<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>
	Comments on: Why PS4 And Xbox One May Not Face Memory Limitation Issues In The Long Run	</title>
	<atom:link href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Thu, 25 Sep 2014 16:07:00 +0000</lastBuildDate>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
	<item>
		<title>
		By: Iagainsti120		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-242020</link>

		<dc:creator><![CDATA[Iagainsti120]]></dc:creator>
		<pubDate>Thu, 25 Sep 2014 16:07:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-242020</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241974&quot;&gt;iMan Vious&lt;/a&gt;.

Both are in hardware.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241974">iMan Vious</a>.</p>
<p>Both are in hardware.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: GHz		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241982</link>

		<dc:creator><![CDATA[GHz]]></dc:creator>
		<pubDate>Wed, 24 Sep 2014 13:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241982</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241966&quot;&gt;Iagainsti120&lt;/a&gt;.

Before you even try to get to the technical stuff, understand what you are reading or hearing from MS, AMD, &#038; Nvidia 1st. For the simple fact that you watched the entire build and still come up with the conclusion that MS did not implement nothing new says it all. 

Lets do some critical thinking. If PRT and TR are the same, then that makes it AMD tech right? So MS should have no claim to it, let alone relabel it TR, and try to repackage it as something new. Think about that for a min. Not only did MS say TR is new on their official website, but they also say it&#039;s exclusive to windows 8 and XB1. Now wouldn&#039;t that be a blatant lie if TR is exactly the same as PRT? Them saying its exclusive is a big clue that it has its differences. There is the more advance texture detail, one of TR biggest selling points. Unlike PRT, TR is not limited to textures. It can be used for advance shadow mapping which PRT cannot do. That&#039;s just a couple examples mentioned in the build. Maybe you were watching something else because it&#039;s all there. Maybe you just don&#039;t understand what they were saying. TR is all about higher fidelity with less memory. Rich with features not available to PRT. IF PRT was exactly the same as TR, MS couldn&#039;t say it is exclusive to windows and XB1. Not when both the XB1 and Ps4 both house AMD GCN cards.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241966">Iagainsti120</a>.</p>
<p>Before you even try to get to the technical stuff, understand what you are reading or hearing from MS, AMD, &amp; Nvidia 1st. For the simple fact that you watched the entire build and still come up with the conclusion that MS did not implement nothing new says it all. </p>
<p>Lets do some critical thinking. If PRT and TR are the same, then that makes it AMD tech right? So MS should have no claim to it, let alone relabel it TR, and try to repackage it as something new. Think about that for a min. Not only did MS say TR is new on their official website, but they also say it&#8217;s exclusive to windows 8 and XB1. Now wouldn&#8217;t that be a blatant lie if TR is exactly the same as PRT? Them saying its exclusive is a big clue that it has its differences. There is the more advance texture detail, one of TR biggest selling points. Unlike PRT, TR is not limited to textures. It can be used for advance shadow mapping which PRT cannot do. That&#8217;s just a couple examples mentioned in the build. Maybe you were watching something else because it&#8217;s all there. Maybe you just don&#8217;t understand what they were saying. TR is all about higher fidelity with less memory. Rich with features not available to PRT. IF PRT was exactly the same as TR, MS couldn&#8217;t say it is exclusive to windows and XB1. Not when both the XB1 and Ps4 both house AMD GCN cards.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: iMan Vious		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241974</link>

		<dc:creator><![CDATA[iMan Vious]]></dc:creator>
		<pubDate>Wed, 24 Sep 2014 09:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241974</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241941&quot;&gt;Iagainsti120&lt;/a&gt;.

one has tiled resources and the other has PRT which are essentially the same thing but only one has the architecture that will benefit greatly from it.
one has a decent sized cache along with 4 extra lanes that does LZ compression and decompression on their own..
anyway, I wonder what NVidia calls it 
also, isn&#039;t PRT software based? while tiled resources is hardware based? correct me if i&#039;m wrong.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241941">Iagainsti120</a>.</p>
<p>one has tiled resources and the other has PRT which are essentially the same thing but only one has the architecture that will benefit greatly from it.<br />
one has a decent sized cache along with 4 extra lanes that does LZ compression and decompression on their own..<br />
anyway, I wonder what NVidia calls it<br />
also, isn&#8217;t PRT software based? while tiled resources is hardware based? correct me if i&#8217;m wrong.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Iagainsti120		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241966</link>

		<dc:creator><![CDATA[Iagainsti120]]></dc:creator>
		<pubDate>Wed, 24 Sep 2014 06:30:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241966</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241949&quot;&gt;GHz&lt;/a&gt;.

Please explain to me then what is so different between the two. You do not even try to get into this with that wall of text you posted.  I have read almost every peice of information about Tiled Resources that Microsoft has released.   That video you posted, i saw that entire conference live stream.  There is no &quot;new&quot; information in it.  &quot;MS tech exclusive to Windows 8.1, 9 etc and XB1 which introduces new feature via hardware.&quot; ---Wut???

Sorry man but no. The Xbox One uses AMD GCN 1.1 which has you guested it native support for PRT.  The only part that is Microsoft exclusive is the API for DirectX.  Which on &quot;Windows&quot; is exclusive to Windows 8.1.  There is literally almost no information at all out there about &quot;Tiled Resources&quot;, but a wealth of information about PRT and Sparse Texturing.  Sparse Texturing i believe was originally added to OpenGL 4.2.  And that was 03/27/2012.  Oh since you like videos here is one for you. https://www.youtube.com/watch?v=MejJL87yNgI]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241949">GHz</a>.</p>
<p>Please explain to me then what is so different between the two. You do not even try to get into this with that wall of text you posted.  I have read almost every peice of information about Tiled Resources that Microsoft has released.   That video you posted, i saw that entire conference live stream.  There is no &#8220;new&#8221; information in it.  &#8220;MS tech exclusive to Windows 8.1, 9 etc and XB1 which introduces new feature via hardware.&#8221; &#8212;Wut???</p>
<p>Sorry man but no. The Xbox One uses AMD GCN 1.1 which has you guested it native support for PRT.  The only part that is Microsoft exclusive is the API for DirectX.  Which on &#8220;Windows&#8221; is exclusive to Windows 8.1.  There is literally almost no information at all out there about &#8220;Tiled Resources&#8221;, but a wealth of information about PRT and Sparse Texturing.  Sparse Texturing i believe was originally added to OpenGL 4.2.  And that was 03/27/2012.  Oh since you like videos here is one for you. <a href="https://www.youtube.com/watch?v=MejJL87yNgI" rel="nofollow ugc">https://www.youtube.com/watch?v=MejJL87yNgI</a></p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: GHz		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241949</link>

		<dc:creator><![CDATA[GHz]]></dc:creator>
		<pubDate>Tue, 23 Sep 2014 17:47:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241949</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241940&quot;&gt;Iagainsti120&lt;/a&gt;.

Look just because you have 8 upvotes and a couple of links you don&#039;t understand don&#039;t make you right. Sorry. 

The 1st link is from some dude name Wolfgang Engel. Just because he has graphic designer as a heading before explaining things don&#039;t make him the authority on MS tech. If you want to know the truth about TR, go directly to MS. Which brings me to your second link. 

The 1st line states &quot;Windows 8.1 includes a new Direct3D feature called tiled resources&quot;.  The 1st  Keywords is &quot;windows 8.1&quot;. Meaning not Linux, which extends to OpenGL. The 2nd keyword there is  &quot;new&quot; . Why is it &quot;new&quot; when AMD GCN graphic cards had already started supported PRT via hardware, that is if you believe the false claim that that both TR and PRT are the same. Why call TR &#039;new&quot; then? They are the same right? That is just straight logic reasoning. The 2nd link from MS is already at odds with the 1st link. 

AT 2013 build conference, MS made it known, that its very own ver. of streaming texture, Tile Resources will be exclusive to the Xbox One and Windows 8.1. Key word &quot;exclusive&quot; . Why tell their partners, AMD, Nvidia, exclusive, if both PRT and TR are the same? 

PRT is supported by both XB1 and PS4 because of the AMD cards in them. TR is a step up from PRT, and it is a MS tech exclusive to Windows 8.1, 9 etc and XB1 which introduces new feature via hardware.



In the video MS make another distinction between TR and PRT. They describe TR as a tech they are working on with both AMD and Nvidia. Why make such a claim when PRT is a AMD tech and had already made its debut via their GCN cards that is in both PS4 and XB1? 

Wolfgang Engel could be anybody. You want the truth about MS tech, go to MS.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241940">Iagainsti120</a>.</p>
<p>Look just because you have 8 upvotes and a couple of links you don&#8217;t understand don&#8217;t make you right. Sorry. </p>
<p>The 1st link is from some dude name Wolfgang Engel. Just because he has graphic designer as a heading before explaining things don&#8217;t make him the authority on MS tech. If you want to know the truth about TR, go directly to MS. Which brings me to your second link. </p>
<p>The 1st line states &#8220;Windows 8.1 includes a new Direct3D feature called tiled resources&#8221;.  The 1st  Keywords is &#8220;windows 8.1&#8221;. Meaning not Linux, which extends to OpenGL. The 2nd keyword there is  &#8220;new&#8221; . Why is it &#8220;new&#8221; when AMD GCN graphic cards had already started supported PRT via hardware, that is if you believe the false claim that that both TR and PRT are the same. Why call TR &#8216;new&#8221; then? They are the same right? That is just straight logic reasoning. The 2nd link from MS is already at odds with the 1st link. </p>
<p>AT 2013 build conference, MS made it known, that its very own ver. of streaming texture, Tile Resources will be exclusive to the Xbox One and Windows 8.1. Key word &#8220;exclusive&#8221; . Why tell their partners, AMD, Nvidia, exclusive, if both PRT and TR are the same? </p>
<p>PRT is supported by both XB1 and PS4 because of the AMD cards in them. TR is a step up from PRT, and it is a MS tech exclusive to Windows 8.1, 9 etc and XB1 which introduces new feature via hardware.</p>
<p>In the video MS make another distinction between TR and PRT. They describe TR as a tech they are working on with both AMD and Nvidia. Why make such a claim when PRT is a AMD tech and had already made its debut via their GCN cards that is in both PS4 and XB1? </p>
<p>Wolfgang Engel could be anybody. You want the truth about MS tech, go to MS.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Iagainsti120		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241943</link>

		<dc:creator><![CDATA[Iagainsti120]]></dc:creator>
		<pubDate>Tue, 23 Sep 2014 15:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241943</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241897&quot;&gt;Ricoh123&lt;/a&gt;.

Do you have the technical white papers to prove this?]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241897">Ricoh123</a>.</p>
<p>Do you have the technical white papers to prove this?</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Iagainsti120		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241942</link>

		<dc:creator><![CDATA[Iagainsti120]]></dc:creator>
		<pubDate>Tue, 23 Sep 2014 15:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241942</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241894&quot;&gt;Michael Norris&lt;/a&gt;.

Evidence please.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241894">Michael Norris</a>.</p>
<p>Evidence please.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Iagainsti120		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241941</link>

		<dc:creator><![CDATA[Iagainsti120]]></dc:creator>
		<pubDate>Tue, 23 Sep 2014 15:42:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241941</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241835&quot;&gt;iMan Vious&lt;/a&gt;.

AMD, OpenGL, and Sony, call it PRT.  Microsoft calls it Tiled Resources.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241835">iMan Vious</a>.</p>
<p>AMD, OpenGL, and Sony, call it PRT.  Microsoft calls it Tiled Resources.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Iagainsti120		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241940</link>

		<dc:creator><![CDATA[Iagainsti120]]></dc:creator>
		<pubDate>Tue, 23 Sep 2014 15:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241940</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241845&quot;&gt;GHz&lt;/a&gt;.

http://diaryofagraphicsprogrammer.blogspot.com/2013/07/tiled-resources-partially-resident.html 

http://msdn.microsoft.com/en-us/library/windows/apps/bg182880.aspx#four

They are the same with different names.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241845">GHz</a>.</p>
<p><a href="http://diaryofagraphicsprogrammer.blogspot.com/2013/07/tiled-resources-partially-resident.html" rel="nofollow ugc">http://diaryofagraphicsprogrammer.blogspot.com/2013/07/tiled-resources-partially-resident.html</a> </p>
<p><a href="http://msdn.microsoft.com/en-us/library/windows/apps/bg182880.aspx#four" rel="nofollow ugc">http://msdn.microsoft.com/en-us/library/windows/apps/bg182880.aspx#four</a></p>
<p>They are the same with different names.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: bardock5151		</title>
		<link>https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241928</link>

		<dc:creator><![CDATA[bardock5151]]></dc:creator>
		<pubDate>Tue, 23 Sep 2014 08:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209589#comment-241928</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241911&quot;&gt;Jecht_Sin&lt;/a&gt;.

The guys building software around this tech are quite adamant that latency is a big thing, after that any help with compression/decompression is going to be nothing but highly useful.

Careful throwing around numbers like that because its embarrassing that you think in relativity 1.8 is a huge gain(its not, its still quite measly especially compared to PC).

Look at certain GPU&#039;s on the market for PC primarily from the same family and see how some GPU&#039;s have better benchmarks despite lower counts in almost every area, or even how certain GPU&#039;s perform better for a certain game despite being less powerful than another. Both examples are dependant on hardware acceleration and/or drivers, NVIDIA beefed up their existing GPU&#039;s with new drivers(more than other updates had done previously). Don&#039;t call the generation over until new hardware is released, especially considering the fact that we&#039;re only 10 months in. Oh and check out this cool new tech.

http://www.anandtech.com/Show/Index/8526?cPage=15&#038;page=4
Microsoft and NVIDIA doing some really heavy stuff.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/why-ps4-and-xbox-one-may-not-face-memory-limitation-issues-in-the-long-run#comment-241911">Jecht_Sin</a>.</p>
<p>The guys building software around this tech are quite adamant that latency is a big thing, after that any help with compression/decompression is going to be nothing but highly useful.</p>
<p>Careful throwing around numbers like that because its embarrassing that you think in relativity 1.8 is a huge gain(its not, its still quite measly especially compared to PC).</p>
<p>Look at certain GPU&#8217;s on the market for PC primarily from the same family and see how some GPU&#8217;s have better benchmarks despite lower counts in almost every area, or even how certain GPU&#8217;s perform better for a certain game despite being less powerful than another. Both examples are dependant on hardware acceleration and/or drivers, NVIDIA beefed up their existing GPU&#8217;s with new drivers(more than other updates had done previously). Don&#8217;t call the generation over until new hardware is released, especially considering the fact that we&#8217;re only 10 months in. Oh and check out this cool new tech.</p>
<p><a href="http://www.anandtech.com/Show/Index/8526?cPage=15&#038;page=4" rel="nofollow ugc">http://www.anandtech.com/Show/Index/8526?cPage=15&#038;page=4</a><br />
Microsoft and NVIDIA doing some really heavy stuff.</p>
]]></content:encoded>
		
			</item>
	</channel>
</rss>
