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Moore's Law Is Dead Claims To Have Received Insider Information About the PlayStation 5 That is Amazing If It's True

Senua

Gold Member
I've yet to see any of these independent Youtube talking heads being anything other than a bunch of bullshit chancers after a Patreon income stream, regurgitating the same so called 'sources' & 'inside information' between themselves that gets lapped up by a gullible fanboy audience.

They don't say anything that anyone couldn't deduce for themselves by some educated guess work.
Why do people pay them is what I wana know? pay them to get share "info" he gets sent from "insiders"? Easy living my friend!
 

the_master

Member
Halo Infinite looks like shit, therefore all other next gen games must be fake and should look like shit.
I guess you have seen a few E3, and a few next gen presentations.
Halo is one case. Astrobot having 6seconds load time for a location change is another...
You can make your own conclusions when a company does not show real gameplay, or when a new console comes out. I have my own. I am not into console wars, so that is not what I care avout on the contrary.
 

John Wick

Member
Bro but the second hidden GPU they'll activate in 2022!
That was sheer stupidity to believe MrXmedia bullshit. What RTG is saying is quite possible. Increasing clockspeeds can be done. So can having extra CU units if the yields are fantastic. Swapping out for faster memory is possible too. Also it's quite possible that there are customisations on the PS5 APU that where not aware about? This could also be true of XSX.
So no this isn't anywhere close to the fanboy dreams Xbox fans were clinging on to. If you actually watched the RTG video e explains quite a bit of it indepth.
 

John Wick

Member
Yawn.
Come back when you have looked into GPU designs.
It's not part of the GPU. What happens if 4 CU's are defective? Clearly you know fuck all about GPU design. For the purpose of yeilds they disable upto 4 CU's. That way they don't waste units that might have 1,2,3 or even 4 defective units. So what are they gonna repurpose for 36CU yields?
 

John Wick

Member
You do realise why CUs are turned off, right? They are turned off for yields, in case a few are defective on the die. All CUs are the same, they have to be for this to work. It would be literally impossible for one of those turned off CUs became the Tempest Engine, as it is different on a hardware level, just because Sony took the design of the a CU as a starting point doesn't mean it's a literal CU on the GPU.
Cerny even mentions that the CU acts similar to the Cell SPU's.
 

Tschumi

Member
It is funny how xbox's own presentation seems to have, overnight almost, entirely flipped the narrative between these two consoles.
 

John Wick

Member
If that was true, what would Sony do if they had a chip where all four CU's were defective?
Where have you heard that it just was a defective CU? The CU's can be defective in different parts as well, rendering them useless for repurposing.

Tempest isn't a carbon copy of a CU. Cerny said it was based on one, yes, but that don't mean they havent customized it further. It's a re-engeneered part as they say. i.e. NOT the same as all the other CU's.
The CU behaves more like an SPU from PS3. He mentions this in his talk
 

Fafalada

Fafracer forever
And Variable Rate Shading has nothing to do with drawing polygons.
I wouldn't say that - being repurposed MSAA, VRS efficiency is directly tied to scene complexity (ie. number of polygons on screen).

Anyway of all the things listed there - a different approach to VRS is not unreasonable.
We have patents describing specific options there (and indeed that includes a superset of functionality of what VRS spec defines) - and that work builds on ties to PS4Pro BC. While it's entirely possible they'd still have both - at least this is a possible explanation why they wouldn't need that.
That said - the whole 'running circles around' is just unnecessary bluster. VRS by itself is just a path to incremental improvements - not some radically game changing thing. The superset I mention above would open further possibilities - but we're still just talking about smarter ways to degrade image quality for more performance.
 
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Greeno

Member
It is funny how xbox's own presentation seems to have, overnight almost, entirely flipped the narrative between these two consoles.
They were stupid to show Halo Infinite in such a state. They were also stupid to not show things running on their console. What is more stupid is that they didn't show their most impressive looking title (flight simulator). If they shown Flight Simulator running on XSX, nobody would doubt the power of the console. But now, I'm actually fearing hardware failure at launch.
 

Tschumi

Member
They were stupid to show Halo Infinite in such a state. They were also stupid to not show things running on their console. What is more stupid is that they didn't show their most impressive looking title (flight simulator). If they shown Flight Simulator running on XSX, nobody would doubt the power of the console. But now, I'm actually fearing hardware failure at launch.
I'm straight up fizzing about flight simulator, no doubt

Whats the narrative?
it was all about XSX being savvy, technically far and away superior, on the verge of releasing titles that would break the console war wide open...

... Now, I mean think about it, PS5 is the thing that looks technically far and away superior, PS5 has titles that are breaking open the console war~

Whether or not my take is accurate, you have to admit that from before the xBox reveal event to now, there has been a change in tone re: the comparison of these two consoles; their relationship.
 

longdi

Banned
If the CU is defective how are you gonna repurpose it genious?
Depends on how much GPU 'defects' an audio processor can take to function for audio.

Look none of us are silicon engineers, what we can do is second guess how Sony will fit another processor. Imo its the CU. Rather than extra silicon tacked on.
 
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GODbody

Member
Wait so PS5 went from between RDNA 1 and RDNA 2, all the way to RDNA 3? PS5 yields have been better than expected so they're not going use all the 36 CU chips they've probably already printed? AMD going back to the Primitive Shaders and Geometry in RDNA 3 after getting rid of them in favor of mesh shaders in RDNA 2? PS5's Implementation of the RDNA 1 Geometry engine so good it doesn't need VRS?

I hope y'all aren't be taking this seriously. He even throws a disclaimer at the end of the video. The clock speed boosts are plausible, but majority of these statements sound like a distant dream. This thread is pretty good entertainment though.

 

Dnice1

Member
I'm straight up fizzing about flight simulator, no doubt


it was all about XSX being savvy, technically far and away superior, on the verge of releasing titles that would break the console war wide open...

... Now, I mean think about it, PS5 is the thing that looks technically far and away superior, PS5 has titles that are breaking open the console war~

Whether or not my take is accurate, you have to admit that from before the xBox reveal event to now, there has been a change in tone re: the comparison of these two consoles; their relationship.

Oh you mean fanboy noise.

Nothing has changed about either systems hardware capabilities. Those are what they are. When PS4 was the most powerful system this was Sony's marketing for it...
ps4-ad-for-europe-launch.jpg


Sony could say they legally because they either had XBox 1 dev kits or confirmation from AMD.

Now MS is advertising they have the most powerful console, and they can do that legally because they most likely have PS5 dev kits (MS makes Minecraft for Playstation), or confirmation from AMD. All these Youtuber's talking about secret sauce is just noise. The hardware is what is, but as always its up to developers to get the most out of it.

As for as which titles are better. That's a subjective argument. One person can say Halo Infinite looks bad while another can say they like it because it reminds them of the art style in first Halo. Its an opinion. I don't think there's been a tone or "narrative" shift. I just think those who like to engage in console warring on the PS side are doing just that, and their voice is loud. The overwhelming majority of gamers on the internet are Playstation fans. Whether that's on internet forms, news outlets, or Youtube talking heads. They are the majority so they control the narrative. I've said before short of every game Microsoft showed looking like the UE5 demo there was going to be complaints, because bar is high for XBox.
 

Azurro

Banned
Depends on how much GPU 'defects' an audio processor can take to function for audio.

Look none of us are silicon engineers, what we can do is second guess how Sony will fit another processor. Imo its the CU. Rather than extra silicon tacked on.

That's not how it works, the Tempest Engine is LITERALLY a different design than the CUs. You are being dishonest on purpose to spread PS5 FUD...which is funny, you are trying to find something else to try to focus people on after MS's presentation and Halo looked so shit. :)
 

Tschumi

Member
Oh you mean fanboy noise.

I mean, yes, you're right. But that noise has been the bread and butter of this forum you're on for months. So, yes, however dumb it may be to you, it has been a narrative here, amongst the fanboys with whom you engage, and it's just been flipped. And that's what i was marvelling at.

If you wanna reframe what i said, go with god~ but I'm about to go to sleep so i won't be able to reply until the morning, soz <3
 

SaucyJack

Member
Depends on how much GPU 'defects' an audio processor can take to function for audio.

Look none of us are silicon engineers, what we can do is second guess how Sony will fit another processor. Imo its the CU. Rather than extra silicon tacked on.

When you’re in a hole, stop digging.
 

RaySoft

Member
Depends on how much GPU 'defects' an audio processor can take to function for audio.

Look none of us are silicon engineers, what we can do is second guess how Sony will fit another processor. Imo its the CU. Rather than extra silicon tacked on.
All APU's that don't meet their set yield spesifications can not be used in the PS5. So only chips with four or lower defective CU's and no other defects can be used in the console.

The chip defects will be random, so Sony isn't "hoping" at least one of the defective CU's will be able to function as a Tempest. (if that even was possible, wich it isn't)

The Tempest design had to be etched alongside the rest of the APU, they can't alter a defective CU after it's etched on the silicon, only disable it.
If you really could alter stuff after etching, they would just fix all the defects in the first place and you would have 100% yields every time.

So NO, the tempest isn't just an altered defective CU period.
 

yurinka

Member
2022 seems about right for GoW2. Especially as they'll have been targeting PS5 from the start with full access to ICE team tech.
They developed the previous GoW in 4 years. That game had a lot of huge changes for the series in many important areas that required a lot of work and verification/validation. Due to its huge success, GoW2 is very likely to be a 'more of the same' sequel with prettier visuals and typical sequel secondary improvements (new enemies/areas/attacks/weapons...), maybe even including cut content from the previous game. So since the new game won't require all these huge changes, I think they could make it in less time, maybe 3 years. Think also that since GoW has been the studio's best selling game ever maybe they hired many extra people.

I think it's likely to see a 2021 release, and if it goes pushed back to 2022 I think it will be due to covid and/or because metrics tell them they already will have a huge PS5 demand during its first year with the current announcements, so they save that GoW2 card and similar ones (Uncharted 5? Days Gone 2? big Sony Japan game?) for later.
 
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diffusionx

Gold Member
Sounds like complete bullshit. Changing specs like CU count and memory chips this late in the game?

If it’s already in the system it is possible although the decision on memory would have been made before manufacture. The CU count thing is theoretically possible if the system has the thermal headroom for it.
 

geordiemp

Member
Wait so PS5 went from between RDNA 1 and RDNA 2, all the way to RDNA 3? PS5 yields have been better than expected so they're not going use all the 36 CU chips they've probably already printed? AMD going back to the Primitive Shaders and Geometry in RDNA 3 after getting rid of them in favor of mesh shaders in RDNA 2? PS5's Implementation of the RDNA 1 Geometry engine so good it doesn't need VRS?

I hope y'all aren't be taking this seriously. He even throws a disclaimer at the end of the video. The clock speed boosts are plausible, but majority of these statements sound like a distant dream. This thread is pretty good entertainment though.


There are 2 sony patents about new GE and special Tier 2 VRS from Cerny. I created a thread about them. So we know Ps5 already has unique VRS and GE and is based on RDNA2 node, that is correct.

But RDNA2 and RDNA3 are marketing terms, so the RDNA3 bit is nonsense. And RDNA1 was Github FUD.

http://images2.freshpatents.com/pdf/US20180047129A1.pdf

Could the Cerny patent for VRS and GE make into PC silicon IN SOME FORM - its possible. Depends if it works better than the standard RDNA2 one.....Nobody knows yet

I tell you waht, maybe all the 4k Ps5 games so far have had Cerny VRS and its so good DF cannot see it ? Who knows, how else can Ps5 promote 4k60 with RT on Miles Morales. Something is up ?

And how well does normal PC VRS work ? Uggggrrr

gO8Ur97.jpg
 
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John Wick

Member
Depends on how much GPU 'defects' an audio processor can take to function for audio.

Look none of us are silicon engineers, what we can do is second guess how Sony will fit another processor. Imo its the CU. Rather than extra silicon tacked on.
Are you being dense on purpose or are you really this stupid? The GPU they are using is 40CU with 4 disabled unless they made any last minute changes. So that means they are only using 36 and the other 4 are disabled. Yields will vary and some GPU's will be 40 CU fully functional. Others will have 39, 38, 37 and finally 36. The PS5 needs a bare minimum of 36. Anything less won't be used. So how do you think they are going to get an extra CU when some of the GPU's will only have 36 functional? Others have explained it as well but I think your just trolling after the rubbish showing from MS and the night of Mic Drops
 

GODbody

Member
There are 2 sony patents about new GE and special Tier 2 VRS from Cerny. I created a thread about them. So we know Ps5 already has unique VRS and GE and is based on RDNA2 node, that is correct.

But RDNA2 and RDNA3 are marketing terms, so the RDNA3 bit is nonsense. And RDNA1 was Github FUD.

http://images2.freshpatents.com/pdf/US20180047129A1.pdf

Could the Cerny patent for VRS and GE make into PC silicon IN SOME FORM - its possible. Depends if it works better than the standard RDNA2 one.....Nobody knows yet

I tell you waht, maybe all the 4k Ps5 games so far have had Cerny VRS and its so good DF cannot see it ? Who knows, how else can Ps5 promote 4k60 with RT on Miles Morales. Something is up ?

And how well does normal PC VRS work ? Uggggrrr

gO8Ur97.jpg
That's an interesting read. The context of the patent seems to suggest it's for a VR headset with having to display images on a non-flat surface. Alot of it reads like Mesh Shaders as well. The only thing I see that's referencing something like VRS is this part here
After rendering the scene to a separate screen space image for each zone, it is thus possible to apply a projective transform on each zone's image of the scene in order to composite a single full field of view output image as a final step before displaying the output. With reference to FIGS. 1-2 above, the benefit may be appreciated by considering a scan conversion process that utilizes raster tiles with a particular size. For off center zones, the same scene geometry may be projected to a plane having a smaller pixel area while still maintaining a target minimum pixel density in angular space. Thus the total pixel area rendered is reduced, which translates into a corresponding decrease in pixel shading and hardware pixel processing overhead, and a corresponding increase in rendering efficiency without meaningful loss in output quality.

Which seems to be similar to VRS unless you were referring to a different part of the patent. But this quote is in reference to displaying an image on a FOV display.

The strength of VRS on DX12U comes from being able to combine tiers 1 and 2 though.

There are two flavors, or tiers, of hardware with VRS support. The hardware that can support per-draw VRS hardware are Tier 1. There’s also a Tier 2, the hardware that can support both per-draw and within-draw variable rate shading.

Tier 1

By allowing developers to specify the per-draw shading rate, different draw calls can have different shading rates.

For example, a developer could draw a game’s large environment assets, assets in a faraway plane, or assets obscured behind semitransparency at a lower shading rate, while keeping a high shading rate for more detailed assets in a scene.

Tier 2

As mentioned above, Tier 2 hardware offer the same functionality and more, by also allowing developers to specify the shading rate within a draw, with a screenspace image or per-primitive. Let’s explain:

Screenspace image

Think of a screenspace image as reference image for what shading rate is used for what portion of the screen.

By allowing developers to specify the shading rate using a screenspace image, we open up the ability for a variety of techniques.

For example, foveated rendering, rendering the most detail in the area where the user is paying attention, and gradually decreasing the shading rate outside this area to save on performance. In a first-person shooter, the user is likely paying most attention to their crosshairs, and not much attention to the far edges of the screen, making FPS games an ideal candidate for this technique.

Another use case for a screenspace image is using an edge detection filter to determine the areas that need a higher shading rate, since edges are where aliasing happens. Once the locations of the edges are known, a developer can set the screenspace image based on that, shading the areas where the edges are with high detail, and reducing the shading rate in other areas of the screen. See below for more on this technique…

Per-primitive

Specifying the per-primitive shading rate means that developers can within a draw, specify the shading rate per triangle.

One use case for this would be for developers who know they are applying a depth-of-field blur in their game to render all triangles beyond some distance at a lower shading rate. This won’t lead to a degradation in visual quality, but will lead to an increase in performance, since these faraway triangles are going to be blurry anyway.

Developers won’t have to choose between techniques

We’re also introducing combiners, which allow developers to combine per-draw, screenspace image and per-primitive VRS at the same time. For example, a developer who’s using a screenspace image for foveated rendering can, using the VRS combiners, also apply per-primitive VRS to render faraway objects at lower shading rate.
Source

Could the geometry engine contain something similar to VRS? Sure it could. The question is would it be as performant as a hardware implementation. Primitive shaders are already less performant than mesh shaders.

That screenshot is a bit disingenuous too as it's we would need to see the screenshot of the full image with a side by side comparison with a Non-VRS version of the same image to make a reasonable comparison.
 

geordiemp

Member
That's an interesting read. The context of the patent seems to suggest it's for a VR headset with having to display images on a non-flat surface. Alot of it reads like Mesh Shaders as well. The only thing I see that's referencing something like VRS is this part here


Which seems to be similar to VRS unless you were referring to a different part of the patent. But this quote is in reference to displaying an image on a FOV display.

The strength of VRS on DX12U comes from being able to combine tiers 1 and 2 though.


Source

Could the geometry engine contain something similar to VRS? Sure it could. The question is would it be as performant as a hardware implementation. Primitive shaders are already less performant than mesh shaders.

That screenshot is a bit disingenuous too as it's we would need to see the screenshot of the full image with a side by side comparison with a Non-VRS version of the same image to make a reasonable comparison.

The patent is not just VR, but focusses on wide viewport 108 degree field of view rendering.

Its like reading a cross between mesh shaders, VRS and VR application.
 

GODbody

Member
The patent is not just VR, but focusses on wide viewport 108 degree field of view rendering.

Its like reading a cross between mesh shaders, VRS and VR application.
Yeah upon further interpretation I think that part of the patent is a method for using the geometry engine for Foveated rendering. Not quite the same thing as VRS. I can't find any other reference in that patent for implementations that allow the reduction in resolution or pixel density for specific areas of the screen at a programmable level.
 

geordiemp

Member
Yeah upon further interpretation I think that part of the patent is a method for using the geometry engine for Foveated rendering. Not quite the same thing as VRS. I can't find any other reference in that patent for implementations that allow the reduction in resolution or pixel density for specific areas of the screen at a programmable level.

What ? Variable pixel density is all over those patents lol - what were you reading.

There was even simple diagrams like below, its harder to miss :messenger_beaming:

3dBC64w.png
 
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GODbody

Member
What ? Variable pixel density is all over those patents lol
Please provide quotes so that I may better my understanding. From what I've read in the patent the only time it mentions reducing pixel density is when it's in reference to that foveated rendering implementation "in off center zones".
 

LordOfChaos

Member
Wait so PS5 went from between RDNA 1 and RDNA 2, all the way to RDNA 3? PS5 yields have been better than expected so they're not going use all the 36 CU chips they've probably already printed? AMD going back to the Primitive Shaders and Geometry in RDNA 3 after getting rid of them in favor of mesh shaders in RDNA 2? PS5's Implementation of the RDNA 1 Geometry engine so good it doesn't need VRS?

Not saying it's true, but this part bolded is perhaps the most plausible. The PS5 chip is a 40 CU part with four CUs disabled for redundancy. So long as they were keeping (binning) all the chips that could be using more while they ramped up production and checked yields. As for the already assembled PS5 photo we saw, I don't think that was really verified, plus could be part of a LRIP (low rate of initial production) supply, not major numbers made already, or the first batches were filled with the 38CU parts at first.

Again not saying I believe this, we'll know soon enough if he's full of shit, but I always did wonder about using higher yields to enable some of the 4 disabled CUs when Microsoft ran away with the more powerful GPU.
 

Xplainin

Banned
It's not part of the GPU. What happens if 4 CU's are defective? Clearly you know fuck all about GPU design. For the purpose of yeilds they disable upto 4 CU's. That way they don't waste units that might have 1,2,3 or even 4 defective units. So what are they gonna repurpose for 36CU yields?
WTF are you talking about?
Everyone with half a brain knows that shit.
They can repurpose a CU for another function if they want, and its no longer disabled. Thats what they did.
There are 40 CUs on the die, 36 for use, one repurposed for the Tempest Engine, leaving three for yields.
Mark Cerny himself said it was a repurposed CU.
If They made a completely different chip for Tempest, it wouldn't be referred to as a CU.
SMFH.
You believe what you want, it wont change the fact.
 
WTF are you talking about?
Everyone with half a brain knows that shit.
They can repurpose a CU for another function if they want, and its no longer disabled. Thats what they did.
There are 40 CUs on the die, 36 for use, one repurposed for the Tempest Engine, leaving three for yields.
Mark Cerny himself said it was a repurposed CU.
If They made a completely different chip for Tempest, it wouldn't be referred to as a CU.
SMFH.
You believe what you want, it wont change the fact.

Sony designed a custom hardware unit for the Tempest engine. They started with a CU design (AMD’s GPU tech), but modified it to be more like a Cell Processor SPU to achieve low latency, so this is definitely NOT a ‘repurposed CU’ like you are implying.


Unless you are going to prove that what Mark Cerny, the PS5’s lead architect, said is wrong, I suggest you drop your ridiculous claim.
 

GODbody

Member
What ? Variable pixel density is all over those patents lol - what were you reading.

There was even simple diagrams like below, its harder to miss :messenger_beaming:

3dBC64w.png

Ah I didn't notice the edit. Well according to the patent's description of FIG. 2D

FIG. 2D illustrates an example of different pixel resolution for different regions of a screen of a FOV display in accordance with aspects of the present disclosure.

It's elaborated later in the patent

Based on the foregoing observations, it would be advantageous for an image 210 for a wide FOV display to have pixel densities that are smaller at edge regions 212, 214, 216, 218 than at center regions 215 and smaller at corner regions 211,213, 217 and 219 than at the edge regions 212, 214, 216, 218 as shown in FIG. 2D. It would also be advantageous to render a conventional graphical image on the screen of a wide FOV display in a way that gets the same effect as varying the pixel densities across the screen without having to significantly modify the underlying graphical image data or data format or the processing of the data.

If foveated rendering were used
, the center 204 in FIG. 2C in terms of a determined importance of pixels may be understood to correspond to a determined fixation point of the viewer, and it would also be advantageous to preserve rendering resources for the fixation point.

This is an implementation of an improved version of foveated rendering not an implementation of VRS.
 
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Xplainin

Banned
Sony designed a custom hardware unit for the Tempest engine. They started with a CU design (AMD’s GPU tech), but modified it to be more like a Cell Processor SPU to achieve low latency, so this is definitely NOT a ‘repurposed CU’ like you are implying.


Unless you are going to prove that what Mark Cerny, the PS5’s lead architect, said is wrong, I suggest you drop your ridiculous claim.
Lol.
 

Xplainin

Banned
All APU's that don't meet their set yield spesifications can not be used in the PS5. So only chips with four or lower defective CU's and no other defects can be used in the console.

The chip defects will be random, so Sony isn't "hoping" at least one of the defective CU's will be able to function as a Tempest. (if that even was possible, wich it isn't)

The Tempest design had to be etched alongside the rest of the APU, they can't alter a defective CU after it's etched on the silicon, only disable it.
If you really could alter stuff after etching, they would just fix all the defects in the first place and you would have 100% yields every time.

So NO, the tempest isn't just an altered defective CU period.
"Defective"? Lol. The word you are looking for is "disabled".
And yes, same as if a CPU core is faulty the Die is screwed. Just like if the IO block has a faulty part it's defective.
And yes, even if the MS 3D Engine is defective the whole APU is stuffed.
 

cryogenic7

Member
Oh you mean fanboy noise.

Nothing has changed about either systems hardware capabilities. Those are what they are. When PS4 was the most powerful system this was Sony's marketing for it...
ps4-ad-for-europe-launch.jpg


Sony could say they legally because they either had XBox 1 dev kits or confirmation from AMD.

Now MS is advertising they have the most powerful console, and they can do that legally because they most likely have PS5 dev kits (MS makes Minecraft for Playstation), or confirmation from AMD. All these Youtuber's talking about secret sauce is just noise. The hardware is what is, but as always its up to developers to get the most out of it.

As for as which titles are better. That's a subjective argument. One person can say Halo Infinite looks bad while another can say they like it because it reminds them of the art style in first Halo. Its an opinion. I don't think there's been a tone or "narrative" shift. I just think those who like to engage in console warring on the PS side are doing just that, and their voice is loud. The overwhelming majority of gamers on the internet are Playstation fans. Whether that's on internet forms, news outlets, or Youtube talking heads. They are the majority so they control the narrative. I've said before short of every game Microsoft showed looking like the UE5 demo there was going to be complaints, because bar is high for XBox.

I am not a fanboy. I don't care about companies or brands. I'm getting both new systems. Who cares if you have the most powerful system and the crappiest non exclusive games? All that power and nothing to show off. The only reason I'm buying a series X is because of the BC. I will be playing all of the Game Pass games on my PC. I am excited for the PS5 because it will have the best games available no where else.
 

SlimySnake

Flashless at the Golden Globes
WTF are you talking about?
Everyone with half a brain knows that shit.
They can repurpose a CU for another function if they want, and its no longer disabled. Thats what they did.
There are 40 CUs on the die, 36 for use, one repurposed for the Tempest Engine, leaving three for yields.
Mark Cerny himself said it was a repurposed CU.
If They made a completely different chip for Tempest, it wouldn't be referred to as a CU.
SMFH.
You believe what you want, it wont change the fact.
Lmao. You can't just use three for yields. Rdna CUs are bunched together. They are called dual CUs for a reason. If they disable one for yields, that's two CUs.

If you are going to be laughing at people and act like a prick then at least know what you are talking about.
 
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