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https://www.youtube.com/watch?v=4DTmWDhSHC4
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Schaue noch...
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6TF GPU - 2560 cores at 1172MHz.
CPU - 2.3GHz custom eight core CPU.
Memory - 12GB GDDR5 with 328GB/s memory bandwidth
Alle 360 und One Games werden besser laufen, auch ohne Patch
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Microsoft's insistence on 1080p supersampling is actually more inclusive than it sounds, and it's good news for users of all screens. There have been instances of PS4 Pro games with higher performance 1080p modes only accessible if the front-end is set to a full HD output - No Man's Sky and The Last Guardian are two examples of this. If your Pro's set to 4K instead, you might never even know that an alternative, higher performing mode exists. With Scorpio, all game modes - resolution, performance or otherwise - must be available to all users regardless of the display the console is attached to. This philosophy reflects a long-held Digital Foundry view, and hopefully PS4 Pro titles will also follow suit.
Nice!
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7.1 Dolby Atmos for gaming support
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Interessant: Turn 10 benötigte nur zwei Tage um Forza 6 auf die Scorpio zu portieren. Mit nativen 4k und Grafikeinstellungen der XO-Version war die Grafikkarte auf der Scorpio nur zwischen 55 und 66 % ausgelastet. D.h. XO Spiele sollten eigentlich in 4k laufen, mit Luft für grafische Verbesserungen.
Did you see it running a game?
Yes. Well, a ForzaTech demo, which is a stress test based on the Forza Motorsport 6 engine, running the maximum number of cars around a track with dynamic weather and all the bells and whistles turned on.
How did it do?
Smashed it. At the same graphics quality settings as Xbox One, the demo ran at a full 4K resolution, at a perfect 60 frames per second. For Xbox One to do this at a standard HD resolution of 1080p uses about 90 per cent of that console's power. Scorpio was only using 60-70 per cent of its resources to run this demo. The graphics settings were then ramped up to the equivalent of the ultra settings on the PC game Forza Motorsport Apex, and Scorpio still didn't break a sweat.
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Kühlsystem:
To cut a long story short, Microsoft is using a vapour chamber heat sink. It consists of a copper vessel that forms its basis, inside of which is ionised distilled water under vacuum. Heat is absorbed into the water, where it vapourises. The steam convects away from the hot spots and condenses on the heat sink fins. It's highly efficient - but the heat still needs to be expelled from the system and the standard axial fans used on prior Xbox hardware wouldn't cut the mustard.
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Für Jaguar Skeptiker:
dark10x (John von Digital Foundry) auf Neogaf schrieb:The Jaguar inclusion seems to be offset by some of the custom hardware they've included designed to handle certain DX12 operations - though we'll have to see how that pans out.
The things that really stood out to me are the forced 16x AF, forced v-sync (of some sort) and the inclusion of FreeSync/HDMI 2.1 adaptive refresh.
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Besseres AF für One und 360-Games
"We built into the hardware the capability of overwriting all bilinear and all trilinear fetches to be anisotropic," Andrew Goossen reveals. "And then we've dialled up the anisotropic all the way up to max. All of our titles by default when you're running on Scorpio, they'll be full anisotropic."
Good quality texture filtering will make a big difference to a large number of Xbox One titles, where typically 4x anisotropic tends to be the balancing point chosen by developers. The leap to 16x, enforced at a system level by the back-compat engine, is a huge boon, especially in concert with the complete lack of screen-tear and smoother overall performance. More good news: this new feature extends to Xbox 360 games too
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https://pbs.twimg.com/media/C8u0qKzUMAEJkgH.jpg
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GameDVR: 4k@60 fps
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Preis: Wird teurer als die PS4 Pro.
Microsoft engineers have effectively made a hardware implementation of Direct X12, integrated directly into the GPU command processor. Draw call instructions on the CPU which would typically require thousands of instructions, are now reduced to just 11. Yes, 11. State changes that are also heavy on CPU are now cut down to just 9.
Microsoft tells me that this custom hardware alteration, should drop CPU rendering workload by HALF, on titles built on DX12 renderers. Games like Star Wars Battlefront, Battlefield 1, Gears of War 4, and the latest Forza titles, for example.
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