To clarify, although a 1080ti is at 11.3 tflops stock, an AMD chip of the same performance would generally have more floating point performance. 12 t-flop PS5 would be a bit behind an 11.3 1080ti.
And it's the second time you're claiming that XBOX has a 326 bit bus, you're confusing bandwidth with bus width...
1Gb GDDR5 chip is 32-bit, so 12 x 32 = 384, not 326...16 x 32 = 512.
With that said how can they add more memory (GDDR6 in this case) without widening the bus? lol
There's Ryzen Mobile and Ryzen Mobile Pro, not sure what the latter means as there's no details about it.
This roadmap isn't making it any easier either, need more news everything is wait and see.
Well there are two options really... either (i) wait for an increase in GDDR6 chip densities (e.g. how PS4 ended up with 8GB GDDR5)... or (ii) use HBM which is designed for a much wider bus size, due to the stacks being "on-chip" (i.e. via interposer).
There's Ryzen Mobile and Ryzen Mobile Pro, not sure what the latter means as there's no details about it.
This roadmap isn't making it any easier either, need more news everything is wait and see.
Ryzen™ Mobile APUs (codenamed ”Raven Ridge") integrate a 4-core, 8-thread ”Zen"-based CPU and high-performance ”Vega" graphics to deliver an expected 50 percent increase in CPU performance and over 40 percent better graphics performance, at half the power of its previous generation. Launching in the second half of 2017, Ryzen Mobile APUs are designed for premium 2-in-1s, ultraportables, and gaming form factors.
Ryzen for the commercial market
While gamers may seek out AMD's new Ryzen and Vega cards, the commercial PC market represents an important niche for AMD, too. Some customers prefer the look, feel, and price of a commercial business desktop, as opposed to a gaming machine. For this segment, AMD plans to launch the Ryzen Pro.
Here, AMD plans to leverage the existing success of the Ryzen line, adding an additional brand for the commercial PC space. All five top PC makers have Ryzen desktops planned, executives said. AMD didn't say much about how fast the new Ryzen Pro chips would run, nor how much they would cost. Again, however, AMD believes they'll compare well to what Intel offers.
Yeah I figured that part out, the density isn't changing much from GDDR5x unfortunately.
One could question as to why even call it GDDR6 as even the bandwidth increase isn't much.
Yeah I figured that part out, the density isn't changing much from GDDR5x unfortunately.
One could question as to why even call it GDDR6 as even the bandwidth increase isn't much.
Then there's delta color compression that keeps improving which increases efficiency and requiring less resources.
PS4 pro only reason for existing was to push 4K. Once everyone has 4K Tvs in a couple of years is when we will start hearing about PS5.
There, said my piece.
It's not a question of need, it's wanting, I worked in sales, specifically mobile phones. People will take/pay for the highest subscription as long as they don't have to pay a single dollar or as low as possible in the store.
It's a thing having and wanting the newest and greatest, cost be damned (even if they end up screwing their finances and credit).
Console space is different in that regard, maybe a small demographic - Pro.
Samsung's low power HBM, although expensive in relative terms, may offer the superior solution; certainly in terms of RAM capacity as well as bandwidth.
If shit hits the fan they could always go clam-shell like the OG PS4 without widening the bus. That would still keep it at 384-bit, but 24Gb of total system memory.
We'll see...
I'm pretty sure they'd rather stick with a 256-bit bus and go clamshell with 16GB of GDDR6, unless their GPU design really needed that 768GB/s bandwidth... in which case HBM would be the preferred solution regardless of cost hit.
The Xbox One X wouldn't be some crazy next gen console if it wasn't working with XBO as a baseline. If it was still targeting 4k, the games would still look more or less the same as they will on the system. The only way it would be blowing away XBO games would be if it was targeting 1080p,and could make use of it's extra power to dramatically improve the basic image being rendered, instead of simply rendering it at a much higher resolution.
The upgrade from 1.3 -> 6 TF was sufficient to cover going from 900p (on average) to 4k, whether that's native or using reconstruction techniques. 4k is a hecking lot of pixels. Mark Cerny believes that 8TF is roughly the number you'd need to actually render PS4/XBO titles at native 4k consistently, and that's probably not far from the mark.
You can't stuff the genie back into the bottle - PS5 and Xbox Two are going to need to render at these high resolutions too, and therefore even though 12 TFLOPS is a nearly 10x increase over Xbox One, most of that power is going to be vacuumed up by the need to render at 4k or at least Faux-K. ~4.2 Tflops can render PS4 quality games at 1800p with checkerboarding. ~6Tflops is sufficient to render them at 2160p with checkerboarding or full 2160p if the game isn't too demanding (or is extremely well optimized for resolution like Forza). These two figures are the baseline for comparison that a PS5 is going to have to live with. Nobody is going to say 'woah this res is so much better than baseline ps4' in 2020. What they'll be comparing it to is the PS4 Pro and Xbox One X, which it will enjoy either little or no resolution advantage over depending on the game.
I want to see if these console upgrades are going to affect initial sales or not. I know I am not going to buy one because there will be a Pro model, but I also know I am not the norm.
The Xbox One X wouldn't be some crazy next gen console if it wasn't working with XBO as a baseline. If it was still targeting 4k, the games would still look more or less the same as they will on the system. The only way it would be blowing away XBO games would be if it was targeting 1080p, and could make use of it's extra power to dramatically improve the basic image being rendered, instead of simply rendering it at a much higher resolution.
The upgrade from 1.3 -> 6 TF was sufficient to cover going from 900p (on average) to 4k, whether that's native or using reconstruction techniques. 4k is a hecking lot of pixels. Mark Cerny believes that 8TF is roughly the number you'd need to actually render PS4/XBO titles at native 4k consistently, and that's probably not far from the mark.
You can't stuff the genie back into the bottle - PS5 and Xbox Two are going to need to render at these high resolutions too, and therefore even though 12 TFLOPS is a nearly 10x increase over Xbox One, most of that power is going to be vacuumed up by the need to render at 4k or at least Faux-K. ~4.2 Tflops can render PS4 quality games at 1800p with checkerboarding. ~6Tflops is sufficient to render them at 2160p with checkerboarding or full 2160p if the game isn't too demanding (or is extremely well optimized for resolution like Forza). These two figures are the baseline for comparison that a PS5 is going to have to live with. Nobody is going to say 'woah this res is so much better than baseline ps4' in 2020. What they'll be comparing it to is the PS4 Pro and Xbox One X, which it will enjoy either little or no resolution advantage over depending on the game.
The issue your missing is that outside VR, anything over 4 TF is a hard sell anyway on console as even on a 50 inch 4K tv you cant see anything over 1800c at normal seating distance. At 8 Ft I can just about make out 1440p os better than 1080, after that, nope. LOD and Pop in become more important IMO.
I believe for living room consoles we are already at a saturation point of I cant see benefits anymore, so 8TF is fine and 12 TF will be put your face on the TV and pause the game. The only reason for high > 8 TF will be VR IMO.
However, the CPU at 300 % and 60 FPS on games like RDR2 for any big AAA game will sell consoles, and Ps4 / xbox will play those games at 30 FPS.
Also more enemies, smarter AI, more alive worlds.
The issue your missing is that outside VR, anything over 4 TF is a hard sell anyway on console as even on a 50 inch 4K tv you cant see anything over 1800c at normal seating distance. At 8 Ft I can just about make out 1440p os better than 1080, after that, nope. LOD and Pop in become more important IMO.
I tend to think 2160c is a pretty good sweet spot to aim for to avoid the softness and visible aliasing that creep in at 1800 or 1440. It's clearly possible to target this resolution on the Pro with a lot of work, (see HZD!) and it's almost certainly easier on the X.
... but a GPU's computational throughput is useful for more than just increased resolution.
The LOD / pop-in you cite occurs because a game can't render sufficiently detailed content past a limited distance. More horsepower makes a difference here. Ditto for sophisticated lighting, material rendering, reflections, and shadows. Cloth and other physics simulations like fluid dynamics. The list is pretty endless.
I know I'm looking forward to the day when a developer can afford to address self-clipping problems because they have so much computational capability at their fingertips.
I see. I guess 10-12TF is the most likely scenario assuming it hits 2019. Thanks for the insight.
the people thinking PS5 will have more than 16gb = crazy talk, to me.
C'mon, how many PC games "recommended requirements" exceed 16gb of ram?
Fast edit: that's not counting ram needed for run the OS.
the people thinking PS5 will have more than 16gb = crazy talk, to me.
C'mon, how many PC games "recommended requirements" exceed 16gb of ram?
Fast edit: that's not counting ram needed for run the OS.
16 GBs of RAM would be extremely disappointing! Everything else there sounds good.
People said the samething about 8GBs of RAM before the PS4 was revealed.
Why would 16GB be disappointing?
Thats double what they launched with in 2013.
In 2010-2011, if you said PS4 would have 8GB RAM when it comes out in a few years, people would think you're crazy. 4GB was considered the absolute max as a possibility and 2-3 GB was expected by most.
February 2013, BOOM -- PS4 is announced with 8 GB of GDDR5.
If PS5 comes out November 2020 in North America and Europe, early 2021 everywhere else and has to last at least 6 years, it'll have no less than 32 GB RAM.
32 hopefully with 4GB slower ram for OS. Although the higher you go the less of an issue it is to take a slice out for the OS - 28GB usable from 32 is a lot better than 5GB usable from 8. But as long as they have to use expensive fast ram I'd like them to not waste it on an OS that doesn't need it
So the pro and Xbox x are trash?Thank God, I hate this half step trash.
This is actually why I think 60fps will be a bigger selling point next gen, at least from the hardware manufacturers' first party titles. I don't see reconstruction techniques going away (in fact I think temporal injection is a better use of resources for getting a 4k image) and improved frame rates would be something that they could use to market an instant, obvious improvement and something that would differentiate it clearly from the PS4 Pro and Xbox One X's goals.12 TF and a 2-3x faster CPU means that if a game was making good use of the Xbox One X's hardware capabilities in both CPU and GPU terms, targeting 30fps, it can now run at 60fps on PS5 (assuming bandwidth holds up and such), with a bit of CPU headroom for modest improvements of other sorts. Then you have some better textures with more VRAM which is nice, but not earthshattering since they're already good on average this gen.
While that's still obviously capable of producing great looking games at high resolutions, that's not what most people imagine as "the next generation", presumably. True, they could make a game look a fair bit better at 30fps using that power instead (and most games probably still will target 30hz, or perhaps irregular ones like 40hz using VRR capabilities), but I feel like you may be overestimating where 12TF gets us. If as you say diminishing returns have set in to a considerable degree, then making a much smaller generational jump than you usually would just makes it even more disappointing than it would otherwise have been.
The issue your missing is that outside VR, anything over 4 TF is a hard sell anyway on console as even on a 50 inch 4K tv you cant see anything over 1800c at normal seating distance. At 8 Ft I can just about make out 1440p os better than 1080, after that, nope. LOD and Pop in become more important IMO.
I believe for living room consoles we are already at a saturation point of I cant see benefits anymore, so 8TF is fine and 12 TF will be put your face on the TV and pause the game. The only reason for high > 8 TF will be VR IMO.
However, the CPU at 300 % and 60 FPS on games like RDR2 for any big AAA game will sell consoles, and Ps4 / xbox will play those games at 30 FPS.
Also more enemies, smarter AI, more alive worlds.
Current high end videocards on PC have already broken the 10TF barrier. They will probably have broken then 20TF barrier by the time 2019 comes and goes. 8TF would be an enormous disappointment for a new system.
This is actually why I think 60fps will be a bigger selling point next gen, at least from the hardware manufacturers' first party titles. I don't see reconstruction techniques going away (in fact I think temporal injection is a better use of resources for getting a 4k image) and improved frame rates would be something that they could use to market an instant, obvious improvement and something that would differentiate it clearly from the PS4 Pro and Xbox One X's goals.
PS4G 18CU 1.84TF 28nm
7970 32CU 4.1TF 28nm
8970 32CU 4.3TF 28nm*
290X 44CU 5.6TF 28nm
FurX 64CU 8.6TF 28nm
R480 36CU 5.8TF 14nm
R580 36CU 6.1TF 14nm
Vega10 64CU 12.5TF 14nm*
Posted it in another thread, we jumped 8.7TF in 3 1/2 years, not that it means shit but it gives and idea and yes bla bla technology is slowing down and yes bla bla you can't compare high-end desktop GPU's with consoles.
Shouldn't be hard for GPU's in 2020 to be above 20TF, 4-6TF less in a console seems fair.
But I get enough resolution with 4 TF, 8 TF would be sufficient as a min to add LOD etc, 12 more than enough.
I think they need to address bandwidth and load times somehow as a bigger priority as well as the no1 frame rate.. And not carts lol
Which is why I think that would be the appeal to the hardcore who will analyze every bit of media from the machines and compare them to the mid gen consoles. With a name like PS5, it becomes a much easier sell for the general population because a new numbered PlayStation is easy to comprehend.selling 60fps to gamers outside of a certain sphere is pretty much the equivalent of attempting to sell 4K
Are you telling me that an AMD gpu (8/10tf) or 1080 equivalent will drop price low enough to be inside a PS5 in 2.5 or 3 years with 24 or 32gb of ram and will be 399?
I would love that, but right now can't see it happening. But, wellp, i don't know nothing about tech and market.
Edit: We all know the 4 to 8 situation ram of the PS4, and always see it as and example to prove a point, i bealive that the kinda "backlash" of the Neo was real. First was like OMG 4.2 tf it's a beast then the presentation and the disappoitment, the same for the scorpio it got Zen and who knows what else, and then reality hits. I mean these are very find machines, but i remember the reading a lot of high hopes in those treads.
You shouldn't be looking at it in absolutes but in percentages. Consoles will get less than half of what the 250-300 watt flagship GPU will do. It's simply a power thing: half the power half the performance. I think consoles aim for 100-120 watt GPUs, right? And I don't think we're getting a 30 TF GPU by 2020.
Which is why I think that would be the appeal to the hardcore who will analyze every bit of media from the machines and compare them to the mid gen consoles. With a name like PS5, it becomes a much easier sell for the general population because a new numbered PlayStation is easy to comprehend.
I also think that framerates will improve just because devs won't be able to spend the massive amount of time creating assets that would be a clear generational leap over what we have now. It would inflate development time and costs a ton.
I don't think 60fps will be a push because it's what the core wants, rather it'll more be because it's more convienient. VRR support will also mean devs won't be as beholden to hitting a constant 60.
That requires most regular consumers to have VRR TVs within 4-5 years.VRR support will also mean devs won't be as beholden to hitting a constant 60.
That requires most regular consumers to have VRR TVs within 4-5 years.
32 hopefully with 4GB slower ram for OS. Although the higher you go the less of an issue it is to take a slice out for the OS - 28GB usable from 32 is a lot better than 5GB usable from 8. But as long as they have to use expensive fast ram I'd like them to not waste it on an OS that doesn't need it
I'm thinking Sony / MS won't be knocking on this door until 20+Tflop GPU's are cheap and feasible in the form factor. These mid-gen bumps were made to keep the wait until then to be a bit more bearable IMO.
Yea, I tend to agree with this. I hope 18 to 24 TFlops the ballpark GPU performance for next-gen consoles.
Exactly.
Yea, I tend to agree with this. I hope 18 to 24 TFlops the ballpark GPU performance for next-gen consoles.
Devs will still strive for consistent 30 or 60 if VRR is not pervasive.Why? Most consumers will have to live with what weve always had: games that can frequently hit 30 (or 60) but that occasionally drop frames or dip into 30/20/15fps territory when things get hectic.