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[video=youtube;0ruo84asvQo]https://www.youtube.com/watch?v=0ruo84asvQo[/video]
PS4 GCN cores-----Xbox one GCN cores
18 GCN cores -----12 GCN cores
1152 stream processors ------768 stream processors
That equals to 50% more stream processors ont he PS4.
Stream processors and GPU handles most of the traditional graphics rendering task but they can harnessed for general purpose number crunching and one good example of this are particle effects. The GCN cores are capable of doing a lot of the task that the traditionally assigned to the Central Processing Unit (CPU). and they can do a lot better job at it.
Graphics Core Next (GCN) is responsible for :
Pixel and Vertex Shading
Rendering Pixels / Graphics processing
General Purpose Computing (GPGPU)
64 Stream processors per GCN core
4 Texture Mapping Units per GCN core
In Addition to 64 stream processors, Each GCN core holds 4 texture mapping units . As the PS4 has 50% more GCN cores, It also has the same advantage in Texture Mapping Units (50% Advantage), which are responsible for addressing and filtering the textures you see on the screen. The more texture mapping units you have, the faster GPU will be at processing texture info.
PS4 Clock Rate 800Mhz --------Xbox one Clock Rate 853Mhz
1.84 Teraflops----------1.31 Teraflops
While the Xbox one may have the better clock rate on the GPU , The PS4 has 50% more GCN cores. Which may result in a much more lead way when it comes to Graphics Rendering and even some more general purpose computing tasks.
PS4 ROPs---------Xbox one ROPs
32 ----------16
In any case. ROPs or (Raster Operations Pipeline) are also key to visuals. ROPs help with Implementing Anti-aliasing that smooths out the jaggys anisotropic filtering that enhances the textures. And Z-Buffer that calculate depth effects etc.
This is essentially the part of the GPU that makes the fininishing touches to the graphics. So having half the amount of ROPs isn't doing the Xbox one any favours.
PS4 has 8 ACE units----------Xbox one has 2 ACE units
Asynchronous Compute Engine (ACE) service command processors for compute operations on the GCN cores. In essence it manage the workflow and resource allocation of the various tasks, making it more efficient for the GCN cores to do several task at the same time .
*Up to 8 Asynchronous Compute Engine (ACE)
- Independant schedualing and work item dispatch for efficient multi-tasking
- Operate in parallel with graphics command processor
- Each can manage up to 8 Queues
- L2 cache and GDS access
- Fast context switching
* Dual DMA Engine
- Can Saturate PCie 3.0 x16 bus bandwidth (16 GB/sec bidirectional)
On a side note the PS4 actually shares the same amount of ACE units as the Super High End R9 290x AMD Graphics card
But the power of the CPU and GPU are nothing without the memory interface. and one of the biggest complaints from developers about last gen hardware was the memory. or simply the lack there of.
High definition Graphics require a crap load of textures and all kind of contents simultaneously on the screen for each individual frame. So you can imagine how tricky it has been to fit even 720p worth of textures , for every frame of content with less than 512MB of ram.
For this generation the message is clear from both sony and microsoft. Developers no longer need to waste time in conceiving clever ways of streaming textures from virtual memory, they can just throw an enormous amount of textures and other attributes in huge pools of memory so when it comes to graphics im pretty sure that the amount of memory will not be a bottleneck of this generation. 8GB is more than enough.
PS4 has 8GB GDRR5 --------Xbox one has 8GB DDR3
5500 MHz-------2133 MHz
256-bit bus-----------256-bit bus
Both system have the unified memory architecture, with the same memory being allocated for graphics and various other tasks.
Microsoft went with the more conservative and affordable alternative of DDR3. and sony splorge on some more expensive but faster GDDR5. The differences between the two are that DDR3 are considered as more general purpose memory and GDDR5 are mainly designed for graphics use. both types of memory have their benefits. GDDR5 is significantly faster allowing wopping memory bandwidth but DDR3 has a lower latency which allow a bit faster access
PS4 memory bandwidth 176GB/s Xbox one memory bandwidth 68GB/s
To compensate for the lower bandwidth of DDR3 , The Xbox one uses 32MB of a superfast ESRAM (192GB/s MAX PEAK)
Which is embedded on the same DIE with the CPU and GPU for almost immediate access. The ESRAM is specifically reserved for tasks that require a very high bandwidth. Developers are also able to access both memory pools simultaneously, which can make it possible for more overlapping graphical effects. While the 32MB might seem a bit small for this day and age, developers can map and unmap context on this superfast virtual memory with amazing speed and superlow latency which can enable all kinds of graphical eyecancy like z-buffer and shadow maps effects.
Dispite the unutherably interesting potential of ESRAM many developers have stated to prefer the sustain speed of GDDR5 over ESRAM simply for the fact GDDR5 is almost as fast and there is essentially no limit to how much you can use and its just that more straight forward to code for.
There's some misconceptions however, going about that ESRAM is bottlenecking the Xbox one outputting 1080p which simply is the case because 32MB of high bandwidth ESRAM is more than sufficient for 1080p frame buffer. Its more likely that the ESRAM is indirectly limiting the performance by taking up space on the APU DIE from elements that actually cunch up the numbers to push out the pixels.
The Xbox one has the GPU and CPU running at a higher clock rate. But no matter how you look at it the amount of stream processors ultimately determine how many pixels these chips are crunching out and the PS4 hasa significant advantage in this respect . The advantage in stream processors is also consistant with the power consumption.
PS4 is more power hungry and this is very much thanks to the GCN cores eating up those watts.
And the maths is consistantly adding up as well.
While the xbox one is by no means a slouch, The PS4 has a 50% more stream processors, double the amount of ROPs, four times the ACE units, Faster unified memory and added bandwidth paths from CPU direct to the GPU and Memory , At the particular time and space its hard to argue with the hardware and its impossible to argue with the math.
These reasons the Playstation 4 is more powerful than the Xbox One
PS4 GCN cores-----Xbox one GCN cores
18 GCN cores -----12 GCN cores
1152 stream processors ------768 stream processors
That equals to 50% more stream processors ont he PS4.
Stream processors and GPU handles most of the traditional graphics rendering task but they can harnessed for general purpose number crunching and one good example of this are particle effects. The GCN cores are capable of doing a lot of the task that the traditionally assigned to the Central Processing Unit (CPU). and they can do a lot better job at it.
Graphics Core Next (GCN) is responsible for :
Pixel and Vertex Shading
Rendering Pixels / Graphics processing
General Purpose Computing (GPGPU)
64 Stream processors per GCN core
4 Texture Mapping Units per GCN core
In Addition to 64 stream processors, Each GCN core holds 4 texture mapping units . As the PS4 has 50% more GCN cores, It also has the same advantage in Texture Mapping Units (50% Advantage), which are responsible for addressing and filtering the textures you see on the screen. The more texture mapping units you have, the faster GPU will be at processing texture info.
PS4 Clock Rate 800Mhz --------Xbox one Clock Rate 853Mhz
1.84 Teraflops----------1.31 Teraflops
While the Xbox one may have the better clock rate on the GPU , The PS4 has 50% more GCN cores. Which may result in a much more lead way when it comes to Graphics Rendering and even some more general purpose computing tasks.
PS4 ROPs---------Xbox one ROPs
32 ----------16
In any case. ROPs or (Raster Operations Pipeline) are also key to visuals. ROPs help with Implementing Anti-aliasing that smooths out the jaggys anisotropic filtering that enhances the textures. And Z-Buffer that calculate depth effects etc.
This is essentially the part of the GPU that makes the fininishing touches to the graphics. So having half the amount of ROPs isn't doing the Xbox one any favours.
PS4 has 8 ACE units----------Xbox one has 2 ACE units
Asynchronous Compute Engine (ACE) service command processors for compute operations on the GCN cores. In essence it manage the workflow and resource allocation of the various tasks, making it more efficient for the GCN cores to do several task at the same time .
*Up to 8 Asynchronous Compute Engine (ACE)
- Independant schedualing and work item dispatch for efficient multi-tasking
- Operate in parallel with graphics command processor
- Each can manage up to 8 Queues
- L2 cache and GDS access
- Fast context switching
* Dual DMA Engine
- Can Saturate PCie 3.0 x16 bus bandwidth (16 GB/sec bidirectional)
On a side note the PS4 actually shares the same amount of ACE units as the Super High End R9 290x AMD Graphics card
But the power of the CPU and GPU are nothing without the memory interface. and one of the biggest complaints from developers about last gen hardware was the memory. or simply the lack there of.
High definition Graphics require a crap load of textures and all kind of contents simultaneously on the screen for each individual frame. So you can imagine how tricky it has been to fit even 720p worth of textures , for every frame of content with less than 512MB of ram.
For this generation the message is clear from both sony and microsoft. Developers no longer need to waste time in conceiving clever ways of streaming textures from virtual memory, they can just throw an enormous amount of textures and other attributes in huge pools of memory so when it comes to graphics im pretty sure that the amount of memory will not be a bottleneck of this generation. 8GB is more than enough.
PS4 has 8GB GDRR5 --------Xbox one has 8GB DDR3
5500 MHz-------2133 MHz
256-bit bus-----------256-bit bus
Both system have the unified memory architecture, with the same memory being allocated for graphics and various other tasks.
Microsoft went with the more conservative and affordable alternative of DDR3. and sony splorge on some more expensive but faster GDDR5. The differences between the two are that DDR3 are considered as more general purpose memory and GDDR5 are mainly designed for graphics use. both types of memory have their benefits. GDDR5 is significantly faster allowing wopping memory bandwidth but DDR3 has a lower latency which allow a bit faster access
PS4 memory bandwidth 176GB/s Xbox one memory bandwidth 68GB/s
To compensate for the lower bandwidth of DDR3 , The Xbox one uses 32MB of a superfast ESRAM (192GB/s MAX PEAK)
Which is embedded on the same DIE with the CPU and GPU for almost immediate access. The ESRAM is specifically reserved for tasks that require a very high bandwidth. Developers are also able to access both memory pools simultaneously, which can make it possible for more overlapping graphical effects. While the 32MB might seem a bit small for this day and age, developers can map and unmap context on this superfast virtual memory with amazing speed and superlow latency which can enable all kinds of graphical eyecancy like z-buffer and shadow maps effects.
Dispite the unutherably interesting potential of ESRAM many developers have stated to prefer the sustain speed of GDDR5 over ESRAM simply for the fact GDDR5 is almost as fast and there is essentially no limit to how much you can use and its just that more straight forward to code for.
There's some misconceptions however, going about that ESRAM is bottlenecking the Xbox one outputting 1080p which simply is the case because 32MB of high bandwidth ESRAM is more than sufficient for 1080p frame buffer. Its more likely that the ESRAM is indirectly limiting the performance by taking up space on the APU DIE from elements that actually cunch up the numbers to push out the pixels.
The Xbox one has the GPU and CPU running at a higher clock rate. But no matter how you look at it the amount of stream processors ultimately determine how many pixels these chips are crunching out and the PS4 hasa significant advantage in this respect . The advantage in stream processors is also consistant with the power consumption.
PS4 is more power hungry and this is very much thanks to the GCN cores eating up those watts.
And the maths is consistantly adding up as well.
While the xbox one is by no means a slouch, The PS4 has a 50% more stream processors, double the amount of ROPs, four times the ACE units, Faster unified memory and added bandwidth paths from CPU direct to the GPU and Memory , At the particular time and space its hard to argue with the hardware and its impossible to argue with the math.
These reasons the Playstation 4 is more powerful than the Xbox One