Leak Shows PlayStation 4 Neo Is Expected To Have Twice The Graphics Horsepower (hothardware.com)
MojoKid writes from a report via HotHardware: Following rumors of a more powerful console in Sony's not-too-distant future -- one that will be capable of playing games at a 4K resolution -- the Japanese electronics maker last month opted to confirm it is indeed in development. Called PlayStation 4 Neo, the upgraded system will bring better hardware to the console scene to meet the needs of gaming on a television with four times as many pixels as a Full HD 1080p display. What's it going to take to game at 4K in the living room? A leaked internal document outlines some very interesting specs of the new model PS4 console. Assuming the leaked document is up to date with Sony's current plans, the PS4 Neo will use the same Jaguar cores as the original PS4, but clocked 500MHz faster, with 8 cores at 2.1GHz (up from 1.6GHz). The more significant upgrade will be the GPU. According to the slide, the PS4 Neo will use an improved version of AMD's GCN compute units (CUs), with twice the number of CUs at 36 instead of 18. They'll also be clocked faster -- 911MHz versus 800MHz. The net result is a 2.3x improvement in floating point performance.
I can't wait to play Pokemon Go on it in 4k.
So in order to cover 4 times as many pixels, they bump the (theoretical) performance 2.3 times.
I'm not an graphics expert, but I'm gonna guess that's not nearly enough?
Oh shit, those only "that console" games...
So will it be on par with PC graphic? If not, let me know when consoles catch up.
...to call it PlayStation 4K!
Weren't these exact specs going through the console gaming news cycle some 2-3 months ago? I believe this is the OFA: http://www.giantbomb.com/artic...
But yes, this makes a lot of sense for Sony. It is not going to be technologically feasible to release a gaming system with at least 10x more GPU power than the original PS4 within the foreseeable future. Certainly not at a reasonable price point. It is feasible to do a 2x upgrade next year because the PS4 was somewhat underpowered to begin with. Then there could easily be another 2x upgrade sometime in the early 2020's.
(Yes, we are less than three and a half years away from the early 2020's. Sounds a little implausible, doesn't it?)
I think the PS4 series of consoles is likely to be Sony's final non-portable gaming system. One of Nvidia, Intel and AMD will probably be the company that pioneers the truly next generation of gaming consoles, which will require truly radical change in how GPU:s are made.
This is awesome, I really hope we start another console war of technology jumps every year and real innovation this time. Xbox360/PS3 was boring as hell. I want to see a console that will run the new Unity Engine at a full 4 K at 120fps and maxed out on polygons and texture mapping settings.
Do not look at laser with remaining good eye.
1080p to 4K is x4 the pixels, therefore a performance of x4 not x2.3 is required.
So you will be able to play the same game at 4K res but roughly half the performance.
Or am I missing something?
Until consoles get controls where the user controls the full speed of movement, and not only the direction and low speeds
An analog stick controls speed of movement by how far the stick is tilted from center. WASD is like a D-pad: either a key is pressed or it isn't. That's why some games for PlayStation 3 and 4 let the player plug in a USB mouse, use the mouse to control aiming, and use the DualShock's left stick to control movement.
I'd buy it tomorrow if it could just manage 1080p games without the fan inside making it sounding like a fighter jet...
Pixel shaders probably do take four times longer to render at twice the pixel density, with texture caching perhaps mitigating a bit of that. But not all games are pixel shader bound. With geometry, you can usually get away with less than x4. This is especially true of games whose art style isn't "brown" enough to need photoreal shading, especially games as stylized as Nintendo's first-party games.
But in the end, fuck consoles. They are holding back PC game development.
How so? A developer can choose to target PC first and then streamline the game later for a port to consoles. It worked for SimCity and The Sims and Skyrim and Diablo 3.
Who's to say the capability of the hardware doing 1080P didn't have headroom to do more
Though PlayStation 4 has 1080p on a lot of games where Xbox One needs to upscale, several PlayStation 4 games still end up running at 900p on PS4, such as Battlefield 4 . But what you say about headroom is likely for any game that's 1080p on both consoles.
Haha you're a fucking idiot. Why do you think PC exclusives that will never go near a console don't look like the second coming of christ, as they should according to the logic of you PC masturbators?
Because the only thing holding back the PC is the fragmented PC market itself, games are crippled by the need to make everything scalable across the infinite number of configurations and specs that are out there. It's only BECAUSE of consoles that you're getting most of the triple-A games you're getting at this polished quality. Many publishers wouldn't even spare the kind of huge budgets they do if the PC was the only platform available. PC has its own cancer, consoles are the chemotherapy keeping it from dying.
Current PS4 games regularly use a sub-1080p resolution to manage around 30 fps. 2.3x that performance will not give you 4K unless you make extremely large fidelity concessions, and that's still just for 30 fps, which is awful. Even PCs struggle with 4K so I don't expect to see that being used on consoles for anything other than movies.
Neat advertising gimmick to make it on the front page. Works every time...
“He’s not deformed, he’s just drunk!”
I don't understand why no-one has made an analog "keyboard" yet to solve exactly that.
Maybe not a 105 key one but one with some keys at-least, 20?
On the other hand, the Neo is rumoured to come out this October, while the Scorpio won't be around until at least fall 2017.
Interesting times!
I only see one idiot here. I'm guessing you're either too young to remember the early days of PC gaming, or you simply forgot because of the past decade of Apple lauding their monoculture as a panacea.
In the late 80's and early 90's, fragmentation was a bit more of a problem. Going from the internal PC speaker to actual audio cards was a mess, with games needing code written for several popular cards, until we ended up with "Sound Blaster Compatible" becoming the de facto standard before Windows 95 gave us a universal abstraction layer that works well enough that offboard/external audio cards are either for enthusiasts (there's still a few sound blaster cards floating around Newegg) or audio professionals (Tascam/Presonus/M-Audio/Rane).
In the early days of graphics cards, games once again frequently needed code for individual GPUs. Grab a copy of "Forsaken" off eBay and you'll have to specify whether you have a TNT2 card, 3dfx card, and one or two others. Again, this was commonplace until DirectX and OpenGL provided an intermediate solution that allowed game designers to target the abstraction layer, rather than the hardware.
Now, things have gotten even simpler on the PC side, because developers don't even necessarily have to write code to DirectX, but because they can code to the engines - Unity, Unreal, Source, Crytek, or in-house ones like Frostbite. Code to the engine, and the engine worries about ensuring DirectX compatibility, which in turn worries about hardware.
Finally, cross-platform development has brought its own cancers to the PC side. I could have a bad encounter with a table saw and still be able to count on one hand how many AAA games released in the past two years allow for dedicated servers. Console folk can't be bothers to configure port forwarding on their routers, and to be fair, it's not like consoles work all that great with that paradigm, which is why XBL and PSN exist. I don't begrudge those services in the least, but dedicated servers were a standard component for multiplayer PC games for over a decade, but are now an endangered species. Games used to frequently ship with level editors and modding kits, that allowed for new characters and maps to be community created (DLC used to be DIY, and free). Again, this is a highly exceptional state of affairs now, and I'm patently unconvinced it's a positive direction for PC gaming.
So yeah, there are near-infinite hardware variations. There are also time-tested methods of addressing them.
Have you all lost your minds? 4k = 2160p. I suck ay math but that is not 4x 1080p......
Ignoring the standard height naming convention and using the width instead does not make it 4x the resolution it makes you an idiot for falling for marketing misdirection.
If it means abandoning recently purchased consoles they can stow it. Nobody wants to buy a new console every month because it has a new screen resolution. The PS4 framerate is great and good game play.
Finally, cross-platform development has brought its own cancers to the PC side. I could have a bad encounter with a table saw and still be able to count on one hand how many AAA games released in the past two years allow for dedicated servers. (...) dedicated servers were a standard component for multiplayer PC games for over a decade, but are now an endangered species. Games used to frequently ship with level editors and modding kits, that allowed for new characters and maps to be community created (DLC used to be DIY, and free). Again, this is a highly exceptional state of affairs now, and I'm patently unconvinced it's a positive direction for PC gaming.
I'm quite sure the first one got nothing to do with being "cross-platform" and everything do with control. The market that doesn't have an always-on/cheap/reliable Internet connection has dwindled to the point where they don't care and by tying everything to central services they have control both over piracy and swinging the ban hammer. Any major organized LAN party will have a fat pipe to the Internet, heck if I wanted to pay $1750/month I could have 10 Gbps fiber at home today. I'd agree more with modding, there consoles have pretty strongly pushed the "one gaming experience for everyone" model. That said, not many games have the simple "LEGO block" model where you can just puzzle things together and have it work anymore. I do remember the games that had it, but I also remember the limitations and many games that didn't but were fun then and there even though they lacked the replay value.
Live today, because you never know what tomorrow brings
Ten million horsepower, all locked down. If you want to use it for your own use, we offer 1.5, 3.1 and 4.8 horsepower. 4.8 Horsepower ought to be enough for anyone. If you make like GeoHot and try to bypass our limits, then your PS4 comes back to us along with a huge wackload of stuff that didn't belong to us before, but we will come to your house, kick down the door and grab anyway. Its the most walled of walled gardens. Its not an IOT appliance. Its sole purpose is to make Sony and/or NVIDIA money. Thanks for playing.
They do have that. It's perhaps not as fine a control as with the joystick but it's a finer control than on/off that you get with most keyboards. It just costs a good deal.
Hey tepples, is your current email address still tepples@gmail.com? I was able to obtain that gay porn collection you wanted to buy. We'll work out the details by email.
Take care buddy.
My old Saitek Pro Gamer Command Unit does have an analogue thumbstick.
You could also just use an Xbox 360 controller + mouse.
PS NEO spec leaks, finally something to work with, I am getting updates for it here
http://www.liovinci.com/i/playstation-neo - do not worry ps4 owners games will be released for both the neo and ps4 still
The 360 controller isn't made to be used with one hand though.
It would better be some joystick with multiple buttons for the fingers or whatever. But I think a four button layout for directions is ok too but they could be analog.
Maybe something like a flater trackball with buttons around it?
But well, maybe joystick with buttons for all fingers are best combined with mouse, one got room for lots of buttons on the mouse too anyway.
I don't understand why no-one has made an analog "keyboard" yet to solve exactly that.
Maybe not a 105 key one but one with some keys at-least, 20?
Like a Logitech g13?
That's exactly what it is...
Like a Logitech g13?
That's exactly what it is...
It's totally not an analog keyboard. It's a keyboard with an analog joystick for the thumb.
I meant analog WASD input so you for instance didn't had to hit the walk key (or crouch) and change the outcome like that but rather could just push down the key a little to walk slowly.
I'm not sure the thumb joystick is as precise, maybe it is.
I assume there's some joysticks with buttons on the shaft too.
http://img.directindustry.com/...
https://flyawaysimulation.com/...
Games would of course also need to either have native support or mappaple support for it.