PlayStation 4: Hardware-Spezifikationen laut Microsoft doch nicht bedeutungslos

Ja 3 GB xbone, 1 GB PS 4. Ist aber beides noch nicht bestätigt soweit Ich weiß

Doch, glaube schon. Hab zumindest schon oft davon gehört. ;)

Also ich denke schon, dass es "deutliche", zumindest deutlichere Grafik- sowie Performenceunterschiede geben wird, als es noch in der Current Gen der Falls ist/ war wie auch immer. Viele denken da auch bloß an die Grafik aber ich denke da auch an Kleinigkeiten wie Ladezeiten, Texturen die nachgeladen werden müssen, Treppchenbildung etc.
Ein paar Jährchen wird das für die One wahrscheinlich noch mehr oder weniger gut gehen aber irgendwann wird da auch seine Grenze erreicht sein und das mit ziemlich hoher Wahrscheinlichkeit eher als bei der PS4. Der One fehlen da nun mal ganze 2 GB an Arbeitsspeicher, die die PS4 mehr hat, bin zwar kein Technikprofi aber das macht sicherlich schon 'ne ganze Menge aus. Sicherlich, am Anfang werden die 5 Gb bei der One reichen aber die PS4 hat trd. 7 .. Und ich rede hier bloß über den Arbeitsspeicher.
 
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wieso sollte ich mich ärgern ?? ich hab sowat von sony selber noch nicht gehört , deshalb meine frage . ;)
 
http://www.t-online.de/spiele/id_63847642/playstation-4-ps4-nutzt-wie-xbox-one-auch-cloud-computing.html

Hier ist was
 
ok danke. sieht aber nicht so aus als würden sony gaikai für berechnungen nutzen , sondern eher für social kram und ich denke mal ps3 spiele zu streamen.
 
Jop, aaaaaber sie könnten es auch nutzen. Und wenn se sehen das es bei MS klappt, dann würden die bestimmt nachziehen. Also ich würds machen wenn ich Sony wäre. xD

Aber naja, auch wenn nicht, ich werde eh beide Konsolen holen. Muss mir wohl halt nur ne ordentlich leitung dann holn :P
 
Also in seiner Aussage lese ich jetzt aber nix was die Überschrift des Artikels bestätigt. Er wollte sich nur entschuldigen.
 
wobei ich aber nicht glaube,das sony wie MS mal so eben 300000 server zur verfügung hat.
 
wo soll das den gesagt oder geschrieben worden sein ??????

Sony's Shuhei Yoshida says PS4 can offload calculations to cloud, if developers choose

Shuhei Yoshida says that the PlayStation 4 can tap into similar technology, offloading processes that are typically handled locally to the cloud.

Yoshida said that "of course" PS4 developers will be able to take advantage of cloud-based computing for their titles.

"Linking, matchmaking... there are already many computations being done on the cloud side," Yoshida said, adding that there are limitations to what processes can be offloaded to a remote computer, due to latency and bandwidth.

Asked whether cloud-based computing technology would face issues of adoption, since Sony does not require an online connection for PS4, Yoshida said, "No."

"We don't believe every title needs that," he said. "But if your title needs [an] online connection to provide some online features: Go for it."

Die Cloud für Grafikberechnungen zu nutzen ist Schwachsinn, deswegen sagt es Sony auch nicht. Von MS hört man auch immer weniger davon,

Sony's Shuhei Yoshida says PS4 can offload calculations to cloud, if developers choose | Polygon
 
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woher willst du denn wissen das die cloud für grafikberechnungen schwachsinn ist ?? bist du etwa der grosse fachmann und hast mehr ahnung als die technikgurus von ms ?? :palm:

Welche Technikgurus von MS ? Bis jetzt reden meistens die Marketing Leute, von denen kommt Bullschit wie durch die Cloud hat die Xbone 40 fache Leistung die Power der Cloud ist unendlich usw.
ich bin kein großer Fachmann ich versuche mich zu informieren.

Respawn Entertainment zum Thema :

Let’s talk about the Xbox Live Cloud
Posted by Abbie Heppe on Jun 24, 2013

Hi everyone! I’m Jon Shiring, and I’m an engineer working with the Cloud technology that you’ve heard about for Respawn’s game Titanfall. I have seen a lot of confusion online and I think it’s worth explaining more about what we’re doing on Titanfall and also more generally about Cloud computing and dedicated servers.

First, let’s take a step back and dive into the common multiplayer design and talk about why Dedicated Servers are better.

Player-Hosted Servers

The vast majority of games will pick a player and have them act as the server for the match. This means that all of the other players talk to them to decide what happens in a game. When you shoot your gun, the server decides if that is allowed and then tells everyone what you hit. Let’s agree to call this system “player-hosted” for simplicity.

What kinds of problems do you get with player-hosted servers?
What if one player has great bandwidth, but it’s laggy? Games are having to choose between different player hosts, and have to make hard decisions about which one should be the host, with two different measurements – bandwidth and latency. Sometimes it will pick a host who has good bandwidth, but whose latency isn’t ideal. But we don’t want the game to make compromises on lag and we really want the game to feel the same every time we play. We really don’t want to worry about this stuff – we just want to play and have the game feel good.
What if the player-host is a cheater? Since the host gets to make decisions about kills, XP, and unlocks and such, it’s really bad if they abuse their power to wipe out your stats, or they cheat by flying around maps and insta-killing people. It’s infuriating, in fact.
So if I’m hosting, my machine is doing all this extra work on behalf of everyone else? Yes! You are doing more work on your CPU than all of the other players are. This means the game isn’t as cool looking as it could be and everyone else has extra CPU just sitting there. Or worse, their game actually looks better than yours! We think the game should be consistent on every machine in a match. Don’t punish the host with a worse game or leave all of that extra CPU sitting empty on the other players machines.
Okay, so player-hosted servers have a lot of downsides. So why do so many games use them? They have one really big upside – it doesn’t cost money to run the servers! Running hundreds of thousands of servers can be extremely expensive. EXTREMELY expensive. Like “oh my god we can’t afford that” expensive. So your player experience gets compromised to save (large amounts of) money.

Dedicated Servers

Dedicated servers are when a computer sitting out on the internet handles all of the host duties, leaving every client free to just be a client.
You can get even more CPU on your dedicated servers to do new things like dozens of AI and giant autopilot titans!
Suddenly you have no more host advantage!
Bandwidth for the servers is guaranteed from the hosting provider!
You can use all of the available CPU and memory on the player machines for awesome visuals and audio!
Hacked-host cheating isn’t an issue!
Matchmaking can be lightning fast since it’s guaranteed that everyone can connect to your servers.
And since the servers aren’t going to go disconnect to watch Netflix, you don’t need to migrate hosts anymore!
The player experience is so much better. This sounds awesome!


This is something I have worked on for years now, since coming to Respawn. A developer like Respawn doesn’t have the kind of weight to get a huge price cut from places like Amazon or Rackspace. And we don’t have the manpower to manage literally hundreds-of-thousands of servers ourselves. We want to focus on making awesome games, not on becoming giant worldwide server hosting providers. The more time I can spend on making our actual game better, the more our players benefit.

I personally talked to both Microsoft and Sony and explained that we need to find a way to have potentially hundreds-of-thousands of dedicated servers at a price point that you can’t get right now. Microsoft realized that player-hosted servers are actually holding back online gaming and that this is something that they could help solve, and ran full-speed with this idea.


What is the Cloud?

Amazon has a cloud that powers websites. Sony has a cloud that streams game video so you can play a game that you don’t have on your machine. Now Xbox Live has a cloud that somehow powers games. Cloud doesn’t seem to actually mean anything anymore, or it has so many meanings that it’s useless as a marketing word.

Let me explain this simply: when companies talk about their cloud, all they are saying is that they have a huge amount of servers ready to run whatever you need them to run. That’s all.

So what is this Xbox Live Cloud stuff then?


So they built this powerful system to let us create all sorts of tasks that they will run for us, and it can scale up and down automatically as players come and go. We can upload new programs for them to run and they handle the deployment for us. And they’ll host our game servers for other platforms, too! Titanfall uses the Xbox Live Cloud to run dedicated servers for PC, Xbox One, and Xbox 360.

But it’s not just for dedicated servers – Microsoft thought about our problem in a bigger way. Developers aren’t going to just want dedicated servers – they’ll have all kinds of features that need a server to do some kind of work to make games better. Look at Forza 5, which studies your driving style in order to create custom AI that behaves like you do. That’s totally different from what Titanfall uses it for, and it’s really cool! So it’s not accurate to say that the Xbox Live Cloud is simply a system for running dedicated servers – it can do a lot more than that.

How is this different from other dedicated servers?

With the Xbox Live Cloud, we don’t have to worry about estimating how many servers we’ll need on launch day. We don’t have to find ISPs all over the globe and rent servers from each one. We don’t have to maintain the servers or copy new builds to every server. That lets us focus on things that make our game more fun. And best yet, Microsoft has datacenters all over the world, so everyone playing our game should have a consistent, low latency connection to their local datacenter.


Wrapping up…

This is a really big deal, and it can make online games better. This is something that we are really excited about. The Xbox Live Cloud lets us to do things in Titanfall that no player-hosted multiplayer game can do. That has allowed us to push the boundaries in online multiplayer and that’s awesome. We want to try new ideas and let the player do things they’ve never been able to do before! Over time, I expect that we’ll be using these servers to do a lot more than just dedicated servers. This is something that’s going to let us drive all sorts of new ideas in online games for years to come.

I know this got pretty technical and long-winded, so I thank you for reading this far. Hopefully I’ve cleared some things up, and you can see why I’m so excited about what Microsoft has done here and how it is letting us do awesome new things for our game. I’ll see you online in the spring to play some Titanfall on our dedicated servers!

Respawn Entertainment | Let?s talk about the Xbox Live Cloud

Digital Foundry

To put this in perspective, when the logic circuits of a CPU want some data, they have to wait a few nanoseconds (billionths of a second) to retrieve it from its cache.... If the CPU were to ask the cloud to calculate something, the answer won't be available for potentially 100ms or more, depending on internet latency - some 100,000,000 nanoseconds!
Originally Posted by Bandwidth

The PS4 memory system allocates around 20,000MB/s for the CPU of its total 176,000MB/s. The cloud can provide one twenty-thousandth of the data to the CPU that the PS4's system memory can. You may have an internet connection that's much better than 8mbps of course, but even superfast fibre-optic broadband at 50mbps equates to an anaemic 6MB/s

http://www.eurogamer.net/articles/digitalfoundry-in-theory-can-xbox-one-cloud-transform-gaming
 
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War nicht nur von 3 facher Leistung die Rede?

ich glaub sie haben alle Zahlen schon durch

“It’s also been stated that the Xbox One is ten times more powerful than the Xbox 360, so we’re effectively 40 times greater than the Xbox 360 in terms of processing capabilities [using the cloud]. If you look to the cloud as something that is no doubt going to evolve and grow over time, it really spells out that there’s no limit to where the processing power of Xbox One can go. I think that’s a very exciting proposition, not only for Australians, but anyone else who’s going to pick up the Xbox One console.”

Microsoft Xbox Australia on some of today's lingering Xbox One questions - Stevivor.com
 
Wenn ich das schon wieder lese. " Auf dem Papier" Mir als Endverbraucher kann es völlig egal sein das etwas auf dem Papier besser bzw. stärker sein soll. Was für mich zählt ist, das man mit der Hardware auch gut arbeiten kann.
 
ich glaub sie haben alle Zahlen schon durch

“It’s also been stated that the Xbox One is ten times more powerful than the Xbox 360, so we’re effectively 40 times greater than the Xbox 360 in terms of processing capabilities [using the cloud].

Da steht doch nicht dass sie durch die Cloud 40 mal so viel Leistung haben wie die XBone alleine. Die 40 steht in vergleich zur 360.
Halte ich zwar auch für sehr hoch gegriffen aber lasst die beiden Kisten doch erstmal raus kommen.
 
Da steht doch nicht dass sie durch die Cloud 40 mal so viel Leistung haben wie die XBone alleine. Die 40 steht in vergleich zur 360.
Halte ich zwar auch für sehr hoch gegriffen aber lasst die beiden Kisten doch erstmal raus kommen.

da steht aber auch unendlich ;) um das gings aber jetzt eigentlich garnicht. Es ging um Grafikberechnungen in der Cloud
 
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