原帖由 Puff 於 2017-4-7 02:13 發表
"two clusters with a total of 4MB of L2 cache"
"To be clear, then: Project Scorpio doesn't feature Ryzen cores, but the Xbox team are not so concerned about this."
Not Zen. But it could get at least ...
原帖由 Puff 於 2017-4-7 14:56 發表
冇乜難度 XB1 900p/1080p 已經 60fps
4x pixel 唔等於 4x geometry per pixel (= more cpu work)
食到嘅 geometry budget 喺高咗,但 CPU 快 31%
加埋 temporal checkerboard rendering (PS4)
仲有大把 PC 玩唔到/得 ...
原帖由 Puff 於 2017-4-7 17:44 發表
我睇最關鍵嘅都喺 temporal checkerboard rendering 或者五花百門推陳出新嘅蛇王大法
保住 fx & IQ 之餘 pixel shader 慳水慳力
然後等到 PC 十卜就 port 去 PC
原帖由 qcmadness 於 2017-4-8 18:36 發表
不過如果真係PS4 Pro / "xBox One 4K"都係Jaguar-based
我預見2018年AMD又會收到Sony同Microsoft訂單
[UPDATE 7/4/17 20:44: Microsoft's Andrew Goossen has been in touch to clarify that D3D12 support at the hardware level is actually a part of the existing Xbox One and Xbox One S too. "Scorpio builds on the Command Processor capability present in the original Xbox One," we're told. "Our implementation of D3D12 supports all Xbox Ones, and games have already shipped that use it. When a game using D3D12 starts up, we reprogram the GPU's Command Processor front-end. The 50 per cent CPU rendering overhead improvement was reported by shipping games. The amount of win is dependent on the game engine and content, and not all games will see that size of improvement. Scorpio's Command Processor provides additional capability and programmability beyond what Xbox One/Xbox One S can do. We plan to take advantage of this in the future."]
原帖由 Aware 於 2017-4-9 17:09 發表
HIHI老任
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講真Intel都唔係乜好公司,當年XBOX話就話俾P3人,實質就係Celeron
原帖由 qcmadness 於 2017-4-12 08:46 PM 發表
RX480: 36x64 shader, 1120 / 1266MHz
Scorpio: 40x64 shader, 1172MHz
點睇都係Scorpio快d
同埋effect呢家野可加可減
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