They don't mention where they got their first batch of chips. It's very likely they got it from some third party since Broadcom doesn't seem to deal in small quantities. When the 3rd party supply dried, they went to Broadcom and were probably told to get lost.
I didn't describe anything, and if you still think it's 1080i, then either you didn't understand how it works correctly, or the person who described it to you got it wrong. I posted a link earlier to the game developer's blog where the technique is described in detail: https://www.killzone.com/en_GB...
It doesn't directly come from the previous frame like in an interlaced mode, it's instead generated using information from the 3 previous frames. Also, the HUD is rendered at full resolution.
Their term is temporal reprojection, which is the most accurate. The scaling term is an incorrect simplification made by the writer. Scaling implies it's a linear tranformation but in this case there's also an element of prediction using the motion buffers.
That's arguable. Pretty much all AAA games render some stuff (shadows, particle effects, etc...) at half or quarter resolution. Where do you draw the line between what's native resolution or not?
That's not true. It's playing for me just fine at 60 fps (or rather it's fluctuating between 30 and 50) in Chrome with the Flash player (I've disabled the HTML5 player because it doesn't do hardware acceleration for some reason on my laptop).
That makes absolutely no sense. The PS4 has had the best console launch of all time. It only took it 3 or 4 months (with major supply issues) to sell what the WiiU did in 1 and a half year, and is now comfortably in the lead.
No, it doesn't. Can we stop with this myth? The only main console to have supported OpenGL to some degree was the PS3 with the very slow PSGL (OpenGL ES 1.0 + Nvidia Cg shaders + proprietary extensions) that only a handful of indie PSN titles ever bothered to use for easy porting.
Very few AAA developers have OpenGL builds of their games. If you're talking about consoles, then no console has ever used OpenGL as it's main API AFAIK.
Thanks.
They don't mention where they got their first batch of chips. It's very likely they got it from some third party since Broadcom doesn't seem to deal in small quantities. When the 3rd party supply dried, they went to Broadcom and were probably told to get lost.
- The GPU documentation, but I've never seen the SGX documentation in any SoC TRM, or for any other GPU
Some documentation is available for the GPU in the Raspberry Pi.
What is the name of this MIPS32 board you speak of?
Windows 8 ran fine with just 1GB on my old netbook.
It's a "software" cache, it's stored in RAM.
I didn't describe anything, and if you still think it's 1080i, then either you didn't understand how it works correctly, or the person who described it to you got it wrong. I posted a link earlier to the game developer's blog where the technique is described in detail: https://www.killzone.com/en_GB...
It doesn't directly come from the previous frame like in an interlaced mode, it's instead generated using information from the 3 previous frames.
Also, the HUD is rendered at full resolution.
It's not. Here's how it works.
It's not 1080i either.
There are 1920 columns in each frame. What's different is how half of those columns are rendered.
Their term is temporal reprojection, which is the most accurate. The scaling term is an incorrect simplification made by the writer. Scaling implies it's a linear tranformation but in this case there's also an element of prediction using the motion buffers.
They are not pixels from the previous frames. They are new pixels generated using pixels and motion vectors from the previous frames.
It's not scaling and it only looks slightly blurry with fast movement, otherwise it look just as if it was rendered at full resolution.
That's arguable. Pretty much all AAA games render some stuff (shadows, particle effects, etc...) at half or quarter resolution. Where do you draw the line between what's native resolution or not?
You're confused. The person I was replying to wasn't talking about Morpheus since it's obviously not on sale.
Sony doesn't have theirs on sale yet, and it's still at least a year away. What you used is probably their old HMD, which isn't a VR headset.
They haven't opensource it. What they did is release documentation for it, and the RPi foundation has hired someone to work on an open source driver.
They do more than just CPU cores. The GPU in this thing, for example, is from ARM.
That's not true. It's playing for me just fine at 60 fps (or rather it's fluctuating between 30 and 50) in Chrome with the Flash player (I've disabled the HTML5 player because it doesn't do hardware acceleration for some reason on my laptop).
Youtube has different versions of each video in different formats and/or different resolutions. So it really depends of which one he downloaded.
Aren't they in the process of deprecating C# use in the Unity engine?
That makes absolutely no sense. The PS4 has had the best console launch of all time. It only took it 3 or 4 months (with major supply issues) to sell what the WiiU did in 1 and a half year, and is now comfortably in the lead.
No, it doesn't. Can we stop with this myth? The only main console to have supported OpenGL to some degree was the PS3 with the very slow PSGL (OpenGL ES 1.0 + Nvidia Cg shaders + proprietary extensions) that only a handful of indie PSN titles ever bothered to use for easy porting.
Very few AAA developers have OpenGL builds of their games. If you're talking about consoles, then no console has ever used OpenGL as it's main API AFAIK.