Image Quality - Xbox 360 vs. Xbox One

Before I get to the PS4 comparison, I wanted to start with some videos showcasing the improvement you can expect from launch day titles that are available on both the Xbox 360 and Xbox One. I turned to Call of Duty: Ghosts for this comparison as it’s broadly available on all platforms I’m comparing today.

Note that cross platform launch titles, particularly those available on previous generation consoles, end up being the worst examples of what’s possible on a next-generation platform. For the most part they’re optimized for the platform with the larger installed base (i.e. prior-gen hardware), and the visual uplift on new hardware isn’t as much as it could be. I’d say my subjective experience in playing a lot of the launch titles on Xbox One and PS4 mirrors this sentiment. Basic things like not having accurate/realistic cloth physics in games like CoD: Ghosts just screams port and not something that was designed specifically for these next gen systems. Just as we’ve seen in prior generations, it’s likely going to be a good 12 - 24 months before we see great examples of games on this new generation of hardware.

Now that I’ve adequately explained why this is a bad comparison, let’s get to the comparison. I’ve captured HDMI output on both consoles. They were both set to full range (0-255), however I had issues with the Xbox One respecting this setting for some reason. That combined with differences across Ghosts on both platforms left me with black levels that don’t seem equalized between the platforms. If you can ignore that, we can get to the comparison at hand.

All of these videos are encoded at 4K, with two 1080p captures placed side by side. Be sure to select the highest quality playback option YouTube offers.

The first scene is the intro to Ghosts. Here you can see clear differences in lighting, details in the characters, as well as some basic resolution/AA differences as well (Xbox 360 image sampleXbox One image sample).

The second scene is best described as Call of Duty meets Gravity. Here the scene is going by pretty quickly so you’re going to have to pause the video to get a good feel for any differences in the platforms. What’s most apparent here though is the fact that many present day users can likely get by sticking with older hardware due to the lack of titles that are truly optimized for the Xbox One/PS4.

Now getting to scenes more representative of actual gameplay, we have Riley riding around wanting badly to drive the military vehicle. Here the differences are huge. The Xbox One features more realistic lighting, you can see texture in Riley’s fur, shadows are more detailed and there seems to be a resolution/AA advantage as well. What’s funny is that although the Xbox One appears to have a resolution advantage, the 360 appears to have less aliasing as everything is just so blurry.

Speaking of aliasing, we have our final IQ test which is really the perfect test case for high resolution/AA. Once again we see a completely different scene comparing the Xbox One to Xbox 360. Completely different lighting, much more detail in the environments as well as objects on the ground. The 360 version of Ghosts is just significantly more blurry than what you get on the One, which unfortunately makes aliasing stand out even more on the One.

Even though it’ll be a little while before we get truly optimzed next-gen titles, there’s an appreciable improvement on those games we have today for anyone upgrading from an older console. The difference may be more subtle than in previous generations, but it’s there.

Performance - An Update Image Quality - Xbox One vs. PlayStation 4
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  • psychobriggsy - Wednesday, November 20, 2013 - link

    Shame that it can only use that ESRAM bandwidth on a total of 1/256th of the system's memory... so you need to account for that in your sums. I.e., it's useless for most things except small data areas that are accessed a lot (framebuffer, z-buffer, etc).
  • smartypnt4 - Wednesday, November 20, 2013 - link

    Except you just said it... You store what's used the most, and you get to realize a huge benefit from it. It's the same theory as a cache, but it gives programmers finer control over what gets stored there. Giving the developers the ability to choose what they want to put in the super low-latency, high bandwidth eSRAM is really a good idea too.

    Computer architecture is mainly about making the common case fast, or in other words, making the things that are done the most the fastest operations in the system. In this case, accessing the z-buffer, etc. is done constantly, making it a good candidate for optimization via placing it in a lower latency, higher bandwidth storage space.
  • cupholder - Thursday, November 21, 2013 - link

    LOL. No. The majority of things that actually affect quality and frame rate are going to be larger in size than the ESRAM. 192 ENTIRE 8GB vs. 204 for a dinky amount of that... It's painfully obvious what the bottlenecks will be. Oh... Forgot the whole PS4 running a 7850 compared to the XB1's 7770.. Oh, and the 8GB ram vs. 5 true GB of ram(3 OSs take up 3GB).

    With that said, get the console that your friends will play, or has the games you want... Anyone pretending the XB1 is better in raw power is deluding themselves(it's hardly even close).
  • smartypnt4 - Friday, November 22, 2013 - link

    I'm simply describing how the eSRAM should work, given that this should be a traditional PC architecture. Nowhere did I comment on which is the more powerful console. I really don't feel I'm qualified in saying which is faster, but the GPU seems to indicate it's the PS4, as you rightly said.

    Now, it is true that the PS4 has larger bandwidth to main memory. My point was that if the eSRAM has a good hit rate, let's say 80%, you'll see an effective speed of 0.8*204 = 163GB/s. This is a horrible measure, as it's just theoretically what you'll see, not accounting for overhead.

    The other difference is that GDDR5's timings make it higher latency than traditional DDR3, and it will be an order of magnitude higher in latency than the eSRAM in the XB1. Now, that's not to say that it will make a big difference in games because memory access latency can be hidden by computing something else while you wait, but still. My point being that the XB1 likely won't be memory bandwidth bound. That was literally my only point. ROP/memory capacity/shader bound is a whole other topic that I'm not going to touch with a 10-foot pole without more results from actual games.

    But yes, buy the console your friends play, or buy the one with the exclusives you want.
  • rarson - Saturday, November 23, 2013 - link

    It's not even close to a traditional PC architecture. I mean, it totally is, if you completely ignore the eSRAM and custom silicon on the die.

    Test after test after test after test has shown that latency makes practically zero impact on performance, and that the increased speed and bandwidth of GDDR5 is much more important, at least when it comes to graphics (just compare any graphics card that has a DDR3 and GDDR5 variant). Latency isn't that much greater for GDDR5, anway.

    The eSRAM is only accessible via the GPU, so anything in it that the CPU needs has to be copied to DDR anyway. Further, in order to even use the eSRAM, you still have to put the data in there, which means it's coming from that slow-ass DDR3. The only way you'll get eSRAM bandwidth 80% of the time is if 80% of your RAM access is a static 32 MB of data. Obviously that's not going to be the majority of your graphics data, so you're not going to get anywhere near 80%.

    The most important part here is that in order for anyone to actually use the eSRAM effectively, they're going to have to do the work. Sony's machine is probably going to be more developer-friendly because of this. I can see how the eSRAM could help, but I don't see how it could possibly alleviate the DDR3 bottleneck. All of this is probably a moot point anyway, since the eSRAM seems to be tailored more towards all the multimedia processing stuff (the custom bits on the SoC) and has to be carefully optimized for developers to even use it anyway (nobody is going to bother to do this on cross-platform games).
  • 4thetimebeen - Saturday, November 23, 2013 - link

    I'm sorry to burst your bubble and I'm sorry to butt in but you are wrong about the eSRAM only available to the GPU cause if you look and read the digital foundry interview of the Microsoft Xbox One architectures and creators and the hot chips diagram IT SHOWS AND THEY SAID that the CPU has access to the eSRAM as well.
  • smartypnt4 - Monday, November 25, 2013 - link

    Yes, latency has very little impact on graphics workloads due to the ability to hide the latency by doing other work. Which is exactly what I said in my comment, so I'm confused as to why you're bringing it up...

    As far as the CPU getting access, I was under the impression that the XB1 and PS4 both have unified memory access, so the GPU and CPU share memory. If that's the case, then yes, the CPU does get access to the eSRAM.

    As far as the hit rate on that eSRAM, if the developer optimizes properly, then they should be able to get significant benefits from it. Cross platform games, as you rightly said, likely won't get optimized to use the eSRAM has effectively, so they won't realize much of a benefit.

    And yes, you do incur a set of misses in the eSRAM corresponding to first accesses. That's assuming the XB1's prefetcher doesn't request the data from memory before you need it.

    A nontrivial number of accesses from a GPU are indeed static. Things like the frame buffer and z-buffer are needed by every separate rendering thread, and hence may well be useful. 32MB is also a nontrivial amount when it comes to caching textures as well. Especially if the XB1 compresses the textures in memory and decodes them on the fly. If I recall correctly, that's actually how most textures are stored by GPUs anyway (compressed and then uncompressed on the fly as they're needed). I'm not saying that's definitely the case, because that's not how every GPU works, but still. 32MB is enough for the frame buffers at a minimum, so maybe that will help more than you think; maybe it will help far less than I think. It's incredibly difficult to tell how it will perform given that we know basically nothing about it.

    To actually say if eSRAM sucks, we need to know how often you can hit in the eSRAM. To know that, we need to know lots of things we have no clue about: prefetcher performance, how the game is optimized to make use of the eSRAM, etc.

    In general though, I do agree that the PS4 has more raw GPU horsepower and more raw memory bandwidth exposed to naive developers. My only point that I made was that the XB1 likely won't be that far off in memory bandwidth compared to the PS4 in games that properly optimize for the platform.

    There's a whole other thing about CPUs being very latency sensitive, etc., that I won't go into because I don't know nearly enough about it, but I think there's going to be a gap in CPU performance as well because things that are optimized to work on the XB1's CPU aren't going to perform the same on the PS4's, especially if they're using the CPU to decompress textures (which is something the 360 did).

    And with that, I reiterate: buy the console your friends buy or the one with the exclusives you want to play. Or if you're really into the Kinect or something.
  • Andromeduck - Wednesday, November 27, 2013 - link

    163 GB/s and hogging the main memory bandwidth - that data doesn't jut magically appear
  • smartypnt4 - Wednesday, November 20, 2013 - link

    Also, not saying the guy above you isn't an idiot for adding the two together. The effective rate Anand quotes takes into account approximately how often you go to the eSRAM vs. going all the way out to main memory. The dude above you doesn't get it.
  • bill5 - Wednesday, November 20, 2013 - link

    yes i do get it, dork.

    small caches of high speed memory are the norm in console design. ps2, gamecube, wii, x360, wii u, on and on.

    the gpu can read from both pools at once so technically they can be added. even if it's not exactly the same thing.

    peak bw, xone definitely has an advantage on ps4, especially on a per-flop basis due to feeding a weaker gpu to begin with.

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