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Thread: [Next Gen Console] Rumors & Info

  1. #226
    Senior Chief Petty Officer Kahvirel's Avatar
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    Quote Originally Posted by Amiag View Post
    ma invece che spendere per 8 console tipo finire l'intonaco del muro
    ....è un'arcata in rilievo dove c'era la porta del granaio... -_-

    Toh...questa è la casa

    Spoiler
    Last edited by Kahvirel; 7th February 2013 at 18:03.

  2. #227
    Lieutenant Commander Hagnar's Avatar
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    Novità sul fronte "necstgen" Kahvi?
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    Quote Originally Posted by Bortas
    Un minimo di coerenza perfavore, poi con dei rigirii di termini degni dei poeti futuristi o dadaisti, presto faremo dei post dove uno scriverà "Frush Frush" e l'altro per dargli contro "Bang Bang"...

  3. #228
    Senior Chief Petty Officer Kahvirel's Avatar
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    Quote Originally Posted by Hagnar View Post
    Novità sul fronte "necstgen" Kahvi?
    No veh, sto aspettando di sentirlo...ma come immaginavo non avrà manco il tempo di scoreggiare in sti giorni.

    Continuo a chiedermi sel la "big surprise" sia qualcosa che gia' circola o se sara' qualcosa di inedito che amo/odio...boh

    EDIT: Toh...un articoletto di Gameatsu...ma niente di nuovo:

    Quote Originally Posted by GameAtsu
    According to the Japanese outlet, the network function of PlayStation 4 will be expanded, including a new social feature where you can exchange opinions among your friends while playing games.

    The system is said to utilize Gaikai cloud technology, which Sony purchased for $380 million in the summer of last year.

    Echoing previous reports, the outlet claims the Sony developed “Cell” chip loaded onto the PlayStation 3 will not be included in PlayStation 4, and that it’ll arrive by the holidays.

    PlayStation 4 is expected to be revealed during PlayStation Meeting 2013 in New York City on February 20. Its controller will supposedly have a touch pad.
    Io continuo a sperare che Gaikai lo usino come opzione per le demo e basta...in cui invece di scaicarla, la giochi in streaming cosi' scegli se giocarla "come si deve" o giocarla un po' laggosa ma senza aspettare giusto per dare un'occhiata.
    Last edited by Kahvirel; 7th February 2013 at 18:48.

  4. #229
    Senior Chief Petty Officer Kahvirel's Avatar
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    Questo me l'ero perso:

    Quote Originally Posted by VG-Leaks
    Moore’s Law imposes a design challenge: How to make effective use of ever-increasing numbers of transistors without breaking the bank on power consumption? Simply packing in more instances of the same components is not always the answer. Often, a more productive approach is to move easily encapsulated, math-intensive operations into hardware.

    The Durango GPU includes a number of fixed-function accelerators. Move engines are one of them.

    Durango hardware has four move engines for fast direct memory access (DMA)

    This accelerators are truly fixed-function, in the sense that their algorithms are embedded in hardware. They can usually be considered black boxes with no intermediate results that are visible to software. When used for their designed purpose, however, they can offload work from the rest of the system and obtain useful results at minimal cost.

    The following figure shows the Durango move engines and their sub-components.



    The four move engines all have a common baseline ability to move memory in any combination of the following ways:

    From main RAM or from ESRAM
    To main RAM or to ESRAM
    From linear or tiled memory format
    To linear or tiled memory format
    From a sub-rectangle of a texture
    To a sub-rectangle of a texture
    From a sub-box of a 3D texture
    To a sub-box of a 3D texture

    The move engines can also be used to set an area of memory to a constant value.

    DMA Performance

    Each move engine can read and write 256 bits of data per GPU clock cycle, which equates to a peak throughput of 25.6 GB/s both ways. Raw copy operations, as well as most forms of tiling and untiling, can occur at the peak rate. The four move engines share a single memory path, yielding a total maximum throughput for all the move engines that is the same as for a single move engine. The move engines share their bandwidth with other components of the GPU, for instance, video encode and decode, the command processor, and the display output. These other clients are generally only capable of consuming a small fraction of the shared bandwidth.

    The careful reader may deduce that raw performance of the move engines is less than could be achieved by a shader reading and writing the same data. Theoretical peak rates are displayed in the following table.

    Copy Operation Peak throughput using move engine(s) Peak throughput using shader
    RAM ->RAM 25.6 GB/s 34 GB/s
    RAM ->ESRAM 25.6 GB/s 68 GB/s
    ESRAM -> RAM 25.6 GB/s 68 GB/s
    ESRAM -> ESRAM 25.6 GB/s 51.2 GB/s



    The advantage of the move engines lies in the fact that they can operate in parallel with computation. During times when the GPU is compute bound, move engine operations are effectively free. Even while the GPU is bandwidth bound, move engine operations may still be free if they use different pathways. For example, a move engine copy from RAM to RAM would not be impacted by a shader that only accesses ESRAM.

    Generic lossless compression and decompression

    One move engine out of the four supports generic lossless encoding and one move engine supports generic lossless decoding. These operations act as extensions on top of the standard DMA modes. For instance, a title may decode from main RAM directly into a sub-rectangle of a tiled texture in ESRAM.

    The canonical use for the LZ decoder is decompression (or transcoding) of data loaded from off-chip from, for instance, the hard drive or the network. The canonical use for the LZ encoder is compression of data destined for off-chip. Conceivably, LZ compression might also be appropriate for data that will remain in RAM but may not be used again for many frames—for instance, low latency audio clips.

    The codec employed by the move engines is LZ77, the 1977 version of the Lempel-Ziv (LZ) algorithm for lossless compression. This codec is the same one used in zlib, glib and other standard libraries. The specific standard that the encoder and decoder adhere to is known as RFC1951. In other words, the encoder generates a compliant bit stream according to this standard, and the decoder can decompress certain compliant bit streams, and in particular, any bit stream generated by the encoder.

    LZ compression involves a sliding window and operates in blocks. The window represents the history available to pattern-match against. A block denotes a self-contained unit, which can be decoded independently of the rest of the stream. The window size and block size are parameters of the encoder. Larger window and block sizes imply better compression ratios, while smaller sizes require less calculation and working memory. The Durango hardware encoder and decoder can support block sizes up to 4 MB. The encoder uses a window size of 1 KB, and the decoder uses a window size of 4 KB. These facts impose a constraint on offline compressors. In order for the hardware decoder to interpret a compressed bit stream, that bit stream must have been created with a window size no larger than 4 KB and a block size no larger than 4 MB. When compression ratio is more important than performance, developers may instead choose to use a larger window size and decode in software.

    The LZ decoder supports a raw throughput of 200 MB/s compressed data. The LZ encoder is designed to support a throughput of 150-200 MB/s for typical texture content. The actual throughput will vary depending on the nature of the data.

    JPEG decoding

    The same move engine that supports LZ decoding also supports JPEG decoding. Just as with LZ, JPEG decoding operates as an extension on top of the standard DMA modes. For instance, a title may decode from main RAM directly into a sub-rectangle of a tiled texture in ESRAM. The move engines contain no hardware JPEG encoder, only a decoder.

    The JPEG codec used by the move engine is known as ISO/IEC 10918-1, which was the 1994 JPEG committee standard. The hardware decoder does not support later standards, such as JPEG 2000 (wavelet encoding) or the format known variously as JPEG XR, HD Photo, or Windows Media Photo, which added a number of extensions to the base algorithm. There is no native support for grayscale-only textures or for textures with alpha.

    The move engine takes as input an entire JPEG stream, including the JFIF file header. It returns as output an 8-bit luma (Y or brightness) channel and two 8-bit subsampled chroma (CbCr or color) channels. The title must convert (if desired) from YCbCr to RGB using shader instructions.

    The JPEG decoder supports both 4:2:2 and 4:2:0 subsampling of chroma. For illustration, see Figures 2 and 3. 4:2:2 subsampling means that each chroma channel is ½ the resolution of luma in the x direction, which implies a footprint of 2 bytes per texel. 4:2:0 subsampling means that each chroma channel is ½ the resolution of luma in both the x and y directions, which implies a footprint of 1.5 bytes per texel. The subsampling mode is a property of the compressed image, specified at encoding time.

    In the case of 4:2:2 subsampling, the luma and chroma channels are interleaved. The GPU supports special texture formats (DXGI_FORMAT_G8R8_G8B8_UNORM) and tiling modes to allow all three channels to be fetched using a single instruction, even though they are of different resolutions.

    JPEG decoder output, 4:2:2 subsampled, with chroma interleaved.



    In the case of 4:2:0 subsampling, the luma and chroma channels are stored separately. Two fetches are required to read a decoded pixel—one for the luma channel and another (with different texture coordinates) for the chroma channels.

    JPEG decoder output, 4:2:0 subsampled, with chroma stored separately.



    Throughput of JPEG decoding is naturally much less than throughput of raw data. The following table shows examples of processing loads that approach peak theoretical throughput for each subsampling mode.

    Peak theoretical rates for JPEG decoding.



    System and title usage

    Move engines 1, 2 and 3 are for the exclusive use of the running title.

    Move engine 0 is shared between the title and the system. During the system’s GPU time slice, the system uses move engine 0. During the title’s GPU time slice, move engine 0 can be used by title code. It may also be used by Direct3D to assist in carrying out title commands. For instance, to complete a Map operation on a surface in ESRAM, Direct3D will use move engine 0 to move that surface to main memory.

  5. #230
    Lieutenant Commander Hagnar's Avatar
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    Si, avevo già visto quel leak relativo ai move engine di Durango, spero vivamente che dopo la presentazione del 20 febbraio M$ si svegli ed organizzi un evento dedicato a marzo.

    Edit : http://multiplayer.it/notizie/114510...o-la-voce.html

    La nuova Xbox, nome in codice Durango, avrà un sistema di riconoscimento vocale estremamente avanzato integrato in Kinect 2, stando alla fonte anonima che ha fatto la presunta rivelazione a The Verge. Oltre ai normali comandi, la console riconoscerà anche il parlato normale, alla stregua di Siri.

    Eh si, mancava proprio Siri per console
    Last edited by Hagnar; 7th February 2013 at 21:35.
    Spoiler


    Quote Originally Posted by Bortas
    Un minimo di coerenza perfavore, poi con dei rigirii di termini degni dei poeti futuristi o dadaisti, presto faremo dei post dove uno scriverà "Frush Frush" e l'altro per dargli contro "Bang Bang"...

  6. #231
    Hador's Avatar
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    le gpu da sempre hanno componenti hardware di calcolo specifici, è quello che le differenzia dalla cpu, mi sfugge quale sia la novità...

  7. #232
    Senior Chief Petty Officer Kahvirel's Avatar
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    E se il nome della nuova Xbox fosse "X8" ?

    Se cliccate qui: www.xbox.com/en-US/X8

    Vi reindirzza a: http://www.xbox.com/en-US/live/X8-gold-offer

    Inoltre:



    @Hador: è un thread riguardante le next gen, di come saranno, di cosa ci sara' dentro e di come funzioneranno...."rumors e info", non e' che tutto quello che si scrive o riporta debba essere "ZOMG GROUNDBREAKING NEW IMPOSSIBLE SHIT RIGHT THERE!!!111".

  8. #233
    Lieutenant Commander Hagnar's Avatar
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    Qualcuno dice che si chiamerà Xbox Infinity, con il simbolo dell'infinito
    Spoiler


    Quote Originally Posted by Bortas
    Un minimo di coerenza perfavore, poi con dei rigirii di termini degni dei poeti futuristi o dadaisti, presto faremo dei post dove uno scriverà "Frush Frush" e l'altro per dargli contro "Bang Bang"...

  9. #234
    Senior Chief Petty Officer Kahvirel's Avatar
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    Quote Originally Posted by Hagnar View Post
    Qualcuno dice che si chiamerà Xbox Infinity, con il simbolo dell'infinito
    Uhm...ecco forse da dove arriva l'8...il tutto poi condito da win8 e ci infiliamo dentro anche Gianni e Pin cosi' siamo a posto!

    EDIT:

    Ci sono voci riguardanti il nome "OMNI" per la nuova play.

    Per quanto mi riguarda: non so se magari l'ha fatto semplicemente per convenienza, ma l'amico ogni volta che mi ha tirato delle info si riferiva alla nuova play come PS4.

    EDIT 2:

    L'Asashi Shimbun ha pubblicato un articolo riguardo al prezzo della ps4
    http://www.asahi.com/business/update...302060568.html si parla di 40.000 yen (430 dollari su per giu')

    Decisamente in linea con il prezzo in euro (target price) di cui sono a conoscenza da mesi e che ho divulgato ad alcune persone qui ^_^
    *fingers crossed*
    Last edited by Kahvirel; 7th February 2013 at 23:05.

  10. #235
    Lieutenant Commander Hagnar's Avatar
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    Quote Originally Posted by Kahvirel View Post

    L'Asashi Shimbun ha pubblicato un articolo riguardo al prezzo della ps4
    http://www.asahi.com/business/update...302060568.html si parla di 40.000 yen (430 dollari su per giu')

    Decisamente in linea con il prezzo in euro (target price) di cui sono a conoscenza da mesi e che ho divulgato ad alcune persone qui ^_^
    *fingers crossed*
    L'importante è che non ci sia il solito cambio 1:1....
    Spoiler


    Quote Originally Posted by Bortas
    Un minimo di coerenza perfavore, poi con dei rigirii di termini degni dei poeti futuristi o dadaisti, presto faremo dei post dove uno scriverà "Frush Frush" e l'altro per dargli contro "Bang Bang"...

  11. #236
    Razj's Avatar
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    perche, ti aspetti che in europa costi meno di 430€ ?

  12. #237
    Mastrota de Youtube Drako's Avatar
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    499€

  13. #238
    Lieutenant Commander Hagnar's Avatar
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    Quote Originally Posted by Drako View Post
    499€
    Secondo me, di questi tempi un prezzo del genere è un suicidio commerciale. Non dimentichiamo che la divisione Entertainment di Sony è in profondo rosso, un'altra cappellata ed è fuori dal giro.
    Spoiler


    Quote Originally Posted by Bortas
    Un minimo di coerenza perfavore, poi con dei rigirii di termini degni dei poeti futuristi o dadaisti, presto faremo dei post dove uno scriverà "Frush Frush" e l'altro per dargli contro "Bang Bang"...

  14. #239
    Lieutenant Commander Devon's Avatar
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    probabilmente sara' attorno a 399 la versione buona e 299 quella scrausa

  15. #240
    Lieutenant Commander Hagnar's Avatar
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    http://www.eurogamer.it/articles/201...rte-hdmi-e-usb

    Sony ha registrato negli USA (fonte PatentBolt)un brevetto relativo a una versione di PlayStation Vita dotata di porte HDMI e USB, due cose che mancano nella versione attuale.

    C'è dunque la possibilità concreta che questa versione aggiornata sia una, se non la cosa che verrà presentata il 20 febbraio a New York. Che si prospetti una doccia fredda per chi sperava nella PS4?

    Hey, non facciamo scherzi eh.....
    Spoiler


    Quote Originally Posted by Bortas
    Un minimo di coerenza perfavore, poi con dei rigirii di termini degni dei poeti futuristi o dadaisti, presto faremo dei post dove uno scriverà "Frush Frush" e l'altro per dargli contro "Bang Bang"...

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