• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Next-Gen PS5 & XSX |OT| Console tEch threaD

Status
Not open for further replies.

Gamernyc78

Banned
I suspect on some level Sony was kinda burned by the X being more powerful than the Pro. So they'll wait to the last possible moment to reveal their hand. Smart move their part. This is obvious given how the beginning of this gen played out that the more powerful system is going to have a major edge.

Burnt tht a console coming over a year later, a little after mid Gen and priced higher was more powerful? Are you serious. No I know you don't believe tht. Sony did exactly what thy wanted to do and tht was having the better priced and stronger console in the beginning. Microsoft was burnt tht Sony pulled the rokey doke on them with the better memory right before release of the og consoles thus dominating most of the gen. X was just Microsoft trying to get back into the game a little too late. Sony has always guarded their specs like thy did last Gen and caught microsoft with their pants down so now micro is trying to play tht game while Sony continues to play it.
 
Last edited:

pawel86ck

Banned
That's not how it works.
Not how it works....yet it worked exactly like that when PS4 has launched, because like I have said my GTX 680 was soon VRAM limited.

No current game can use more than 8GB VRAM? So look here, and remember that's still 1440p.


tsDTEV4.jpg
 
Last edited:

magnumpy

Member
Not sure why you keep pushing a pro-PC rhetoric in a console-related thread.

Anyway... I suggest to revisit Assassin's Creed Black Flag (2013) vs Assassin's Creed Unity (2014). Maybe then you'll understand why the console dev baseline is a thing. :)

Yes, you can run Assassin's Creed Black Flag at 4k 60 fps with 16x Anisotropic Filtering (because that's all that matters, right?) and it still won't look nearly as good as Assassin's Creed Unity.

It wasn't always like that though. Games like Far Cry 1 and Crysis 1 weren't tied by console restrictions. I guess you have Star Citizen these days, but that's it. Everything else is a spruced up console port.

umm, that's not true. maybe if your vision is limited by a particular console ecosystem then that is all you can see, so for all you know that is everything that exists. however video games existed long before consoles existed and they will outlive consoles :)
 

TLZ

Banned
umm, that's not true. maybe if your vision is limited by a particular console ecosystem then that is all you can see, so for all you know that is everything that exists. however video games existed long before consoles existed and they will outlive consoles :)
Magnavox Odyssey (1972) vs IBM PC (1981)

Come again? :)
 

VFXVeteran

Banned
Not sure why you keep pushing a pro-PC rhetoric in a console-related thread.

If these guys talk about PC and do comparisons, I'm going to speak up. Period.

Anyway... I suggest to revisit Assassin's Creed Black Flag (2013) vs Assassin's Creed Unity (2014). Maybe then you'll understand why the console dev baseline is a thing. :)

Yes, you can run Assassin's Creed Black Flag at 4k 60 fps with 16x Anisotropic Filtering (because that's all that matters, right?) and it still won't look nearly as good as Assassin's Creed Unity.

You don't know if AC was built on console first. Where is your proof?

It wasn't always like that though. Games like Far Cry 1 and Crysis 1 weren't tied by console restrictions. I guess you have Star Citizen these days, but that's it. Everything else is a spruced up console port.

It may have been like that a few gens ago, but that's not what's being done now. I have a few folks over at iD Software. They definitely develop on PC first. CDProject RED does the same thing. You know it's the case by deduction if you see higher res textures for the PC. No one is going to draw and paint 1k texture maps and then redraw them again to make 4k maps. That's ridiculous. You create the assets big and you port down.
 

VFXVeteran

Banned
That's wrong. GPU RAM is mapped to CPU RAM. I.e. it's still 64g.
If you need to load data from SSD it's another duplicate copy.

I never said it wasn't. I meant to say a studio HAS 76G of memory to work with -- whether it's split or not -- if they wanted to with my particular PC. Devkits have way more resources than what the console will have when released. That's the nature of the beast. My example was theoretical. Not factual. If I was going to design a game specific to my PC hardware, I would have 64G of RAM for the CPU and I would load my textures and run my shaders on the GPU.
 

DeepEnigma

Gold Member
CDProject changed their entire renderer due to consoles.

They may build their games on PC, but they don’t outspec their engines to be incapable on consoles like they would if they developed for the top end kit.

Consoles will always be the baseline for mainstream gaming with the PC. Sadly, 1.31 will be MS’s first party baseline anchor, at least early on.

Destiny could have been so much bigger as example, if it didn’t have a last gen anchor, something they admitted.
 
Last edited:

VFXVeteran

Banned
Not how it works....yet it worked exactly like that when PS4 has launched, because like I have said my GTX 680 was soon VRAM limited.

No current game can use more than 8GB VRAM? So look here, and remember that's still 1440p.


tsDTEV4.jpg

LOL! I have that game. That 10G is virtual RAM. You don't have that on-board, so you have no idea how much is really being used, That doesn't even make sense. Your OS needs to still have a pointer to the desktop image so unless you show me a mapped memory page where the GPU is using all of it's available memory for the application, let me know.
 

psorcerer

Banned
I never said it wasn't. I meant to say a studio HAS 76G of memory to work with -- whether it's split or not -- if they wanted to with my particular PC. Devkits have way more resources than what the console will have when released. That's the nature of the beast. My example was theoretical. Not factual. If I was going to design a game specific to my PC hardware, I would have 64G of RAM for the CPU and I would load my textures and run my shaders on the GPU.

My point being that effective usable RAM on PC is smaller than on console (for the same physical size). Memory is mapped differently.
 

VFXVeteran

Banned
CDProject changed their entire renderer due to consoles.

They may build their games on PC, but they don’t outspec their engines to be incapable on consoles like they would if they developed for the top end kit.

Consoles will always be the baseline for mainstream gaming between them and the PC. Sadly, 1.31 will be MS’s first party baseline anchor, at least early on.

Destiny could have been so much bigger as example, if it didn’t have a last gen anchor, something they admitted.

We really need to establish baseline here. If I'm developing a game, I'm going to create assets that dwarf the console. I just proved that logic by deduction on higher res textures that are never seen on console in most multiplat games. I can also turn down everything else easily. You don't see the entire scene in UE4 where you can see what parameter's limits are, whether there are lights that are invisible or turned off, adjusting the shadow maps resolution, etc.. for the consoles. That's how it's done. It's then compiled out for the particular console. It is NOT designed for the very minimum and then they add shit to the scene. That would require relighting, adding more FX, etc.. Most of the additions are going to be sliders that can be done easily. The limit on those sliders aren't going to be spec'd out for consoles. Otherwise, you get a PC game that looks identical to the console.
 

VFXVeteran

Banned
My point being that effective usable RAM on PC is smaller than on console (for the same physical size). Memory is mapped differently.

OK. That's still making what point? PC CAN have way more RAM typically than consoles. That's my point. I have 64G. Memory being mapped differently is fine. It's still going have more usable than the console.
 

bitbydeath

Member
Where is history showing you this? Do you have a quote from any 3rd party gaming company that their base machine is a console instead of a PC -- especially using an agnostic graphics engine like UE4?

You don’t even need an article to see it. PS4 games are largely 1080P by default. That sets the baseline.
 

pawel86ck

Banned
LOL! I have that game. That 10G is virtual RAM. You don't have that on-board, so you have no idea how much is really being used, That doesn't even make sense. Your OS needs to still have a pointer to the desktop image so unless you show me a mapped memory page where the GPU is using all of it's available memory for the application, let me know.


And these games also dont use 10GB as indicated ? If measured VRAM is always a lie, so how exactly you have measured VRAM on 8GB card?
 
Last edited:

psorcerer

Banned
OK. That's still making what point? PC CAN have way more RAM typically than consoles. That's my point. I have 64G. Memory being mapped differently is fine. It's still going have more usable than the console.

Now for a modern console it's enough to mmap ssd pages directly into gpu memory and your PC is fucked. Dunno if it will be used on PS5 but if it will they can actually mmap the whole ssd into a 64bit address space.
 

VFXVeteran

Banned
Guys listen, don't get frustrated with Respawn just because your experience is not what you want. The JFO game is incredible and on my machine, it looks like it was meant to look with everything at EPIC settings. Yes, it needs some help with judder. It's no different than W3 when it came out. Give the devs some time. Just know that you will have to wait for next-gen consoles to see the game as you really want to see it. You got another year left. Hold on...
 

bitbydeath

Member
I mean duh. Xbox isnt a locked down exclusives box anymore.

I don't get why people cannot accept this. Xbox ain't changing back.

That’s not what the article was about.
This is stating that Xbox One S will remain as the baseline for Xbox exclusives next-gen and for the foreseeable future.
 

VFXVeteran

Banned


And these games also dont use 10GB as indicated ? If measured VRAM is always a lie, so how you have measured VRAM on 8GB card?


I don't have 8G, I have 11G. You can use EVGA or whatever graphics utility you have while in the game. I used the actual OpenGL API call when I conducted my test because I wrote the renderer in OpenGL.
 
Last edited:

VFXVeteran

Banned
Now for a modern console it's enough to mmap ssd pages directly into gpu memory and your PC is fucked. Dunno if it will be used on PS5 but if it will they can actually mmap the whole ssd into a 64bit address space.

Yup. But guess what? I can mmap the entire game into a RAMdisk. Which is faster? SSD or RAM itself?
 

psorcerer

Banned
Yup. But guess what? I can mmap the entire game into a RAMdisk. Which is faster? SSD or RAM itself?

Still it's 2 copy operations for any access.
On console: zero copy.
I.e. you're eating your RAM bandwidth and CPU interrupts.
But probably you can dedicate 2 cores to mem copy. But guess what: if DX12 or Vilkan is not smart enough to do it for you: still fucked...
 

VFXVeteran

Banned
Still it's 2 copy operations for any access.
On console: zero copy.
I.e. you're eating your RAM bandwidth and CPU interrupts.
But probably you can dedicate 2 cores to mem copy. But guess what: if DX12 or Vilkan is not smart enough to do it for you: still fucked...

We are talking about loading a scene into current memory. You are too concerned with CPU/Memory when the real slowdown is in the shaders on the GPU. And no, you have no access to how you are going to control memory managment in a runtime compiled shader setting. The light loop will be your limitation.
 

psorcerer

Banned
I guess Sony/Bluepoint were lying to us when they said they had to recreate assets (textures, polygons etc.) from scratch for the SotC remake. They already had PS4-quality assets since the PS2 era, it was all a lie.

*sigh*

He's confusing the art pipeline with the game asset pipeline. Obviously the art pipeline should have as little aliasing as possible, which means very high-res sampling (for sampled assets).
 

psorcerer

Banned
We are talking about loading a scene into current memory. You are too concerned with CPU/Memory when the real slowdown is in the shaders on the GPU. And no, you have no access to how you are going to control memory managment in a runtime compiled shader setting. The light loop will be your limitation.

Obviously you do have full control. You can even feed command buffer pieces on console.
 

VFXVeteran

Banned
GPU power sets the baseline and reaching 1080P is a baseline of that power. They can’t just simply up it to 4K minus the assets as it still takes power to do so.

I get that but you still don't understand me.

Take this scenario:

Art Director: Let's make some drawings of how JFO will look. Scenary, monsters, environment changes, elements, etc..
Artists: Draw concept artwork (btw, I get the artbook on Tuesday)
Texture artists: Start drawing textures based on what's been approved (create very high res textures for longevitity in being able to scale them down with a simple tool for consoles).
Modeler: Creates the uvs, models, etc.. (here you could target a low end console to make up your polygon budget)
Environment artists: Load up Maya or 3DS Max and start creating terrain, foilage, and placing the models within the graphics renderer
FX artists: Create FX using houdini or whatever, etc..
Tech Artist: write the shaders for all the materials. Include shaders that can be dialed in or out. R&D new techniques that could be incorporated later (hello next-gen or PC)
etc.. etc..

Create a scene with all assets in tow. Downscale as needed and compile to target platform. Run the scene and troubleshoot.
 

VFXVeteran

Banned
I guess Sony/Bluepoint were lying to us when they said they had to recreate assets (textures, polygons etc.) from scratch for the SotC remake. They already had PS4-quality assets since the PS2 era, it was all a lie.

*sigh*

You are twisting my words. Of course they had to remake everything. But you don't see that happening now do you? Did Jedi Fallen Order need to be updated for the PC? How about RDR2? Was that not on the PC and they redid it in less than 6months? Do you think Death Stranding needs to redo all of it's assets and just set dials which will take them 6 months? Is Cyberpunk going to be designed around a low end base console? They already announced PC support so what does that mean when you are developing in tandem like most 3rd part games? Which hardware should be the standard by which you can get all implementations compiled and released at the same time? Why does the PC have enhancements done on Day 1 of release?
 

VFXVeteran

Banned
Obviously you do have full control. You can even feed command buffer pieces on console.

After it's compiled? Really? Why would you want to? What would you be optimizing? What shader? What would be slow? Give me some examples of optimizing memory/shader code that doesn't compile effectively to where you are losing ms.
 
Last edited:

psorcerer

Banned
After it's compiled? Really? Why would you want to? What would you be optimizing? What shader? What would be slow? Give me some examples of optimizing memory/shader code that doesn't compile effectively to where you are losing ms.

Yes pre-compiled.
It's good for synchronization for example to make sure that your asset is not used before the placement.
A lot of frame pacing problems are alleviated by a proper sync. In fact I would say that at least half of the current rt graphics problems are because of a bad sync. Other half is: occupation/register usage.
 

VFXVeteran

Banned
Yes pre-compiled.
It's good for synchronization for example to make sure that your asset is not used before the placement.
A lot of frame pacing problems are alleviated by a proper sync. In fact I would say that at least half of the current rt graphics problems are because of a bad sync. Other half is: occupation/register usage.

I was talking about post compile.

I can believe the synchronization issue. Consoles have these issues too.

I still stand behind that all the GPUs are shader limited. I can make a complex shader like real approximation of SSS that would tank any graphics board if I allow the object to occupy the entire screen. You can only optimize your algorithm to a point. Afterwards, you are at the mercy of the implementation. This is what a lot of gamers don't understand about these graphics engines and FPS.
 
Last edited:

psorcerer

Banned
I was talking about post compile.

I can believe the synchronization issue. Consoles have these issues too.

I still stand behind that all the GPUs are shader limited. I can make a complex shader like real approximation of SSS that would tank any graphics board if I allow the object to occupy the entire screen. You can only optimize your algorithm to a point. Afterwards, you are at the mercy of the implementation.

Pre-compiled = post compile time.
Making a complex shader is a no brainier.
But making something linearized which is still a good approximation is an art.
Essentially non-linear things are non-scalable (latency limited) and non-scalable algorithms are done. Dead end. Moore's law is finished.
 

VFXVeteran

Banned
Pre-compiled = post compile time.

What do you mean? You lost me.


But making something linearized which is still a good approximation is an art.

An art that's slowly fading away. Good approximations only go but so far. Cube maps = garbage for reflections. SSR = works only for camera in-view scenes. How are you going to implement off screen reflections without ray-tracing? Static light probes = complete inaccurate light leaking (i.e. indoors lighting). Area light BSDF how with approximation? How about more than 1 shadow-casting light? I've been waiting for decades for this. Still hasn't been handled.
 
Last edited:
no problem. pong came out in 1958. tennis for two came out on an DuMont Lab Oscilloscope, predating any console or pc.

care to dig your grave any deeper?
And games came out in 5000 BC in Ancient Mesopotamia.

See? I can play this silly game too, it's not that hard. Care to dig your grave any deeper? Assuming you can go deeper than that...

Just accept the fact that consoles exist long before PCs came out and move on.
 

psorcerer

Banned
What do you mean? You lost me.




An art that's slowly fading away. Good approximations only go but so far. Cube maps = garbage for reflections. SSR = works only for camera in-view scenes. How are you going to implement off screen reflections without ray-tracing? Static light probes = complete inaccurate light leaking (i.e. indoors lighting). Area light BSDF how with approximation? How about more than 1 shadow-casting light? I've been waiting for decades for this. Still hasn't been handled.

I don't really care what you're waiting for.
Scalable non-linear algorithms are not gonna happen. Unless some new computing engines are produced (quantim computers?)
I.e. either you're very slow and accurate, or fast and real-time. Nothing changed. It even becomes worse and worse.
 

VFXVeteran

Banned
I don't really care what you're waiting for.
Scalable non-linear algorithms are not gonna happen. Unless some new computing engines are produced (quantim computers?)
I.e. either you're very slow and accurate, or fast, inaccurate and real-time. Nothing changed. It even becomes worse and worse.

Fixed.

OK. I never said the contrary.

You can call your optimization an "art" all day long, but the proof is in the pudding. Currently, RT games have a long way to go with hardware to get a "better" approximation that can be scalable and look good. We obviously hit a limit with the linear scalable approximations we have now which is why RTX is being introduced.. We can revisit in another decade..
 
Anything new or interesting regarding the next gen consoles?

Did MS hint anythign at recent X019? Is there new developments on PS5 that have recently been revealed?
Any new insider talk?
ANything

ANYTHING !!!!????!??!?!?!
 

gatti-man

Member
But what available capital? If we are only talking about Xbox and Playstation divisions, which one has more available capital _ sold more hardware, software and subscriptions this generation?
And even if we consider both Sony and Microsoft as a all, witch division is more important in terms of revenue and profits inside the company?... Which one justifys more "going all out next gen", to the company and the investors.
Talking about divisions doesn’t matter to MS like it would Sony. MS views Xbox as a long term investment in branding and living room access. Sony is more motivated by immediate profit. Sony won’t go all out next gen l. They will probably do what they did this gen. Release a strong console without losing money and focus on having strong exclusives.

regardless it will always be MS for access to capital.
 

Audiophile

Member
GTAVI potentially arriving in 2020 is another check off the list.

I hope GTA VI is next-gen only, it'd be horrible to have it held back by those Jaguar CPUs and bog-standard HDDs. If it's cross gen, the fundamentals of the game design and the world simulation will be limited by a crappy netbook CPU and ~50MB/s read speeds with shitty latency and parallelism. It will be more of the same but better looking, I really want to see a truly next gen world that comes alive.
 
Status
Not open for further replies.
Top Bottom