sec. The CB is optimized for 64-bit-per-pixel types, so there is no local performance advantage in using smaller color formats, although there may still be a substantial bandwidth savings.

Because alpha-blending requires both a read and a write, it potentially consumes twice the bandwidth of opaque rendering, and for some color formats, it also runs at half rate computationally. Likewise, because depth testing involves a read from the depth buffer, and depth update involves a write to the depth buffer, enabling either state can reduce overall performance.

Depth and Stencil

The depth block occurs near the end of the logical rendering pipeline, after the pixel shader. In the GPU implementation, however, the DB and the CB can interact with rendering both before and after pixel shading, and the pipeline supports several types of optimized early decision pathways. Durango implements both hierarchical Z (Hi-Z) and early Z (and the same for stencil). Using careful driver and hardware logic, certain depth and color operations can be moved before the pixel shader, and in some cases, part or all of the cost of shading and rasterization can be avoided.

Depth and stencil are stored and handled separately by the hardware, even though syntactically they are treated as a unit. A read of depth/stencil is really two distinct operations, as is a write to depth/stencil. The driver implements the mixed format DXGI_FORMAT_D24_UNORM_S8_UINT by using two separate allocations: a 32-bit depth surface (with 8 bits of padding per sample) and an 8-bit stencil surface.

Antialiasing

The Durango GPU supports 2x, 4x, and 8x MSAA levels. It also implements a modified type of MSAA known as compressed AA. Compressed AA decouples two notions of sample:

  • Coverage sample–One of several screenspace positions generated by rasterization of one pixel
  • Surface sample– One of several entries representing a single pixel in a color or depth/stencil surface

 

Traditionally, coverage samples and surface samples match up one to one. In standard 4xMSAA, for example, a triangle may cover from zero to four samples of any given pixel, and a depth and a color are recorded for each covered sample.

Under compressed AA, there can be more coverage samples than surface samples. In other words, a triangle may still cover several screenspace locations per pixel, but the GPU does not allocate enough render target space to store a unique depth and color for each location. Hardware logic determines how to combine data from multiple coverage samples. In areas of the screen with extensive subpixel detail, this data reduction process is lossy, but the errors are generally unobjectionable. Compressed AA combines most of the quality benefits of high MSAA levels with the relaxed space requirements of lower MSAA levels.

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  • Rasputin

    de real configuration is…

    3 CUAs (3 computer array)
    1 CUAs consist:
    4 Computer units
    1 computer units consist
    16 ALU

    total
    3 CUAs=12cu=768ALU

  • Guru3

    32 esram onlu display 2xmsaa in 1920×1080

  • Ayrton Sheen

    So Durango has a seriously gimped GPU compared to Orbis? They gotta release at least £50/$100 cheaper than the PS4 if the PS4 is going to have such a clear advantage in power.

  • Ayrton Sheen

    Orbis: 1.8 FLOPS (32 ROPS). Durango: 1.2 FLOPSS (16 ROPS) is what I am getting comparing the two leaks.

  • Guru3

    other user in very similar to gnc architecture of amd
    “de real configuration is…

    3 CUAs (3 computer array)
    1 CUAs consist:
    4 Computer units
    1 computer units consist
    16 ALU

    total
    3 CUAs=12cu=768ALU”

    edit: that I delete the message from another user?

  • Mhhh

    As painful as that sounds after a lot fun with XBOX and 360 I might have to switch to Sony(blearrg). This console hw is underwhelming and then the only factors are exclusive games and the controller. Multi platform will have the advantage on the PS4 this time and after the Halo4 single player disappointment which showed huge gameplay/dramaturgy design problems my hope for my old love with 363 Industries to recover from that misdirected meltdown is pretty low.
    MS, you’ll in danger to loose it badly next generation. The Wii-U should show how easily you can loose your market size when the console hw is disappointing and the gimmick doesn’t attract people anymore.

  • http://ign.com Shango thomas

    I don’t know much abou the architecture of Durango but 1.2 teraflops no VRAM 800 MHz 12 shader cores and most of it all doesn’t sound next generation it won’t be much of a difference from Xbox 360 crysis 3 already looks almost the same on pc as on Xbox if this specs are really for the Durango then I dought the system will stay for 10 years time people will buy less and less of the new consoles since ps2 was released because their is not enough power this isn’t a WOW FACTOR GAMERS NEED A WOW FACTOR SO STOP TREATING US LIKE COMSUMERS TREAT US LIKE FANS WE NEED DURANGO TO BE A BEAST WELL PAY FOR IT put everything in and sell it for 600$ cut the prices in about 2 years time when the manufacturing cost goes down atleast give the fans what they want

  • k4s

    Was a xbox fan all the time but now good bye casual box ps4 ftw

  • blabla

    xbox 1.2 with rrod in option, MS & N together in mediocrity, hope that SONY …them so hard.

  • MS to Sony

    If this is true and there’s only one GPU; I’m totally switching to Sony next gen.

    MS first party games aren’t geared to Europeans anyway. This is just another reason to leave.

    They dropped the ball.

  • http://www.n4g.com Shay

    Move data engines info, please Mr X, Maynard.
    I dont know why people voted for GPU.. we knew all this info.
    P.S, I saw this pic up on Beyond3D this morning…
    Looks like you guys got a leak… at VGLeaks…

  • Nameless

    So if these specs are true, not only will Orbis be significantly more powerful, it will also be easier to develop for (no memory bottleneck, unified memory). Looks like I will need to switch sides. I bought 50 games for X360 (since multi-platform games were better on 360) compared to 5 for PS3. Not to mention subscribing to xbox live for 7 years. I guess MS thinks they can make their money from the casual gamers and fad chasers now. I just hope Sony has redesigned their controller for the better this next round.

  • FUCKED UP

    Ms wanna kidding us after 10 + year on the console market now we know what they pay attention for … money just money im going stick whit sony gg.

  • Realname

    Does this site really leaks information or just makes them up out of the blue???

  • Tiberius

    That’s alot of text for saying
    AMD 1.2 tf gcn gpu with some extra memory on it.

  • TheSource

    Well it looks like a close match to HD 7770. On the positive side it is more powerful than what’s available right now in the Xbox360 (obviously :P ) and it can get up to 4k resolution http://www.amd.com/us/products/desktop/graphics/7000/7770/pages/radeon-7770.aspx#2

    It’s almost 5 times as powerful as the current Xbox360 video board ( 0,25TFlops). Considering that most games are rendered internally at 880×720 and 1024×720 there will be quite a leap for graphics. http://www.ign.com/articles/2005/05/20/e3-2005-microsofts-xbox-360-vs-sonys-playstation-3?page=3

  • RDream1

    I dont understand any of this stuff specs ect. Im an xbox fan as of now but would have no problem with switching back to playstation except for halo of course which is still in my opionion the best multiplayer game ever. But ive seen this happen time and time again first nintendo was on top with the NES then again with the SNES then came the playstation which is still my fav console ever not for the specs of the console but rather the massive game library of amazing titles especialy RPGs which is my favorite genre. Well JRPGs anyway if thats what there calling them these days which are way better than the crap they put out now days and call it an RPG with the exception of skyrim they need to make more JRPGs ok anyway back to the console wars. Then there was the PS2 and the XBOX which ran neck and neck at first then towards the end half of the crowd went with Sony while the other half jumped on Microsofts bandwagon including myself. Then of course the current generation of consoles and I am still with Microsoft for the time being anyway. Specs arent always everything though. I think its important to point out that the PS3 on paper anyway is far superior to the XBOX 360 as far as raw power. But the 360 is clearly the better console. But I will say this the PS3 was and still is hard for developers to work with because of the complicated cell engine Sony had the same problem with the PS2s emotion engine which might be some of the reason that XBOX 1 was such a success. And Sony messed up three times as much this generation #1 Microsoft had a year headstart on Sonys new console which ment alot more games for the 360. #2 the price oh God the price the 360 launched at a price of $400 which back then I thought was pretty pricey. Then comes the PS3 a year later with a HEFTY and I do mean HEFTY not to mention stupid launch price of $600! Finaly #3 developers HATE the PS3 because its such a pain in the butt to work with. But from what Ive seen so far assuming the leaks are real of course I think Sony might have the advantage this time around its clearly more powerful than Microsofts console and this time it wont be hard for developers to work with now if they can just get the price right. I guess we will find out Feb 20th and if this is the case Im sure going to miss Halo not to mention Bungies new game Destiny which is exclusive to Microsofts new console at least for the first few years anyway I guess I might have to buy both dang it.

    • http://www.n4g.com Shay

      Considering, the original PS3 blu ray drive costed $250 USD to produce per console, now their dirt cheap. And the CELL was at 90nm with the 7800GTX in the PS3 being pricy at the time too…
      Expect the next PS Orbis to be… I would say $399-$349.
      The next Xbox wont be cheaper (despite being weaker), as its rumored to come with Kinect 2 in the box…

  • http://ign.com Shango thomas

    Something tells me that all this leaks are fake some people somewhere say down n made some nice documents to get the day going amd earlier said the 720 will be capable of avatar level graphics and I believe in that my guess is the next gen wi be way powerful than this specs ill just wait first for the ps4 reveal if it ain’t anything like the leaked specs then this leaks are just a waste of time

  • http://www.n4g.com Shay

    LMAO at the people that dont believe the specs.
    PS3 and 360 = 0.23Tflops.
    Xbox 3= 1.2Tflops
    PS4=1.83Tflops.
    PS4 will also have unified system ram, so it will in the end be the most powerful and easiest to program console next gen.
    Gone is crazy Ken Kutaragi and his inefficient design.
    P.S to the guy who spoke about Halo, Halo 1,2,3 are going to PC via Steam.
    Google it.

  • John

    Both Consoles will have way over 3 Tflops. All this leaks are bullshit.

    You people are so Gullible it’s a shame.

  • City79

    Ps3 was way powerful, and we all know what happen, so….

  • GamerComparer

    To those crybabies saying “The new consoles aren’t going to be so next-gen compared to the previous one” and also the “I’m going to change to Playstation because of the spec difference” there’s something you need to remember.

    1st-Those specs are just rumor, they might change before the production starts.

    2nd-The Almighty PS3 was much more powerful than the 360, and we now know the specs difference is not that noticable when playing a game, and now (if both specs are the final ones) it’s only PS4′s GPU being 50% faster, but the 3rd Xbox will have a little more RAM, and a wider RAM helps to not have framerates dropping by frequently unloading and loading new info that didn’t fit the RAM because it was full. Then both hardwares are not going to be so different.

    3rd-If you compare, for example, Xbox CPU/GPU with 360′s, it’s like “X” times faster processing/moving graphics stuff, and then if you compare 360′s with those rumored CPU/GPU specs in depth you can see that is even higher in some components, this is going to be my analysis according to my knowledge and current info I know at the moment.

    We had 64Mb to 512Mb, that’s 8 times more RAM, and now we might have 512Mb to 5Gb/5120Mb (in case the new Xbox really takes 3Gb for the OS from those 8Gb), that’s 10 times more RAM, not just 8. There’s the problem with the RAM speed, but that only means high loading times again, games will look the same, because the amount of info/graphics/polygons/textures won’t be better just because they load faster.

    Xbox had a GPU with 2:4 non-unified shaders at 233Mhz, and then we had 48 Unified Shaders at 500, that would be 8 times more shaders and double clock, now we’ll have… 768… holy crap! that’s 16 times!, even if the GPU clock works at 800Mhz and it’s 1’6 times more than 360′s GPU clock, that makes a difference again as big as Xbox->X360 did.

    And about de CPU, I think this is the component that won’t really be “X” times better again, but it’ll be good enough, graphical power resides mostly on graphic effects, textures and polygons, and that’s the work of RAMs and GPU, more than the CPU. The explanation is kinda hard, because it’s not just number of cores and its speed, you know we’ve been stuck with the damned CPU speeds because of overheating and it’s not wise to create a CPU with dozens of cores, CPUs have been evolving in a different way, not only cores and basic clock speed.

    We had an Intel old school 32bits 733Mhz CPU, then a Triple 3’2Ghz CPU 32bits, that would be like comparing 9600Mhz with 733Mhz, 13 times, alright… here come the part I might screw it a little. We have those 3×3’2Ghz, and the new one is 8×1’6Ghz?, that’s like 9600Mhz vs 12800Mhz… ooookkk… it might not look that good, but… the new CPU is going a 64bits one, so the intructions are going to be a little more complex than the 32bits, and rumors said that CPU could do 2 instructions per clock cycle, something the old 360′s CPU (I think) can’t do…

    In the end we have to maybe multiply that 12800 by 2 (64bits instrucctions from 32bits) and the again by 2(double instructions per clock from single instruction)?, making it now a 9600 vs 51200? at least 5’3 times faster? as I said it’s more a matter of GPU and RAM than the CPU, that’s why the GPUs were created, to take care of the graphics and leave the CPU out of that task.

    In short: “Durango” kicks Xbox 360′s specs as the 360 kicked the Xbox 1, so we have a next-gen gap difference from PS360 to PS4/Xbox 3

    And for those who will change Xbox for PlayStation, what the hell? you choose a console for its games, if you’re a true gamer you only have worry to about if the hardware is powerful enough to make a difference compared to the previous console or not, and as I explained (more or less), it does.

    I’m not worried at all about the next-gen’s hardware, and no one should be, those rumored specs are already good enough to see a difference, we should worry about the games, if we’ll see new ones or they’re just going to suck dry every franchise until we grow tired of them, quantity over quality, and also drying our wallet with the DLCs, those are the real problems.

    I hope my thoughts, info and opinion helped, and if anyone wants to correct anything about the hardware part, then it’s welcome to do it, I want to be informed properly with the right info, I don’t want to be a troll that is just bite and has no usefull info, that way I can give a better opinion.

    • To

      Man… doing all that math when nobody knows what the real specs are…

    • zybraisacock

      Production will have already started.

  • pinstripe

    This is just one GPU. Perhaps MS is gonna put 2 of those and stack them in 3D. 2*1.2 TFLOPS = better than Orbis.

    • Tiberius

      Perhaps MS is sucking off gandalf

    • Realname

      that would be funny xDDDDDD

  • http://www.n4g.com Shay

    @pinstripe
    And get ready for RROD2? Msft is fighting battles on many fronts. Tablets, Pcs, Cellphones. etc. The xbox divisions profit is nothing compared to how many billions is their operating cost. Windows 8 market penetration isnt helping the situation either.

    The fact that they are building a machine to capture the growing casual market, why do some people feel offended by this?
    Do not forget, this Durango will also boast a built in decoder for television also, which Europe doesnt care for, but America does.
    Lol you guys obviously know more than msft engineers and their marketing division lol.

    Sony is building a game machine. And a game machine ALONE.
    Google the secret meetings last year between Sony and Microsoft.
    Clearly (as Sony is a majority shareholder in the Blu Ray format), they reached an agreement for msft to share technologies, check Semi-Accurate for that, there is Sony patented tech in this GPU up here. AMD is brokering the deals between them.
    The PS4 will right EVERY mistake the PS3 did. This is not an Apples and Oranges comparison like last gen.

    Both consoles have X86CPUS.
    both consoles have CPU and GPU configurations by AMD.
    Xbox 3 1.2TFLOP – 1.83TFLOP.

    Msft is delaying the announcement till June due to EU regulations regarding set top box decoder power consumption etc.
    Face it, hardcore gamers arent the bread and butter of Nextbox.
    Look at sales of Halo 4? compared to Halo 3? Disappointing. Let msft chase the money (casuals)
    And before people mention COD being hardcore, fine enough, you do realise its still running on a modified Quake 3 engine? Next gen, Xbox will still get great CODs, its just msft want the Twitter, Facebook, Kinect, Ipad, Iphone generation be the focus Day 1

  • http://www.n4g.com Shay

    PS Cell CPU was a technical flop. Yes, it produced great exclusives, but the PS4 is ditching it.
    Sony hold a patent to emulate Cell for BackwardsCompatibility (via emulation by general purpose CPU.
    But, these are NOT ground up designs like Xenos,Xenon,Cell.
    Fact is, the GPU in the 360 was an R600,A WHOLE generation beyond the PS3s.
    That and the fact the 360 had unified ram (the Ps3 had 25mb XDram and 250DDR3) AND the fact the 360s Operating System was 30MB of ram, the PS3s was 100MB+ resulted in games looking similar despite the Specs of the PS3 being better.

    Next gen, its apples and apples comparisons,
    Toe to toe, they have the SAME achcitecture, 100% the same. But in every aspect the PS4 trumps it.
    So the “teh Ps3 waz powerfulz lookz how it TuRnD out LuLZ” theories should get thrown under a bus.

    • kerriganmarois

      How can it trump it when it isn’t out yet? Rumors pointed to ps4 having a 4gb/2gb configuration like a pc for memory and they came out and surprised us. MS might do the same.

      The theories that should get thrown under the bus are the ones based on rumors.

  • pinstripe

    @Shay

    First of all, two of these GPUs fabricated in 28nm and stacked on top hardly will cause any RROD. Fusing two HD7770s together in a smart fashion versus one HD7850 (Orbis) might still yield better power and performance rates. Remember, Microsoft put a lot more R&D money into these chips than Sony.

    Secondly, yes, Xbox is definitely geared towards the NA audience, with TV, and Livingroom entertainment and all. And yes, Win 8 is a little bit of a let down. But those two things won’t bring down a giant like MS.

    MS, despite it’s current problems, has the longer breath than Sony. MS will not fail with the Durango.

  • http://www.n4g.com Shay

    Are you basing the “R and D” line due to what Sweetvar said regarding AMD was “focusing” on the Nextbox more?
    Msft is a software company, Sony did most work inhouse with inhouse engineers. I doubt Msft is going to stack two gpus as
    1)Why not go the APU+GPU combination? It would be cheaper.
    And
    2)Power requirements.
    Two GPUs… I dont think any console is going above 150-170watts next gen.
    The way it stands, its a very believeable next gen system.
    Epic games advised them with the 360 to have unified 512mb ram for Gears, Microsoft complied.
    Now Epic asked for minimum 1TFlop ran the Samaritan demo, Msft gave them 1.2TFlop.
    Im just not seeing the secret sauce people keep going on about. It looks like it is what it is.
    Hey Mr X, Maynard, some clarity, does the dev kit house two GPU’s?
    I read Nextbox is being announced in June… there is too little time to make changes now.

    My best bet, Msft wants a console refresh every 2-4yrs… so, Ipad 1, Ipad2 type thing. Next next Xbox in 2016?

  • pinstripe

    @Shay

    First of all, I don’t believe MS is gonna use an AMD x86 APU solution. Everything indicates that they’re using an IBM Power A2 CPU and an altered Radeon HD GPU, fused together on a single SoC maybe (just like the Xbox 360 Slim). This would also make 360 BC possible. I don’t know why people believe this is gonna be an AMD CPU. Only Orbis is using that.

    Power requirements you say. Two of these GPU modules using 2.5 or even 3D stacking would still generate below 100W, yet have higher fillrates than a single HD7850. That’s where the R&D money went into, engineering a powerful GPU yet low power consumption solution.

    And last: Even if they just use a single GPU, it’s till pretty good. MS is a software company first so they know how difficult and expensive it will be for developers to push hardware. By putting on a cap regarding brute force, it will force first-party developers to be more efficient and keeps budgets reasonable. Most devs are already struggling with current consoles in terms of cost, so trying to compete on graphics and production values alone is a game that will only have losers. MS thinks further ahead in this regard than Sony.

  • http://www.n4g.com Shay

    Time wil tell, Pinstripe…
    All I know is… IBM isnt involved with any next gen console at all..
    and the guys that started the IBM rumor also were 1st to say expect a Nvidia 680GTX in there too…

  • bobbybuchae

    What we are seeing here is the effect of having reached thermal limits in silicon technology and the crappy economy. Iwata-san already told everyone that there wouldn’t be that much difference in hardware capability for the next generation. This also showcases just how far ahead the PS3/360 really were for their time. We just may see 7th and 8th generation IP releases, starting with Grand Theft Auto 5. Gone are the days of the immense leap in graphical capability we say going from PSone to PS2. Hence games like NFS MW originally came out on the PS2/xbox/Xbox 360.

    Plus the 10 year life cycle will more than likely be non-existent with these next-gen consoles.

    • Nicholas Gatewood

      Iwata and Fils-Aime are liars, don’t just mindlessly believe what they have to say about hardware. There’s a massive, MASSIVE difference in hardware capability between the true next-gen systems and the Wii U, claiming otherwise because someone who would profit from lying said so is silly.

  • Mhhh

    @bobbybuchae

    This Durango spec’s thermal profile would be a lot below the 360 when released. 90..120Watt with games is my projection. The HW here could have been released early last year if they went for bobcat instead of jaguar I suppose. It definitely isn’t limited for thermal reasons. Therefore all the disappointment.

  • John

    Rumors are false. Wait and see . 1.2 Tflops xD you people are crazy. we are in 2013 and maybe if you want to use your brain ,why is amd delaying the hd8xxx series until mid 2013. yea right! because the new xbox will use it.

  • http://www.n4g.com Shay

    Iwata San HAHAHAHAHAHAHAHA.
    duct-taped 3 Gekko (gamecube cpus) Overclocked them to 1.2ghz and used a low end HD4650 from 2006 and called it next gen.

    Read Digital Foundrys article from yesterday. Pics included.
    Wii is NOT next gen.
    PS4 and Xbox 3 will run circles around that garbage.
    Its a blatant cheap cash in at soccer moms and the twitter generation.

  • http://www.n4g.com Shay

    Wii U, I meant.
    Is
    Not
    NEXT Gen.

  • eternallord

    can u wake up ps3 fans,ITS ALL ABT REAL TIME CONDITION! its not abt specs…who say that the Final Fantasy(13-2) Can Be ported to Xbox 360 ,and its the same as on PS3 ,even slightly better in some cases(shadowing) u can check http://WWW.EUROGAMER.NET.(Face Off),besides the architecture of the xbox 360 is smarter than the ps3 and multiplatform games look better than the ps3(and we all knw that the ps3 is more powerful than the xbox 360),another example:the Samsung S3 is Quad Core etc and the Iphone 5 is dual cores but in real time condition the iphone 5 performs better…the Durango will be even smarter this time,so its all abt REAL TIME CONDITIONS

    • Nicholas Gatewood

      You have no idea what you’re talking about at all. In real-world conditions the PS4′s specs blow the next Xbox’s out of the water, no contest. In this case the PS4 is even the superior platform in regards to its hardware simplicity. If the next Xbox DID have a slightly better GPU than the PS4, the PS4 would still compare favorably against it because of its superior RAM solution.

      The next Xbox will likely launch at $350 while the PS4 launches at $400, but the PS4 ends up being around twice as powerful and a much better platform for developers. Just stating the facts here, to go against all the people who seem to lack any knowledge regarding hardware or game optimization.

  • eternallord

    http://www.ps3news.com/images/img_4613.jpg

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  • sharon hurst

    so the wiiu gpgpu destroys the durango gpu for edram and sram far more fast ram and vastly more bandwidth on the wiiu gpu combined custom logic and shaders allows wiiu to be next gen at 40watts

    clearly a better design

    • Nicholas Gatewood

      Um, no. Not even remotely accurate. The Wii U isn’t any more technically impressive than the 360, and the next-gen Xbox should blow it out of the water in every single regard. There’s just no contest, the Wii U only would’ve been impressive in 2007.

  • sharon hurst

    32mb edram 140gb bandwidth plus extra edram plus 1mb sram there bandwidths unnown looking at 200gb of fast ram bandwidth on chip for wiiu

  • wiiboy101

    durango looks like crappy tablet parts on the cheap from near bankrupt AMD wiiu on the other hand looks asweet design and gamepad and wii remote and wii motion plus are next gen gaming kinect is a joke and illumiroom is a disco ball gimmic AND BOTH WIL LAG TERRIBLY

    • Nicholas Gatewood

      The Wii U is an utter failure on a technical level. If we’re just looking at specs here, the Wii U isn’t much more impressive than the 360 – the next Xbox and PS4 absolutely demolish its performance. I really wish Nintendo fans would understand how horribly Nintendo’s been performing lately and ask them to improve, it kills me to see what they’ve become.

  • wiiboy101

    LOL @ esram lol its sram its plain old sram wiius edram at a lower clock utterly destroys it

  • pinstripe

    Another reason to believe that Durango might use an IBM PowerPC, not AMD.

    http://semiaccurate.com/2013/02/07/ibm-adds-5-dimensions-to-chip-stacks-in-one-year/#.URPsCWefZJA

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  • Anonymus

    LOOOOOOOOOOL

  • sony_f^^k_sega

    rrodbox 1.2 confirmed

  • Pingback: Se revelan nuevas especificaciones técnicas del sucesor del XBOX 360Satelite Geek | Satelite Geek

  • http://twitter.com/mattparksb101 Matt L Parks

    Where did they get this 1.2 tflops from? My understanding was that the GPU had to be a 6870 OR 6950 (because of the DVI ports in the back) and not the Radeon 6670 as first reported.

  • kerriganmarois

    Its really a shame we can’t have a discussion about the tech instead of all you fucktards blathering nonsense about console wars.

  • Vince and always Vince

    each shared cores..is 4 normal cu….the diagram is correct ur interpretation is wrong look on wikipedia smx (nvidia) or cu array (amd)

  • Vince and always Vince

    this mean something like 3072 …alu..do ur counts

  • http://twitter.com/wweis4ever WWE News

    Guys, here are the PS4 and Xbox 720 comparisons I know so far based on what I know

    CPU:
    - Both are 8-core
    - Xbox is x64, PS4 is x86
    - Xbox has 8GB of DRAM/ESRAM, PS4 has 8GB of DDR5 RAM (DDR5 is faster)
    - Xbox goes at 170 GB/s (combined from DRAM/ESRAM), PS4 goes at 176 GB/s

    GPU:
    - Xbox is 1.23 TFLOPS, PS4 is 1.84 TFLOPS
    - Xbox has 12 or 14 compute units, PS4 has 18 compute units
    - Xbox has 12 shader cores, PS4 has about 14(estimated)

    So overall, PS4 is winning, but Xbox could prevail in software and graphics again. And besides, all these specs are rumors or the Xbox. We all thought PS4 would be 4GB, but it turned out 8, so xbox might change as well.

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