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Thread: Clubul Xbox Series X

  1. #541 SP
    Manager paul's Avatar
    Quote Originally Posted by PCGamer
    It seems that Microsoft is less than enthused about the prospect of ray tracing in the Xbox Series X, despite it being deemed the 'ultimate in realism.' In a Hot Chips deep dive on the AMD-powered GPU at the heart of the next-gen console, Mark Grossman, principal architect at Microsoft, has detailed the graphics silicon inside the Series X and just what role ray tracing has in it.

    The short answer seems to be: not much.

    The dual compute units (DCU) of the Big Navi-like GPU inside the Xbox Series X do have specific hardware dedicated to accelerating the real-time ray tracing process. But that seems to be the only change to the RDNA 2.0 dual compute unit compared with the first-gen ones found in the AMD RX 5700-series cards.

    There are 26 of them (so 52 actual individual compute units), but from high-level a look at the GPU structure it seems like a pair of DCUs have been disabled in each chip. As a whole then, the full AMD GPU would have 56 compute units inside it, but maybe with such a large slice of 7nm silicon it makes sense to build some redundancy in there.

    Because the next-gen Xbox GPU is built for DirectX 12 Ultimate—and therefore uses the DirectX Raytracing API—that means the dedicated hardware blocks in the AMD GPU will be aimed at accelerating the same bounding volume hierarchy (BVH) algorithms Nvidia's RTX-based graphics cards are pointed at.

    "We've added hardware embedded in the compute units," says Grossman, "to perform intersections of rays with acceleration structures that represent the scene geometry hierarchy. That's a sizeable fraction of the specialised ray tracing workload, the rest can be performed with good quality and good real-time performance with the baseline shader and memory design.

    "The overall ray tracing speed up varies a lot, but for this task it can be up to 10x the performance of a pure shader-based implementation."

    But while Microsoft has indeed worked with AMD to ensure there is some level of ray tracing support inside the Xbox Series X GPU, Grossman doesn't seem to be that enthused about how readily it will be utilised.

    "We do support DirectX Raytracing acceleration, for the ultimate in realism™, but in this generation developers still want to use traditional rendering techniques, developed over decades, without a performance penalty," says Grossman sadly. "They can apply ray tracing selectively, where materials and environments demand, so we wanted a good balance of die resources dedicated to the two techniques."

    Maybe it's the fact that he's presenting to a screen, with an unknown number of virtual attendees sitting on the other side, or maybe he's really not expecting real-time ray tracing to be of much interest to developers in this coming generation either. Either way, we just want to give him a hug.
    Xbox architect on ray tracing: 'developers still want to use traditional rendering techniques without a performance penalty' | PC Gamer

  2. #542 SP
    Member KurtKnispel's Avatar
    XSS fără unitate de disc e aproape degeaba. Un truc ieftin de marketing. Practic, singura consolă care contează e XSX.

  3. #543 SP
    Why so serious ? razvanrazy's Avatar
    Asta pentru tine. Sunt multi care sunt all digital si atunci orice reducere de pret la hardware ii avantajeaza.
    Dar da si eu sunt de parere ca ar trebui catre 2 modele la fiecare - unu cu drive optic si unu fara, la diferenta de 50$ intre ele.
    Si asa fiecare alege strict ce vrea.

  4. #544 SP
    Member KurtKnispel's Avatar
    Posibil că au făcut ceva studii de piață și au ajuns la concluzia că XSS ar afecta vânzările XSX dacă i-ar pune disc drive. Cel puțin în primul an sau doi. Vedem ce și cum, dar sincer, mi se pare o mișcare cu miros un pic cam fetid din partea Microsoft.

    Se cam bate cap în cap cu filosofia aia a lor pro consumator și incluziunea în ecosistem.

  5. #545 SP
    Senior Member Khufu's Avatar

  6. #546 SP
    Manager paul's Avatar
    E prototype, nu retail, dar conteaza mai putin.
    Ports:
    - 3 x USB 3.2 (1 front, 2 back)
    - HDMI 2.1 out
    - Storage Expansion
    - Ethernet port
    - power
    - security lock

  7. #547 SP
    Senior Member Khufu's Avatar
    Stiu, scrie pe el

  8. #548 SP
    Manager paul's Avatar
    Noul dashboard:
    - Home screen will load more than 50 percent faster when you boot your Xbox
    - Home is almost 30 percent faster to load when you’re returning from a game
    - these improvements use 40 percent less memory than what was previously required
    - Store launch time to about two seconds

    The New Xbox Experience: Connecting You to Fun, Wherever You Want to Play:

    The New Xbox Experience: Connecting You to Fun, Wherever You Want to Play - Xbox Wire

  9. #549 SP
    Senior Member Xander RO's Avatar
    Microsoft being Microsoft, au dat remove la singura icoana care conta cu adevarat pe Xbox, icoana dedicata pentru Achievements.
    Va veni inapoi ulterior sper, dupa ce va avea loc un rage de 5 milioane de achievement hunters...

    In rest, arata bine.

  10. #550 SP
    Manager paul's Avatar
    Initial era, poate o sa revina. Achievements sunt acum la "Game activity".

    Game activity, Happening Now & more:

    My Games and Apps, Xbox Game Pass:

    Store walkthrough:

  11. #551 SP
    Manager paul's Avatar
    Analiza a prezentarii de la Hot Chips 2020:

  12. #552 SP
    CG Editor Dant3's Avatar
    Am sa las porcăria asta aici, sa nu pun pe toate topicurile
    https://support.ubisoft.com/en-GB/Ne...rders-for-Xbox
    Pre-orders for Collector's Editions of ASSASSIN’S CREED VALHALLA, FAR CRY 6 and WATCH DOGS: LEGION for Xbox will receive a digital key to REDEEM, instead of a physical disc.

  13. #553 SP
    Why so serious ? razvanrazy's Avatar
    O decizie foarte ciudata, mai ales cand pe PS vor livra complet, pe disc.
    Initial credeam ca fac asa din cauza situatiei actuale, ca sa se asigure ca vom primi jocul day 1, iar editia fizica sa vina cand ajunge. Dar asa e foarte aiurea.

  14. #554 SP
    CG Editor Dant3's Avatar
    Ar trebui sa te lase sa alegi, digital sau disc, cum o sa fie la PlayStation 5. S-ar putea sa se schimbe dacă fac unii scandal

  15. #555 SP
    Manager paul's Avatar
    Pe PlayStation te lasa sa alegi intre disc sau download code. Ce e ciudat e ca e doar Collector's Edition afectata.

  16. #556 SP
    Manager paul's Avatar
    Nu e un typo, asa il prezinta Microsoft, cu 4 de "A":
    Quote Originally Posted by IGN
    Microsoft has tapped top talent from Bungie and Crystal Dynamics to join its mysterious 'AAAA' studio, The Initiative.

    Among the 16 new hires revealed on LinkedIn by studio head Darrell Gallagher, we can see that Shadow of the Tomb Raider and Marvel's Avengers director Remi Lacoste has made the jump to The Initiative to work as an Experiental Director. Destiny 2 narrative lead Christine Thompson has also joined the studio in a lead writer position. [...]

    Microsoft revealed it had founded The Initiative in Santa Monica as part of its E3 2018 conference, where it announced a slew of acquisitions. The studio is being led by Darrell Gallagher, who previously worked at Rockstar Games, Crystal Dynamics and later Activision, overseeing the development of games like GTA IV, Tomb Raider and Destiny 2. At the time, Spencer touted Gallagher's abilities, calling him a "visionary storyteller."

    According to Santa Monica job listings found on the Microsoft website later that year, the studio was calling for experience in "shipping high quality titles at AAAA standards" and a "knowledge and understanding of the process of building new IP." The studio went on to hire God of War lead producer Brian Westergaard and Christian Cantamessa, who was the lead writer on Red Dead Redemption. The 'AAAA' studio then picked up Sunset Overdrive director Drew Murray.
    Microsoft's Mysterious Initiative Studio Hires Crystal Dynamics, Bungie Alumni - IGN
    Lista cu noile persoane (franceza):
    Quote Originally Posted by jeuxvideo.com
    - Justin Perez (ex-Bioware et Respawn ayant travaillé sur les combats de Mass Effect Andromeda et le design du héros dans Star Wars Jedi : Fallen Order)
    - Daniel Steamer (ex-Crystal Dynamics)
    - Francisco Aisa García (Gameplay programmer, ex-Naughty Dog et Rockstar)
    - Kurt Loudy (Gameplay designer, ex-id Software, Doom Eternal)
    - Anthony Silva (Ingénieur Senior)
    - Yuka Murata (Ingénieur Software)
    - Christine Thompson (Scénariste principale, ex-Bungie, Destiny 2)
    - Fabian Elmers (Senior Tech Artist, ex-Magic Leap)
    - Remi Lacoste (Experiential Director, auparavant game director sur Shadow of the Tomb Raider et Marvel's Avengers)
    - Richard Burns (ex-Playground Games)
    - Sylvia Chambers (Animatrice, ex-Naughty Dog)
    - Nicole Plum (Outsource Manager, Gears of War 4 et Gears 5)
    - Jonathan Chavez (Producteur associé, ex-Treyarch)
    - Joey Tan (Designer Technique associée, ex-Insomniac Games et Ginkgo)
    - Elaina Scott
    - Jon Lew (Ingénieur Gameplay, ex-Sledgehammer)
    The Initiative : Le studio de Microsoft poursuit son recrutement massif - Actualités - jeuxvideo.com

  17. #557 SP
    Why so serious ? razvanrazy's Avatar
    Whoa...asta o sa rupa gura targului

    4 de A...cum de nu s-a gandit nimeni pana acum? Jocurile GTA probabil sunt 10 de A daca incepem sa crestem numarul de A-uri

  18. #558 SP
    Manager paul's Avatar


  19. #559 SP
    Member KurtKnispel's Avatar
    Grubb: Microsoft’s The Initiative is Working on Third-Person Perfect Dark

    https://wccftech.com/grubb-the-initi...-perfect-dark/

  20. #560 SP
    Why so serious ? razvanrazy's Avatar
    Eu nu inteleg de unde are el toate aceste inside information. Si daca lumea stie ca el le leak-uieste peste tot, de ce continua sa-i dea acces la acele lucruri?

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