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maXX schrieb:ich schätze, dass man den bären hinten öffnen und den controller reinlegen kann.

el_barto schrieb:
Ladies and Gentlemen: Japan!
Hana-Bi schrieb:![]()
http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=%2Fnetahtml%2FPTO%2Fsearch-bool.html&r=8&f=G&l=50&co1=AND&d=PTXT&s1=%22sony+computer%22&OS=%22sony+computer%22&RS=%22sony+computer%22
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Marcello schrieb:maXX schrieb:ich schätze, dass man den bären hinten öffnen und den controller reinlegen kann.
Ja, das habe ich auch gesehen.
Es ging mir eher um den Sinn dahinter ...![]()
Schätze mal der AMD fuzzi meinte damit alles unter einer Titan (wer sich die kauft ist ja auch nur bedingt ernst zu nehmen.
)... Ist natürlich auch Humbug, aber im Laufe des Konsolenzyklus durchaus vorstellbar dass ähnliche Leistungen erbracht werden können (auch wenn die Rohpower auf Papier niedriger ist).Dixxhead schrieb:@Trayal: Also ernst zu nehmen ist der DF-PC allerdings nicht.
Van Der Leeuw went on to explain the differences between PS4 and a high-powered PC. “A PC is a number of parts which also has bridges in between where there are inefficiencies that may not be exactly the right match. We’ve got the right amount of memory, video card, everything balanced out. I know it was a very conscious effort to make sure that, with the speed of the memory, the amount of compute units, the speed of the hard-drive that we put in, that there would not be any bottlenecks. So the amount of pixel-pushers that you have, the amount of memory, the speed of your compute units make sure that you don’t hit any of the weakspots of the hardware.”
This balancing of PS4’s architecture and the use of complementary components make it simpler to work with, said Van Der Leeuw. “Whereas if you have a PC very often your buffs, or your express buffs are very slow compared to your video RAM which is GDDR5 and your main RAM then is even slower than that, but you compensate by sticking buffers in there… there’s a lot of things to contemplate in the fact that it is a replaceable-parts architecture. This [PS4] is where all of the parts are designed to work together, naturally.”
He added that Guerrilla was part of a constant iteration process with PS4′s innards. Guerrilla made at least five different major changes to the graphics chip, CPU and on the bandwidth between the different components, to define and then eliminate any disruption in performance.
“I think it was for more than a year that we knew the main ingredients and there was just discussion after discussion trying to find a bottleneck,” he added. “We actually had parts of both Killzone 3 and very early Killzone 4 art assets running through simulators to try to find out how it would behave on our speculative hardware that didn’t exist – trying to find bottlenecks in the hardware that we could fix before we could even think about the chip.”
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