I'd like a source on that because I only know of two WiiU games that render at 1080p: Rayman Legends, which is a 2d game, and Monster Hunter 3G HD, which is a port of a Wii game.
The WiiU does 1080p the same way current Xbox 360 and PS3 do. While it's technically possible, in practice the console isn't powerful enough to do it on anything but the most graphically simple games.
GMA950 does "support" PS 2.0, but only on Windows through Direct3D. I say "support" because even though it technically does support it, it has some extreme limitations in what is supported in hardware, and as soon as you exceed them, which is very easy even on the simplest of shaders, it reverts to a software implementation and the performance plummets.
Even though the interesting parts of the RPi's GPU drivers remain closed source (the parts that run on the GPU), they have opened up enough of it that the drivers can easily be ported to different operating systems, or even used without an OS. It's not much but it's still better than the rest of the ARM SoCs.
The serious [floating point] performance increase has a few caveats: you have to use either AVX2 or FMA3,
Isn't AVX2 just the integer version of AVX? Like SSE2 added integer versions of the SSE floating point instructions? If so, that sentence doesn't make sense.
Not to mention, with phrases like "I'm sure there was a negotiation that went on," the guy just seems to be speculating about what happened, instead of, you know, being there during the negotiations.
What you describe in your first paragraph is AMD's Bulldozer family of CPUs (Bulldozer, Piledriver and the upcoming Steamroller). The PS4 will use 8 Jaguar cores. They are the upcoming successors to the current Bobcats and don't have any shared components between cores, aside from the L2 cache.
Re:It's not all about power....differentiators are
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Sony Announces the PS4
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· Score: 1
You are wrong on a bunch of stuff. The GPU in the PS4 is somewhere between a 7870 and a 7850, rather than a 7770. You are also not taking into account the type of memory it uses. Your netbook has 4 GB of DDR3 while the PS4 has 8 GB of GDDR5, which is much more expensive and isn't even available on PC except on graphics cards.
Re:It's not all about power....differentiators are
on
Sony Announces the PS4
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· Score: 1
And those APUs are using weaker GPUs and still being bottlenecked by the DDR3 memory, even the high-clocked variations. That's why Sony went with GDDR5.
Dell (and other companies) have been creating these "console PCs" for years now, it has nothing to do with this upcoming console generation.
The RPi foundation has said many times that they aren't planing on doing any spec upgrades any time soon.
I'd like a source on that because I only know of two WiiU games that render at 1080p: Rayman Legends, which is a 2d game, and Monster Hunter 3G HD, which is a port of a Wii game.
The WiiU does 1080p the same way current Xbox 360 and PS3 do. While it's technically possible, in practice the console isn't powerful enough to do it on anything but the most graphically simple games.
But I see a difference between getting paid to be good at a mentally challenging game and being good at playing a game where you "blow stuff up".
Games where you "blow stuff up" can be just as mentally challenging as chess.
GMA950 does "support" PS 2.0, but only on Windows through Direct3D. I say "support" because even though it technically does support it, it has some extreme limitations in what is supported in hardware, and as soon as you exceed them, which is very easy even on the simplest of shaders, it reverts to a software implementation and the performance plummets.
That's the model B. The model A the parent is talking about doesn't have ethernet support at all.
From the Kickstarter page:
Please note these plants are not for human or animal consumption.
Even though the interesting parts of the RPi's GPU drivers remain closed source (the parts that run on the GPU), they have opened up enough of it that the drivers can easily be ported to different operating systems, or even used without an OS. It's not much but it's still better than the rest of the ARM SoCs.
Not necessarily. OpenGL ES has different profiles for floating-point and fixed-point arithmetic.
Developers have been able to self-publish on the PSN (PS3, Vita and upcoming PS4) for a while now.
Wasn't it also rumoured that the console won't work if the Kinect camera isn't connected?
No, it runs BSD instead.
Ouya is Android, not Linux.
It's called Raspberry Pi.
They won't put the RAM on top of the GPU, what they'll put on top of each other are the RAM chips.
The serious [floating point] performance increase has a few caveats: you have to use either AVX2 or FMA3,
Isn't AVX2 just the integer version of AVX? Like SSE2 added integer versions of the SSE floating point instructions? If so, that sentence doesn't make sense.
If that's a Steambox, then any PC that can run Steam and be connected to a TV is also a Steambox.
Nobody knows what a Steam Box is, let alone what hardware it uses.
Not to mention, with phrases like "I'm sure there was a negotiation that went on," the guy just seems to be speculating about what happened, instead of, you know, being there during the negotiations.
Isn't that exactly what this update provides? It doesn't have any new features, just bug fixes and stability improvements.
What you describe in your first paragraph is AMD's Bulldozer family of CPUs (Bulldozer, Piledriver and the upcoming Steamroller). The PS4 will use 8 Jaguar cores. They are the upcoming successors to the current Bobcats and don't have any shared components between cores, aside from the L2 cache.
You are wrong on a bunch of stuff. The GPU in the PS4 is somewhere between a 7870 and a 7850, rather than a 7770. You are also not taking into account the type of memory it uses. Your netbook has 4 GB of DDR3 while the PS4 has 8 GB of GDDR5, which is much more expensive and isn't even available on PC except on graphics cards.
And those APUs are using weaker GPUs and still being bottlenecked by the DDR3 memory, even the high-clocked variations. That's why Sony went with GDDR5.
The SNES CPU wasn't RISC. It was basically a 16-bit version of the 6502 (and was backwards compatible with it, probably why Nintendo chose it).