So hey guys, i had a great idea for a concept of how the next generation consoles could achieve better graphics than the current generation. As anyone who has worked with video graphics or computer graphics, some of the main things that tax and bog down modern computers when rendering video game graphics are as follows:
-Anti-aliasing
-tesselation
-texture quality/size
Now, i have an idea about how we can tackle all of these problems and make the next generation of consoles (xbox720, ps4, etc etc...) have, as an article a while back claimed -- "Avatar-level visuals".
here is how a current generation console is organized:
multicore processor
single graphics chip (plus a unit to handle AA in xbox360)
HDD to feed info to ram and vram
here is the new system and here is how it will work.
highly multicore processor
extremely fast system bus
duo graphics chips on one card
discrete unit similar to graphics add-on unit in xbox360 that will take care of antialiasing
SSD drive built in (~8-32GB in size)
CPU
-as with current gen ps3, a core or 2 on the cpu will be reserved for the system
-a few cores will deal solely with geometry (1 of the GPUs will tesselate the low polygon output, but more on that later)
-most cpu cores will be left to perform rendering of real-time effects, like calculating the behavior of fire, or creating visual effects like never before
GPU
-design will have two separate GPUs on one chip, similar to RADEON 6970 chip currently being made.
-second GPU unit will heavily tesselate the image. you will never again see individual polygons like earlier consoles.
-without having to do antialiasing or tessellation, the first GPU is left to perform all other GPU-centric tasks like post-processing with ease.
SSD
-in the past, all textures in games are held in the main memory or the video memory. because the system bus on hardware is getting so fast, the SSD can actually be used to store huge textures xbox360 and ps3 could never dream of rendering because their textures were stored in vram or ram. this also leaves ram and vram to other tasks.
without having to perform the most burdensome tasks that simply get harder with more graphically advanced games, the main system can render the game to look closer to real life than ever before.
as many who game know, it sucks when frame rates lag and makes supposedly advanced games suddenly seem mediocre. as a failsafe, games developed for the next generation must never fall under 40 frames per second on the final release. if they do, the developer will not be allowed to publish the game until the frame rate is brought up.
-Anti-aliasing
-tesselation
-texture quality/size
Now, i have an idea about how we can tackle all of these problems and make the next generation of consoles (xbox720, ps4, etc etc...) have, as an article a while back claimed -- "Avatar-level visuals".
here is how a current generation console is organized:
multicore processor
single graphics chip (plus a unit to handle AA in xbox360)
HDD to feed info to ram and vram
here is the new system and here is how it will work.
highly multicore processor
extremely fast system bus
duo graphics chips on one card
discrete unit similar to graphics add-on unit in xbox360 that will take care of antialiasing
SSD drive built in (~8-32GB in size)
CPU
-as with current gen ps3, a core or 2 on the cpu will be reserved for the system
-a few cores will deal solely with geometry (1 of the GPUs will tesselate the low polygon output, but more on that later)
-most cpu cores will be left to perform rendering of real-time effects, like calculating the behavior of fire, or creating visual effects like never before
GPU
-design will have two separate GPUs on one chip, similar to RADEON 6970 chip currently being made.
-second GPU unit will heavily tesselate the image. you will never again see individual polygons like earlier consoles.
-without having to do antialiasing or tessellation, the first GPU is left to perform all other GPU-centric tasks like post-processing with ease.
SSD
-in the past, all textures in games are held in the main memory or the video memory. because the system bus on hardware is getting so fast, the SSD can actually be used to store huge textures xbox360 and ps3 could never dream of rendering because their textures were stored in vram or ram. this also leaves ram and vram to other tasks.
without having to perform the most burdensome tasks that simply get harder with more graphically advanced games, the main system can render the game to look closer to real life than ever before.
as many who game know, it sucks when frame rates lag and makes supposedly advanced games suddenly seem mediocre. as a failsafe, games developed for the next generation must never fall under 40 frames per second on the final release. if they do, the developer will not be allowed to publish the game until the frame rate is brought up.