KN1GHTMARE
Former Moderator
Some surprising or maybe even alarming news (for some) about the inner workings of the XBOX ONE were posted earlier today.
While 10% may not sound like much, it is a large number especially considering what it is being used for. It is good to hear however that since the 10% is dedicated it will not ause friction or bumps while gaming. Still I would like to see how much GPU is sacrificed on the PS4. Check out the original article which goes into much greater depth and detail on many aspects of the Xbox One
Source: Digital Foundry @Eurogamer
The Xbox One's ability to run up to four apps in the background (or on the side via Snap mode) during gameplay and to switch from a game to those apps almost instantaneously obviously comes at some cost to the system's maximum theoretical gaming performance. Now, thanks to an interview with Xbox technical fellow Andrew Goossen over at Digital Foundry we have some idea of the scale of that performance cost.
"Xbox One has a conservative 10 percent time-sliced reservation on the GPU for system processing," Goossen told the site. "This is used both for the GPGPU processing for Kinect and for the rendering of concurrent system content such as snap mode."
It's important to note that additional processing time for the next-generation Kinect sensor is included in that 10 percent number. Still, setting aside nearly a tenth of the GPU's processing time to support background execution of non-gaming apps is a bit surprising.
While 10% may not sound like much, it is a large number especially considering what it is being used for. It is good to hear however that since the 10% is dedicated it will not ause friction or bumps while gaming. Still I would like to see how much GPU is sacrificed on the PS4. Check out the original article which goes into much greater depth and detail on many aspects of the Xbox One
Source: Digital Foundry @Eurogamer