How The Removal of eSRAM Will Help Games Development On Xbox One Scorpio

GamingBolt’s Arjun Krishna Lal on the benefits of a non-eSRAM architecture of Project Scorpio.

Posted By | On 07th, Mar. 2017 Under Article, Graphics Analysis


The race to mainstream 4K is on; 4K TVs aren’t exotic curios anymore. Streaming services have been delivering quality 4K content for quite a while now (and by quality content, we mainly mean The Man in the High Castle). In the PC gaming space, 4K monitors are more affordable than ever. The Korean monitor craze has had a second coming, with 40-inch FreeSync panels (!!??) at affordable price-points. I am getting one soon so hopefully I can write about it on GamingBolt.

If you’re satisfied with console settings and circa-30 FPS framerates, you can eke out a decent 4K experience with a sub-$300 graphics card. What does all this mean for consoles? For better or for worse, consoles are still where mainstream gaming’s at, and the real push for 4K gaming content comes from the PS4 Pro and Xbox Scorpio. Sales volumes matter, and it’s adoption of these consoles that’s really going to determine the direction 4K gaming will take over the next couple of years. With the Scorpio not yet out on the market, the PS4 Pro is our only real example of how consoles will be delivering ultra-high res gaming in the years to come. Unfortunately, the Pro doesn’t set a very high benchmark.

Apart from indies and a handful of last-gen remasters and some current gen games, the Pro struggles to output anything greater than  1440p at reasonable levels of performance. Checkerboarding’s, although a reasonable solution isn’t actually a real solution. As far as 4K console gaming is concerned, the yet-to-be-released Scorpio appears to offer a more tenable experience. This is because, at least going by preliminary specs, the Scorpio is more of a generational upgrade over the Xbox One than an iterative refresh, even if that’s not how Microsoft’s positioning it. With Scorpio, we’re in for some significant changes under the hood.

xbox one architecture

The Xbox One internals, courtesy Chipworks.

Notably, according to a leaked Microsoft whitepaper that made its way into Digital Foundry’s hands, the Xbox Scorpio will no longer feature an embedded ESRAM cache. Sony’s GDDR5 gambit paid off big time back in 2013: it was able to source GDDR5 modules at a viable price-point, giving the PS4 a significant advantage in terms of memory bandwidth over the Xbox One, which used slower DDR3 memory. Microsoft implemented a 32 MB cache of high speed ESRAM in an attempt to make up for the bandwidth deficit. The ESRAM offered a peak throughput of 192 GB/S. The caveat here is that the cache was only 32 MB in size. With the Scorpio, it’s a different scenario altogether. Scorpio will utilize GDDR5, allowing for 320 GB/S of memory bandwidth: this makes the ESRAM cache redundant simply because the main memory pool of the Scorpio offers substantially more bandwidth than the ESRAM cache offered on the Xbox One.

Embedded, high-speed memory caches have something of a history on Xbox platforms. Back in 2005, the Xbox 360 had a 10 MB cache of EDRAM, alongside the unified 512 MB pool of system/VRAM. The Xbox 360’s EDRAM cache didn’t exist to offset limited memory bandwidth, as with the Xbox One. Rather, the EDRAM cache was used to store the framebuffer in the last stages of the rendering pipeline, where bandwidth-intensive post-process effects and anti-aliasing could be implemented with a minimal performance hit. The EDRAM cache was the reason that so many Xbox 360 titles benefited from full-fat MSAA antialiasing. In contrast, many PS3 games made use of a post-process AA technique called quincunx AA, which introduced a significant amount of blur, or no AA at all. Assassin’s Creed is a case in point here: the Xbox 360 version featured 2x MSAA, while running noticeably better than the PS3 version.

The downside to the use of EDRAM was, again, its limited quantity. 10 megabytes isn’t really that much, no matter how you cut it. It wasn’t quite enough to store a single, 720p frame with 4x MSAA and postprocessing. Some developers took the easy way out here by having game run at sub-native resolutions. A 640p buffer with AA and post-process effects could fit into the 10 MB EDRAM cache, which is why titles like Halo 3 run at this resolution. Just as with the Xbox One’s ESRAM years later, the problem here is that rather than giving them additional performance headroom, developers were forced to work around the EDRAM cache.

xbox 360

With a 186 GB/S of bandwidth to 8 gigs of shared system and video memory, the PS4’s design didn’t require a high speed memory cache: all the memory was accessible at high bandwidths. While the PS4’s GPU did offer 50 percent greater shading power, the impact of high memory bandwidth on being able to consistently output at 1080p can’t be understated. Bandwidth scales with resolution: at higher resolutions, you’ll need all you can get. This was, to an extent part of AMD’s design philosophy with regards to the R9 Fury line: While Fury cards weren’t stellar performers at mainstream resolutions, their use of HBM memory—which offered an incredible 512 GB/S of bandwidth—meant that they scaled much better at higher resolutions than competing Nvidia parts. The air-cooled Fury, for instance, is only marginally faster than the GTX 980 at 1080p. But the gap widens from there, to the point that it competes with the 980 Ti and 1070 at 4K—I say this having owned and tested the Fury, Fury X, 980 Ti, and 1070 at various points of time. An increase in shader performance is necessary, but the Scorpio’s higher bandwidth 320 GB/S memory is key to it being able to offer genuine 4K experiences.

All of this seems to indicate that the Xbox Scorpio will offer a meaningfully better experience on 4K displays than the PS4 Pro. But at the end of the day, questions still remain about just what a “4K experience” means on console. As far as the PS4 Pro is concerned, it’s evident that “4K” just means upscaled 1440p. To be honest, we’re more than a little uncomfortable with the way that the people report on “4K games” on the PS4 Pro. I’ve gamed on a wide range of hardware. I’ve gamed at 1080p on a 1080p display, 1440p on a 4K display, native 4K on a 4K display, and with the entire range of resolution tricks, from Resident Evil 7’s interlaced rendering mode (aka checkerboarding), to Shadow Warrior 2’s multi-res shading technique. While some approaches look better than others, at the end of the day, upscaled 1440p is…1440p: there’s a degree of detail that you just can’t resolve unless you’re running at native 4K. If “it looks close enough” wasn’t grounds for a class-action lawsuit, we’d reckon that Microsoft and Sony would’ve had no scruples in labeling 900p titles “Full HD.”

It’s not a matter of semantics here. It’s about having enough graphics horsepower to output natively at a resolution that’s 4 times greater than 1080p. The Scorpio is touted as offering 4.5 times more graphics grunt than the Xbox One. 3840×2160 is four times as many pixels as 1080p. The math seems simple, right? Things become a lot less clear when you recall that the Xbox One rendered many AAA games at 1600×900, and often failed to hit a consistent 30 FPS lock, even at that low resolution. What would a 4K experience imply, then, for the Xbox One? Objectively, considering the Hawaii/Polaris-class internals in the Scorpio, we’re looking at a machine that may struggle to hit a native 4K at consistent framerates. If games on the Scorpio target a higher resolution, they may not feature additional boosts to fidelity, apart from the resolution bump itself.

xbox one scorpio

The leaked Scorpio whitepaper itself advises developers to consider using half-resolution and sparse rendering. In half-resolution rendering, certain visual components, such as ambient occlusion, are rendered at half the framebuffer resolution. For a game outputting 4K on the Scorpio, this would mean that while the geometry is at native res, offering a sharp overall presentation, part of the effects pipeline may run at a lower resolution. This would offer net image quality that’s still noticeably better than on Xbox One. Sparse, or interlaced rendering is similar to what we’ve seen on the Pro, with the frame rendered in strips (or checkerboard squares), and neigbouring pixels extrapolated from the rendered portions and from previous frames. Scorpio may well be able to hit native 4K in many games, at least to a greater extent than the PS4 Pro. However, despite the significant bump to both shader capabilities and memory bandwidth, you really need to be on PC to experience native 4K gaming at comfortable framerates right now, free of any upscaling shenanigans.

All in all, we’re keeping our fingers crossed for Project Scorpio. It’s 2017, and PCgamers already been gaming in 4K for years. It’s about time that the consoles bridged the resolution gap. What we’re concerned about, though, are the compromises needed to get there. Graphics technology evolves quickly, and you really only need a certain amount of horsepower to run any multiplat from a given generation at a particular resolution. Cards as old as 2009’s Radeon HD 5870 (the first DX 11 card ever!), paired with a budget CPU, can offer a broadly comparable experience to the consoles at 1080p. You really only need a multiple of that for a reasonable, native 4K experience. While we do believe the Scorpio will hit native 4K in many games, including AAA titles, we truly wonder what an extra year in the oven, a 2018 Xbox product, would look like.


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  • Living While Alive

    People have the white paper wrong again.

    The checkerboard rendering stated in the white paper was a reference towards older, non-UWP, Xbox One games.

    That if devs want to update, so games can run in upscaled 4k.

    Because you cant get say COD: Ghost to run in 4k natively so a half-sparse checkerboard for older titles like this can benefit

    • Luke Skywalker

      do you have the white paper? I haven’t seen it yet but I read a lot of people on the net and youtube talking about it as if they read it themselves.

    • Living While Alive

      Yes and read it in it entirety.

      It’s no longer privy info to MS, developers or insiders.

      It was public on MS page but was taken down because of misinformation.

      It was titled:

      Reaching 4K and GPU Scaling Across Multiple Xbox Devices.

      And MS talked about current Xbox One games saying ” that half-res effects run at 1080p in a 4K framebuffer will look better than a native 900p”.

      Aka developers getting they’re older Xbox One titles to run at 4k on Scorpio.

      For titles that utilizes Universal Windows Platform (UWP), RE7, Ark: Survival Evolved, Recore, Gears etc won’t need to use checkerboard because UWP is scalable to different hardware (Xbox One, Scorpio, PC).

      You write a program once and the platform scales to fit those hardware configurations. Using 95% of the original code so very little optimization needed.

    • Luke Skywalker

      that’s great to hear, but I would have loved to read it myself.
      I guess the misinformation started from eurogamer i’m assuming

    • Living While Alive

      You’ll have to do some research then to find it because all these sites will do like gamingbolt is crop, copy/paste certain parts.

      Selective reading

    • Mr Xrat

      Oh yes, UWP. 2017’s DirectX 12. Remember that?

      SoC delivered last October. Say it with me, Xgimp: sparse rendering! Those low textures sold as “ultra” on Windows 10 are going to be laughable.

    • Tactical Lag-fighting tips

      True, seen that misterxmedia,

      Unlocking is still yet to come for the xbox one.
      They still can’t handle that modern games are still 720-900p of budget GPUing on that media box

    • DarthDiggler

      @livingwhilealive:disqus

      Link please?

    • Billy

      I don’t care for leaks much but eSRam is a great tech to boost a system just not of much use if a system needs it, and because the Xbox One needs it game devs have had a harder time optimizing games to run on the One. Do I think Project Scorpio should have eSRam, Yes, do I think it should need it, No, however it maybe needed for current and past Xbox One games to run on the new system. If you want to believe the leaks then the 12gb of gddr5x ram and 1gb of gddr3, that one was believable because gddr3 ram would be needed to do hardware support for Xbox One games and 1gb would be enough for the software of a game to think the system is running gddr3 the question then becomes will the software of a game optimized to run on need eSRam to run and how much would it need to think the system is using it for the game.

      I have modified PCs to answer the question of if 6tf is enough to run a game in 4K@60fps, the answer was yes I got a 6tf PC with 256gb/s to run a game in 4K@60fps without any frame rate issues and with new PC games. Answering the 4K question was easy even a guy did it on YouTube (I don’t like YouTube) but he got the same results. Now to what would a min be to get a system with as much power as Scorpio is said to be, to be hardware compatible I know hardware and drivers so I know the difference in hardware compatibility and software compatibility, this would mean there are 2 basic ways to make games work on new systems both involves a bit of the other. If you made a system with enough hardware similarities then game software would not know the difference, this would be done with some of the original consoles hardware and with Xbox One it would be gddr3 ram with eSRam. The other way by using software is to emulate the game on to the New system how ever this is very costly not just with capital but with time, that said if the new system emulates the Xbox One OS and has enough hardware the same as the One games may not see it as an issue, but both forms of emulations would have to be tested with every game and still run the chance of issues, with new hardware and software conflicts, this as well would be costly. However the UWP is not exactly Universal each carries differences other wise all your phone apps could go to your PC but because of the fundamental differences some Phone apps will not go to PC, however it is understandable that PC apps cant go to phones all the time if there is more power needed to run the app. UWPs are great but you have to know the differences in each of them when making apps and I am sure games so, Scorpio could run its own UWP and then emulate the Xbox One Version of UWP.
      All of this is just speculation until Xbox releases the full specs from eSRam to everything else (maybe with the exception of a version of UWP) so until then we just have to wait and see, but if it was me I would use eSRam it cost more but it packs a punch when used correctly and a lot of progress has been made with it since it was first used for Xbox One, I just don’t think a system should need it because it was not meant as a need but as a boost.
      But we will see

    • Living While Alive

      Xbox Scorpio will not need esram to run Xbox One game properly and efficiently.

      That’s what the article was about when it was on Microsoft’s developer webpage back in June.

      It was based on showing devs how to update old Xbox one titles and non-UWP titles to (upscaled) 4k. To better take advantage of Scorpio’s power!

      Xbox One and Scorpio runs the exact same code, kernel, system level engineering which is also and happens to be Windows 10.

      Scorpio isn’t some new prop up idea that was thought about last year. Ever since Xbox was released, that’s why the kernel was the same as Windows 8(at the time).

      Then, later upgraded to Windows 10. Ever since the start of ‘One Microsoft’ by Nadella the CEO. Ever since UWP, write code once, run on multiple devices (PC,Laptop,Tablet,Mobile, Xbox One, Scorpio, Hololens, etc).

      That’s why Microsoft mandated to write games for Xbox you must use UWP.

      The Xbox Play Anywhere intergration is crazy.

      It’s all in the code. I can go on and on but it is ridiculously simple to code for Microsoft.

    • Billy

      I said it can be done with software, that is code I believe. And eSRam has nothing to do with changing a game to hit 4K. But writing on UWP dose not guarantee that it will work across all the devices so you can toss that out the widow, not even writing for a lower spec UWP devise guarantees that it will work on a higher spec UPW devise, despite their similarities, sometimes their hardware is just to different. I know they can adapt it but there is still that small difference in UWP devices you have to account. But saying it is all in the Code I can bet it is not just all in the code because I can give you examples of code wrote for UWP devises that don’t work on other devises and not just from a higher spec UWP device to a lower one but from a lower spec to a high spec devise it if was all in the code of UWP then they would all work no matter what the hardware,
      Point is no matter the UWP if you change the hardware, which changes the drivers which changes how the interact which can change if a game or app will work or not.
      I am not great with software but I know hardware and I prefer UWP just so you know but it is not always in the code, unless you want to make major changes in the code and that is also possible but I don’t see them changing every games optimization to run on Xbox One hardware to run on Project Scorpio’s hardware because once that optimization is done the game needs to see that hardware to run, once again there is two ways to do that beyond changing the game software something I don’t see them doing, first being to put enough of the old hardware in so that the game thinks it is an Xbox One the other is to do basically the same thing with the code, emulating the same Version of UWP that the Xbox One uses so the game sees the hardware without it being there. One way or the other it is not in the code on consoles because games are optimized for the hardware and if you change the hardware then the game dose not respond the same way, most the time if will not run, this I have tried. (changing hardware on Xbox One then installing the drivers offline to see how games run, most the time they don’t)
      Don’t get me wrong UWP is a great step in unifying all of the Windows family of devices but there are still issues with the hardware that keeps apps and game from being compatible across the same spectrum of devises, I have not see an update that changes that fact, thins includes the new one. Cant wait till they fix that but we still may not see that kind of universal compatibility on consoles from Xbox because the games are optimized for the hardware not the OS or software or code as you want to call it. Now the moment we stop optimizing games for the hardware of a console, we should just be on PC, the games are not optimized there either, just given parameters and as long as they are met it runs.

  • Charles Clarke

    Xbox One is way better than PS Bore. Developers are just lazy.

    • Living While Alive

      Perfect example, Quantum Break and Doom.

      Of when developers aren’t lazy.

    • Tactical Lag-fighting tips

      Quantum Break even with DX12 is 720p sub 30fps.
      Burly salty tears upscaling

    • Living While Alive

      Cough PS4Pro checkerboard rendering cough

    • Makaveli2

      The Scorpio will be, not the Xbox one. Developers for multiplatform games spent the same amount of time on both system. Sure if they spent more time on the xbox one version it can look better but given the same amount of time added to the PS4 version and it’ll look even better as well. The difference though isn’t a big deal. Honestly people can brag and what not but do console players really feel like pc player graphics are that much better that they are jealous? It’s not like the difference is between analog and digital.

    • Mr Xrat

      Nobody cares, Xgimp.

    • Tactical Lag-fighting tips

      The Best Media Box for full 1080p TV cable features and Kinect type games…….

      then gaming at 720p-900p put second like you guys wanted. TV TV TV first

    • DarthDiggler

      @disqus_nyyr72kBhO:disqus

      Oddly enough the sales figures for each console tell a completely different story. You know what is intellectually lazy? Making wild claims of developers work ethics when you aren’t happy with the ports your Xbox gets because MS made their system harder to develop for when compared to the competition that has a MUCH higher install base.

      You live in an alternate reality.

  • Troy Marcel

    Yeah I wouldn’t put much faith in that white paper.

    • Mr Xrat

      Eternal hope.

  • Eliezer Barreto

    ‘sparse’ rendering as two examples. Half-resolution is a technique we’ve seen before, where intensive GPU effects are cut down in size to effect efficiency savings, sitting within a full resolution framebuffer.In effect, Microsoft is saying that half-res effects run at 1080p in a 4K framebuffer will look better than a native 900p, which is difficult to argue with. The second major technique it advocates is ‘sparse rendering’ – which is better known in the post-PS4 Pro era as checkerboarding. Not only does Microsoft advocate the same technique for Scorpio, it also cites the same impressive work by Ubisoft seen in Rainbow Six Siege – to the point where the exact same presentation shown to me by Mark Cerny a few months back is referenced in the whitepaper. Of course, the technique has evolved further since then, with the same core technology also used in the PC and PS4 Pro versions of Watch Dogs 2, with exceptional results..

    • Makaveli2

      Mark Cerny understands game development. The PS4 is fine for this generation.

    • DarthDiggler

      @derrick_lee:disqus

      I have the Pro, very happy with it.

    • Tactical Lag-fighting tips

      The first “sparse” rendering on the Scorpio with be a joy to see.

      on the

      Native 4K only machine

    • DarthDiggler

      @tacticallagfightingtips:disqus

      The resolution will be dictated by the vision of the game development. Scorpio obviously has the guts under the hood to do more native 4K than PS4 Pro. By the time the Scorpio is out though we will at least have rumors of PS5 perhaps even some official information.

  • Mr Xrat

    eSRAM was just one of many fatal errors MS made all those years ago. Fixing it four years later alleviates problems but it and the brand will forever be a joke.

    • Tactical Lag-fighting tips

      eSRAM to save money on the chip so they could spend on an HDMI TV input and a forced Kinect package!

      Microsoft fans loved esram and just praised TV been put before gaming

    • Fweds

      I can understand your 3 year obsession with the Xbox One, but now you have moved on to the next Xbox and all your negative nonsense before it’s even released !!

      Do you type “Xbox Scorpio” in Google every morning to see if their is new news that you can first comment with negativity ?

      Back to using the “Mr Xrat” name, do you only use “Revolver ocelot” on Sony posts now ?

    • Billy

      and to Mr Xrat,
      First the eSRam was not a fatal flaw In just from a hardware standpoint it was not having eSRam it was the issue, it was having gddr3 ram and needed the eSRam to increase the power sot that it could run modern video games. ESRam is meant to be a boost to the system and not something the system needs to run its normal processes. However the Xbox One and the One S was designed to use the eSRan to get gddr3 ram close to the speed of gddr5 ram, even this failed it was close but not close enough. Using eSRam in this manner when games where programed and optimized for the hardware it took longer and was more costly mostly because no one had used eSRam in a manner such as this in gaming. ESRam is faster than normal ram, it is great in theory and I think they should use it again just they should not use it as they did before but as a boost. However I have seen these leaks and I know they suggest eSRam is not going to be used but until Xbox verifies the specs I am keeping an open mind. Just so you know this white board is the very first leak, and was done just after E3 last year so for the most part it is out dated.

  • Edonus

    The big thing is the UWP. The Scorpio will make development of games just that much easier since it is more familiar to devs and less work. The good news is that the UWP will basically scale games down to the regular Xbox Ones optimized to the hardware. This means there should be a slight boost in performance consistency on regualr Xbox Ones.

  • Billy

    Most of this is Speculation, because Xbox has not released the specs of Project Scorpio. Anyone that knows hardware and how hardware and drivers interact will tell you that eSRam is a great boost for a system, if it is used as a boost, instead of how the Xbox One uses it which is as a needed part of the system. This said if it is just a boost and not a needed part to run then it would of been easier for game devs to program games and apps for Xbox One or any other system, this would of allowed for games to be developed faster and easier, also it would of given the system a boost like quality like the PS4 Pro has at present, though not every gamer on PS loves or thinks the boost is all that great. ESRam is expensive and if Xbox One would not of used it they could of ran gddr5 ram (instead of the gddr3 ram it has) and been able to run the equitant of the PS4 in terms of speed and power but anyone one that knows hardware would of told them that the amount of eSRam they used and how it was used would not of been enough, however not everyone in software and console dev is/was experienced with eSRam at the time and now even. Let me put it to you this way if a PC uses half as much eSRam as it has Ram then it can run twice as fast, because eSRam is much faster than regular ram and depending on the drivers can be used when the ram gets to the point of being overloaded or it can be used as a constant however the constant but at no time can the system be dependent on it. Xbox/Microsoft have made great strides in drivers for eSRam however the fundament flaw in eSRam is that it is meant as a boost only to the system, in this respect Xbox One has failed because of how console architectures differs from PC architectures. Once a game is made for any console, it is optimized for the hardware this is where Xbox One failed because no one had optimized games for hardware that needed eSRam to run before Xbox One.

    If Xbox uses eSRam with Project Scorpio, which I hope they do but as a boost only option to games and apps or even with the OS then I see no issue with using eSRam at all in fact it would be great as a boost. If you think about it, if you believe the so called leaks, with the exception of not using eSRam (which most Xbox One games are optimized for that use just as they are for the gddr3 ram) and they use 12gb of gddr5x ram when only 12gb of gddr5 ram would be needed to hit 320gb/s, but letting eSRam boost the system even if they did not increase it at all (because eSRam cost have dropped) letting it boost the system, A System such as this would have much more capability go grow in the years to come. Now used along with Ryzen and Vega chips sets, when even the mid and high mid range would run faster than 6tf and still be able to compare to consoles in price, this would also allow the system to grow in power as the years to come.

    The fact of the matter is Xbox tends to think out of the box, this way of thinking has benefited them in the past and at times hindered them but they have always improved the tech they use. Just the improvements they do on the tech justifies them using it in any console they develop, because the entire industry benefits form their improvements and on occasion their failures. ESRam is a great idea in theory, if it would of worked then any system using older or slower Ram could of used eSRam to improve its capabilities, instead it just reaffirmed that eSRam should be used as a boost to a system instead of a needed part of the system.

    I await for the full specs of Project Scorpio not just hanging on so called leaks and rumors. My first year in collage one of my teachers, who always took the time to help me, told me that rumors and leaks should be taken in to advisement but not into your plans unless you can verify those rumors and leaks. (please note this was long before the internet was expanded to carry such news as rumors or leaks, and it was the Arpanet then as well (yes I am old and I started taking collage classes in middle school)) I believe that Project Scorpio will advance what we accept now console gaming and it already has to a point, example being that Xbox is giving gamers a choice in normal console gaming and higher end console gaming with the same Gen and the Same platform so far gamers have not had a big issue with it, this alone is a big deal. I cant wait to see what and how gaming will improve not just because of one console but because of them all (yes even Nintendo)

    I will hold my judgment until I see the full specs and had a chance to see and participate in a demo, though I see great things in the next few years.

  • DarthDiggler

    This article’s premise is 100% correct, the Scorpio will be easier to program for. However . . .

    Scorpio creates more product diversity in MS’s Xbox One SKUs which
    means more difficult for developers to code over both systems. It could also lead to bugs that are very unique to each system.

    Which is why what Sony did with the PS4 Pro was so brilliant. They basically didn’t change the hardware just made it a bit faster and doubled things up. Nothing new in terms of hardware so developers could slip into the PS4 Pro like a glove.

    As a matter of fact I bet Scorpio ports are forked PS4 ports and the OG Xbox One will be developed for in a different way. If MS requires developers create games for Scorpio and Xbox One (meaning no exclusive Scorpio games) that may create issues for 3rd parties if the Scorpio isn’t a huge success on launch. In 2018 Sony will likely be spooling up PS5 and the Scorpio’s window of opportunity will be small. By the time MS comes to market with Xbox Two (I don’t know what it will be called but we know MS can’t count, so likely won’t be Two LOL). Sony could be prepping PS5 Pro which will put MS in the position of playing catch up TWICE now, technically 3 times if you include the fact that PS4 launched a bit before Xbox One.

    Should be very interesting to say the least.

    • Billy

      If Scorpio uses eSRam then there is not going to be a real difference how a game would react on the system, however if you believe the leaks then the only reason the gddr3 ram would be there is so the there is a hardware compatibility with current Xbox One games. I have no idea what the exact specs are but if they wanted hardware compatibility so that they did not have to worry about it being a major software issue the more than likely the eSRam would be needed, not that it would be the only way to do it and if they did it with eSRam they would not need that much just enough so the software of the game thinks it has what it needs. ESRam is only really meant to boost a system however the Xbox One needs eSRam to run the games so there is not real benefit to having it, and Xbox should of just used gddr5 ram, because eSRam cost to much to be used in the wrong way.

      I am sure PS will work on a response but I don’t think PS5 will release for 2 or 3 years, mostly because PS has never done backwards compatible games and for them to make a PS5 this early would be, not only hard but would almost kill the momentum they have built up with the PS4 and the Pro. Also I have a PS4 Pro love it a lot and I know for a fact it can run faster than the 4.2tf it is at, it can hit +6tf it they really wanted the only issue is they could not increases the 218gb/s enough to keep the info from bottlenecking badly if they opened the system up to much. However I know I can get a PC to run 4K at 6tf and 256gb/s so for Sony to take console that close to those specs or rather that close to achievable specs would be a mistake. The cpu and gpu of each console is customized we all know that but often they are pushed down to almost half of what they can do with out straining power and heat tolerance to bad. So just as Xbox opens and improves their systems over time I am sure they will do this with PS4 and the Pro over time. Do I think it is enough to compete with Scorpio, in terms of power, No but Yes in terms of sells.

      The real question you have to ask when looking at what each system can do VS how far each console dev will push the system is, How much power will Xbox leave in reserve so they can keep their system valid longer. I know for a fact that Ryzen and Vega the most likely chip set Scorpio will use even the mid to high mid range chips can reach 8.5 to 12.5tf and the ram, to get 320gb/s you only really 12gb of gddr5 ram and that runs just a bit faster than 320gb/s. Now if you believe the leak and they are doing 12gb of gddr5x ram and one of gddr3 ram (with no eSRam) then because gddr5x ram can run at two speeds one like gddr5 being 8n or 32bits per pin and the other at 16n or 64bits per pin, this set up would work nicely with Ryzen’s new tech and both being variable not locked would be great but it would be capable of much more than 6tf and 320gb/s and in theory able to run at almost twice the speed and power. So would Xbox do this, they have held power in reserve and they do think out of the box often when designing consoles, I know I would if it was me, I also know I would pay the price for such a system. Knowing console architecture as I do and knowing the way that console devs price their products, being at cost most the time or just below the rest of the time, I would Pay the Price for such a console, just as I did with the Pro on release.

  • angryguy77


    All in all, we’re keeping our fingers crossed for Project Scorpio. It’s 2017, and PCgamers already been gaming
    in 4K for years. It’s about time that the consoles bridged the
    resolution gap. What we’re concerned about, though, are the compromises
    needed to get there.”

    You have nobody to thank for this but yourselves and Sony. It was the gaming media and the “1080p will make you a better gamer” which put such an emphasis on resolution. I warned about this years ago. You people keep making a big deal about it, and the developers will give you what you say is so important.

    But hey, all the clicks and flame wars that were started over resolutiongate were well worth it due to the ad revenue they brought in.


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