• 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.
I can agree with this. A slight resolution decrease isn't the end of the world, but #ResolutinGate I think is inevitable. Gonna be interesting when first games are tested by DF, will have to make lots of popcorn for that.

It's going to interesting.

I understand we'll now be dealing with next gen assets but the most common resolution for both will be 4K / 30fps
- XsX with the edge when it comes to effects.

And if it's a 60fps title it'll have to be chequerboard for both.

But some studios are not so good at porting so it'll depend on the lead platform. But games can always be patch.ed.
 
Last edited:

pasterpl

Member
Nani?



EDIT: There's also some interesting stuffs in the comments, like this:

ETmqe_aXQAA5mR7


this is so wrong, xbsex have a dedicated audio chip as well, even devs are excited about it

“Ninja Theory in particular is enthusiastic about the chip. This is fitting given the Senua franchise's incredible sound effects and score. "It's extremely exciting. We're going to have a dedicated chip to work with audio, which means we finally won't have to fight with programmers and artists for memory and CPU power," senior sound designer Daniele Galante”
 

Evilms

Banned
Did you create this yourself? Because it's very clear which console is preferred in this overview. It's mostly biased with the colors.

Unlike the PS5 which has some advantages over the XSX such as the higher frequency, the ssd speed or the constant bandwidth on the 16gb, the xbox one has been behind the PS4 in almost all the points mentioned in addition to being $100 more expensive, the numbers don't lie.

XbX bandwidth isn't inferior to PS5.

Also 150W tdp for PS5 .. nope (source??) it's going to be way more.

That's like - the point - see the legend top left

The bandwidth of the PS5 is constant over the whole 16GB of GDDR6, that of the XSX is divided one faster over 10GB the other slower over 6GB, that of the PS5 is more consistent and remains a better choice as mentioned by NX Gamer.
 
Last edited:

Reindeer

Member
Doesn't the xbox have a 3d audio chip, why would it need to spend 20% on audio? Something doesn't sound right here...
It's Fake News, just have to look who is posting and what their agenda is. That guy is a hardcore PS fanboy, not even sure why people think it's a good idea to post stuff from people are spew such delusion all the time.
 
Last edited:

B_Boss

Member
Red Dead Redemption, Doom, FF7 Remake, Resident Evil 7, Resident Evil 2 Remake, Witcher 3, Sekiro, Monster Hunter, Yakuza series, Wolfenstein, Hellblade, Tomb Raider, Titanfall 2, MK11, DMC5, Batman Arkham Knight, Metro Exodus, Control and so on and so forth.

Yeah, third party AAA games have been very mediocre this gen...

Notice however that he was being subjective with the “FOR ME” bit though...chocolate vs vanilla.
 

DaGwaphics

Member
Series X went straight down to 9.6 tflops and it's only been 3 days 😆. The damage control is getting ridiculous 🧂.

It's all that GPU audio work. Add to that the fact that all the memory can "really" only be accessed at the lowest bit rate. XSX is doomed. Hopefully it can beat the Atari VCS in a head-to-head.
 

ethomaz

Banned
Star Citizen does not require an SSD, neither is the game designed to take full advantage of the SSD. I also seen PC gamers mocking gamers for not having an SSD to boot up their games. This rarely happens since PC gamers don't really know when someone is not using an SSD and it's not a huge requirement.

Still, SSD will have a much greater use next gen and it's more than a few seconds of load times that you're trying to portray in this thread. lol

It's like if I said, "The Xbox One X only has a bit more RAM than the PlayStation 4 Pro" when the RAM on the Xbox One X could provide 4K textures on games. That difference is what people paid attention to when it came to DF comparisons.
It is kind off.

He is not build around SSD like the consoles games will be... not even close to that.
But they rely a lot on SSD to the point to affect performance.

Playing Star Citizen with SSD instead HDD can fix most of the framerate issues and in some cases double the framerate of the game in the same system.

It is recommended by devs to use SSD for that game.
 

semicool

Banned
Both systems use AMD's RDNA2 RT, this is an Intersection Engine in the vicinity of the texture units in the CUs. No additional, separate hardware has been mentioned.

MS' spin on 25TF doesn't entirely hold weight as the Intersection Testing is only one component of RT calculation and the CUs will still have to pull their weight for the other RT operations.

That intersection work alone would have cost 13TF of conventional compute and is now being shifted to those specialised units and so they're saying the 12TF that still remains on the GPU can be added to that 13TF; and I guess that's fair enough to say for marketing but the same ratio will be true of the PS5. And as mentioned above, there are other operations to be performed to calculate RT and that will eat up some of that remaining 12TF (and likely some CPU too).

The XSX will have an RT advantage, but it's the same as their Compute/TF advantage of 16-~20%; which itself is further negated by the faster clockspeeds in the PS5 GPU that will run every other component of the GPU faster and feed the CUs slightly more efficiently too. The real world performance advantage across Compute/RT will almost certainly be in the 8-10% region in favour of the XSX.
You are completely ignoring Gossens statements and making assumptions. Please address Gossens statements without dismissing what he's saying as an Xbox architect . As well as in comparison to Cernys statements. You assume they are the same because of AMD being the common denominator and ignoring the architects' , both of them, statements which could indicate differences as stated.
 
Last edited:

ethomaz

Banned
It appears from the presentation that the RT solutions from ps5 compared to XSX is different. In summary, appears to be superior on the XSX.


Cerny says it's built into the cu ie...would be limited by the CUs, not dedicated but accelerated by the enhanced CU hardware. Effectively, with RT, the ps5 CUs get used for that purpose.

Whereas in the DF article on Eurogamer Andrew Gossen said the XSX was separate..ie .dedicated, hence the 25 TF number he stated because it runs separate and in parallel. Like it's a separate piece of hardware. Sounds much stronger in RT than ps5 because it can run in parallel non the X. Like "could have been done in shaders"(but isn't like it's done in the ps5", "offloaded onto dedicated hardware" and "run in parallel with full performance"(separate, in addition to, unlike ps5),...which he States is why he is saying 25TFs if ran with Ray tracing on.

I quote, and note the differences vs ps5:

"Without hardware acceleration, this work could have been done in the shaders, but would have consumed over 13 TFLOPs alone," says Andrew Goossen. "For the Series X, this work is offloaded onto dedicated hardware and the shader can continue to run in parallel with full performance. In other words, Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing."

XSX Ray tracing sounds much stronger because of additional, separate, dedicated hardware that can run in parallel...ie...25TFs with Ray tracing. Which is like Nvidia s separate RT cores, MS appears to have a separate block of AMD RT cores. It even sounds like MS can use the CUs cores together with the separate AMD RT cores together for the "25TFs" of Ray tracing , which I wonder if the full path Minecraft Ray tracing is doing..ie .using more than just the dedicated block?


And based on the fact that Cerny previously routed rapid pack math..ie..fp16 for the PS4 pro(8TFs fp16 talk anyone?) but but makes no mention similar to Gossen in Cernys tech , dev friendly deep dive in regards to RT(like Gossens 25 TFs) like he does comparing PS4 CUs to Ps5 CUs equivalency...and does state it's built in...makes me think they are different in this way....ps5 built in to CUs vs XSX additional dedicated hardware.

Sony isn't touting RT to the same degree and performance level that MS is.

I am not saying this is for sure, but if I had to say, this appears to be the case based on the details that have been shared so far from both sides.
I got the feeling the AMD patent shows RT build in the CUs for RDNA2.
Xbox has more CUs so more RT but it is basically the same tech.
 

DaGwaphics

Member
The bandwidth of the PS5 is constant over the whole 16GB of GDDR6, that of the XSX is divided one faster over 10GB the other slower over 6GB, that of the PS5 is more consistent and remains a better choice as mentioned by NX Gamer.

MS should have hired this NX gamer, to think they could have gone 16GB @ 256bit and saved money for better performance. They must not do any modeling or anything on these things, random darts on a board.
 

Bo_Hazem

Banned
I suspect VRS is baked into RDNA2 just like RT. No reason to believe it isn't there.

Even Vulkan has VRS, although Sony doesn't use it, just saying it's not exclusive to weak-ass DirectX 12 that was noticeably weaker system compared to Vulkan (open-source, linux).

But who knows, could they use it? It has Mesh Shading, VRS, Ray Tracing, and Machine Learning as well.

Vulkan%2012%20Press%20Deck_02.png


Vulkan%2012%20Press%20Deck_07.png
 
Last edited:

hemo memo

Gold Member
Star Citizen does not require an SSD, neither is the game designed to take full advantage of the SSD. I also seen PC gamers mocking gamers for not having an SSD to boot up their games. This rarely happens since PC gamers don't really know when someone is not using an SSD and it's not a huge requirement.

Still, SSD will have a much greater use next gen and it's more than a few seconds of load times that you're trying to portray in this thread. lol

It's like if I said, "The Xbox One X only has a bit more RAM than the PlayStation 4 Pro" when the RAM on the Xbox One X could provide 4K textures on games. That difference is what people paid attention to when it came to DF comparisons.



Say again?
 

SlimySnake

Flashless at the Golden Globes
I always thought you were a PS guy and now all what you do is downplay Sony & the PS5 tech.

Have you been playing an stupid astroturfing game all this time? Is it time to spread dissapointment?

If you are just "disappointed" with the PS5, get a XSX, man and stop the autoflagellation ;)

d9IHl4d.gif
I am still a ps guy, but i will call out fud when i see it.

This load time vs resolution thing is absurd. No one in their right mind cares about 5 second load times especially in an age where system resume exists across multiple games and everything is open world with barely load times anyway apart from when you decide to fast travel.

I'm sure the ssd will offer more advantages than load times. I was specifically replying to the guy who bright up 5 second load times.
 
Last edited:
It's going to interesting.

I understand we'll now be dealing with next gen assets but the most common resolution for both will be 4K / 30fps
- XsX with the edge when it comes to effects.

And if it's a 60fps title it'll have to be chequerboard for both.

But some studios are not so good at porting so it'll depend on the lead platform. But games can always be patch.ed.
I still can't accept that the target wont be 60 fps only for better graphics at this point.
 

Pasedo

Member
So I was thinking. If Ps5 has no bottlenecks or very little as it was designed that way. Could we say it can achieve its theoretical 10.28TF output most of the time if that's what the developer wanted (as obviously not every scene needs it). If the XSX has bottlenecks that exist somewhere does this mean to say that there will be less consistency in reaching its 12TF throughput. Yes I know the frequencies are locked but that provides a maximum throughout without considering the bottlenecks which can exist elsewhere. So in terms of benchmarks I imagine we'll get less random fps drops or even less visual sacrifices at a fairly high fidelity reach that 10.28TF can provide on the Ps5. Where as some sacrifices may need to be constantly made when a dev comes across a bottleneck if they want to reach its 12TF output and even then the cost of getting around the bottleneck for that very small gain might not even be worth it. Sounds like with the Ps5 you will spend less time worrying about where to make sacrifices as well as not needing to apply tricks to get around limitations. It would mean you could unlock your full creativity and reduce overall time to get a game out to market. Imagine if this cuts down 1st party dev time in half. We would get amazing 1st party games roll out every year when you spread the load and timings out across their studios.
 

Evilms

Banned
MS should have hired this NX gamer, to think they could have gone 16GB @ 256bit and saved money for better performance. They must not do any modeling or anything on these things, random darts on a board.

You can laugh if you want but NX Gamer has been working for a long time as a software and hardware engineer, unlike you he has experience and knowledge in the field and is very competent.
 
Last edited:

gaming_noob

Member
This user has been removed from thread. Dial it back on low effort console war bait with “Xbox” or “ponies”.
z02cMgf.jpg


I was wondering why the ponies stopped posting this image.
 
Last edited:
Xbox Series X

10 GB for GPU memory - 320 bit @ 560GB/s
3.5 GB for system memory - 192 bit @ 336GB/s
2.5 GB reserved by the OS - 192 bit @ 336GB/s



PlayStation 5

16 GB for GPU/Systeme/OS - 256 bit @ 448 GB/s

That seems like an unusual configuration from MS, but I'm by no means an expert.

I think it's clear both have been designed with a lot of custom (and regular) parts to alleviate bottlenecks.

As is always the case, the respective first part devs building from the ground up on each console will show what these consoles are actually capable of.
 

Evilms

Banned
That seems like an unusual configuration from MS, but I'm by no means an expert.

I think it's clear both have been designed with a lot of custom (and regular) parts to alleviate bottlenecks.

As is always the case, the respective first part devs building from the ground up on each console will show what these consoles are actually capable of.

The choice of microsoft for the XSX makes me think a little of Sony with the PS3 which had a memory divided 256 mb in GDDR3 and 256 mb in XDR contrary to the Xbox 360 which had 512 mb of GDDR3.

We'll see with future games whether or not it's a wise choice.
 

Bo_Hazem

Banned
Venmo?

I had a PayPal account but it is blocked because I couldn’t give them US address proof even when I just used to buy PSN cards lol

There are $50 dollar there I will never see again.

My PSN is US and funny thing is even a telecom company (Omantel) provides US, UK, and Local Omani gift cards. You can find those gift cards around here as well.

 

ethomaz

Banned
My PSN is US and funny thing is even a telecom company (Omantel) provides US, UK, and Local Omani gift cards. You can find those gift cards around here as well.

Well Europe is way better than Brasil for that.
You can find parallel (gray market) imported cards here but it is way more expensive than buy directly from US stores.

What we have is PSN BR cards on supermarkets and local store but that is useless for me because my account is before 2010 when Sony “created” the PSN Store BR.
 
Last edited:
D

Deleted member 775630

Unconfirmed Member
That's like - the point - see the legend top left
I know, I'm saying the colors are biased. Just a random colouring based on person interpretation...

Unlike the PS5 which has some advantages over the XSX such as the higher frequency, the ssd speed or the constant bandwidth on the 16gb, the xbox one has been behind the PS4 in almost all the points mentioned in addition to being $100 more expensive, the numbers don't lie.
Yeah I was mostly talking about the XSX v. PS5 comparison. The colouring is biased and even wrong sometimes.
 

Gediminas

Banned
So I was thinking. If Ps5 has no bottlenecks or very little as it was designed that way. Could we say it can achieve its theoretical 10.28TF output most of the time if that's what the developer wanted (as obviously not every scene needs it). If the XSX has bottlenecks that exist somewhere does this mean to say that there will be less consistency in reaching its 12TF throughput. Yes I know the frequencies are locked but that provides a maximum throughout without considering the bottlenecks which can exist elsewhere. So in terms of benchmarks I imagine we'll get less random fps drops or even less visual sacrifices at a fairly high fidelity reach that 10.28TF can provide on the Ps5. Where as some sacrifices may need to be constantly made when a dev comes across a bottleneck if they want to reach its 12TF output and even then the cost of getting around the bottleneck for that very small gain might not even be worth it. Sounds like with the Ps5 you will spend less time worrying about where to make sacrifices as well as not needing to apply tricks to get around limitations. It would mean you could unlock your full creativity and reduce overall time to get a game out to market. Imagine if this cuts down 1st party dev time in half. We would get amazing 1st party games roll out every year when you spread the load and timings out across their studios.
exactly. they even mentioned that in presentation. many times. people just see TF and that is it. the presentation was really good if you are not blind.

to learn to develop a game on PS5 developers will need less than a month. it is record braking short period. + they set out to eliminate bottlenecks in many areas that they can produce 10TF all the time, after that they reach limitation from almost all parts.

this again was evidence how they showed the progression from hdd to ssd. if ssd is faster 10 times, the real performance gain was just 2 times. we can see that in xbox, they has bottleneck in the Series X already, so what will happen in 1 year? they said that their SSD is faster 40 times yet, game from 2018 was loaded just 5 times faster. huge bottleneck somewhere. new games with new technologies going to give even more stress for ssd.
 
Last edited:
It appears from the presentation that the RT solutions from ps5 compared to XSX is different. In summary, appears to be superior on the XSX.


Cerny says it's built into the cu ie...would be limited by the CUs, not dedicated but accelerated by the enhanced CU hardware. Effectively, with RT, the ps5 CUs get used for that purpose.

Whereas in the DF article on Eurogamer Andrew Gossen said the XSX was separate..ie .dedicated, hence the 25 TF number he stated because it runs separate and in parallel. Like it's a separate piece of hardware. Sounds much stronger in RT than ps5 because it can run in parallel non the X. Like "could have been done in shaders"(but isn't like it's done in the ps5", "offloaded onto dedicated hardware" and "run in parallel with full performance"(separate, in addition to, unlike ps5),...which he States is why he is saying 25TFs if ran with Ray tracing on.

I quote, and note the differences vs ps5:

"Without hardware acceleration, this work could have been done in the shaders, but would have consumed over 13 TFLOPs alone," says Andrew Goossen. "For the Series X, this work is offloaded onto dedicated hardware and the shader can continue to run in parallel with full performance. In other words, Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing."

XSX Ray tracing sounds much stronger because of additional, separate, dedicated hardware that can run in parallel...ie...25TFs with Ray tracing. Which is like Nvidia s separate RT cores, MS appears to have a separate block of AMD RT cores. It even sounds like MS can use the CUs cores together with the separate AMD RT cores together for the "25TFs" of Ray tracing , which I wonder if the full path Minecraft Ray tracing is doing..ie .using more than just the dedicated block?


And based on the fact that Cerny previously routed rapid pack math..ie..fp16 for the PS4 pro(8TFs fp16 talk anyone?) but but makes no mention similar to Gossen in Cernys tech , dev friendly deep dive in regards to RT(like Gossens 25 TFs) like he does comparing PS4 CUs to Ps5 CUs equivalency...and does state it's built in...makes me think they are different in this way....ps5 built in to CUs vs XSX additional dedicated hardware.

Sony isn't touting RT to the same degree and performance level that MS is.

I am not saying this is for sure, but if I had to say, this appears to be the case based on the details that have been shared so far from both sides.
Still, PS5 has officially hardware acceleration RT, which is exactly how Andrew Goossen name the SeX solution too. So hardware acceleration is not about dedicated hardware in parallel with the standard one?
But in this sense, how is the ""25 TF" even a thing on SeX and not on PS5 if Goossen directly link it to hardware acceleration which PS5 officially has?
Also, without hardware acceleration, that level of RT would require 13 TF, his own words. So, how is PS5 even capable in the slightest of RT if it stops at 10 TF? Why even include it?
This probably are incredibly naive questions, I know.
Can someone elaborate on this?
 

Audiophile

Member
You are completely ignoring Gossens statements and making assumptions. Please address Gossens statements without dismissing what he's saying as an Xbox architect . As well as in comparison to Cernys statements. You assume they are the same because of AMD being the common denominator and ignoring the architects' statements which could indicate differences as stated.

Gossen's statements are just explaining to us what RDNA2 RT is, they're not characteristics unique to the Xbox. If you're offloading 13TF of RT to the Intersection Engines (these are the RT cores) and then have 12TF of compute left over you can market that as 13+12=25. But again, that's not unique to XSX. That's what RDNA2 RT is.

It's a matter of framing. The "additional, separate hardware that can run in parallel" is the Intersection Engine in the CU being conveyed in layman terms.
 
Last edited:

Bo_Hazem

Banned
Well Europe is way better than Brasil for that.
You can find parallel (gray market) imported cards here but it is way more expensive than buy directly from US stores.

What we have is PSN BR cards on supermarkets and local store but that is useless for me because my account is before 2010 when Sony “created” the PSN Store BR.

Just looked at it again, wow, we still have no Omani Xbox Store. Pretty funny. Adds to the pile of crap.
 
exactly. they even mentioned that in presentation. many times. people just see TF and that is it. the presentation was really good if you are not blind.

to learn to develop a game on PS5 developers will need less than a month. it is record braking short period. + they set out to eliminate bottlenecks in many areas that they can produce 10TF all the time, after that they reach limitation from almost all parts.

this again was evidence how they showed the progression from hdd to ssd. if ssd is faster 10 times, the real performance gain was just 2 times. we can see that in xbox, they has bottleneck in the Series X already, so what will happen in 1 year? they said that their SSD is faster 40 times yet, game from 2018 was loaded just 5 times faster. huge bottleneck somewhere. new games with new technologies going to give even more stress for ssd.
Took like 9 seconds to load state of decay. Yikes!
 

pasterpl

Member
So we shouldn't listen to first party developers who like anything about the PS5, but the opinion of first party Xbox developers about Xbox features is important?

but it is okay to listen to Schreier and his hearsay from unnamed developers which people quote here on every other page. Please.
 

Evilms

Banned
I know, I'm saying the colors are biased. Just a random colouring based on person interpretation...


Yeah I was mostly talking about the XSX v. PS5 comparison. The colouring is biased and even wrong sometimes.

The colouring is just to illustrate and is according to the difference between the two brackets for each point

0% difference
5~25% difference
30~50% difference
55~75% difference
80~100% difference
 
Last edited:

Pasedo

Member
exactly. they even mentioned that in presentation. many times. people just see TF and that is it. the presentation was really good if you are not blind.

to learn to develop a game on PS5 developers will need less than a month. it is record braking short period. + they set out to eliminate bottlenecks in many areas that they can produce 10TF all the time, after that they reach limitation from almost all parts.

this again was evidence how they showed the progression from hdd to ssd. if ssd is faster 10 times, the real performance gain was just 2 times. we can see that in xbox, they has bottleneck in the Series X already, so what will happen in 1 year? they said that their SSD is faster 40 times yet, game from 2018 was loaded just 5 times faster. huge bottleneck somewhere. new games with new technologies going to give even more stress for ssd.
Further still if I was a dev porting a 3rd party game over I would be aiming for 4K 6fps. Loading those assets in wouldnt break a sweat on the Ps5 so I almost feel the port is super easy. Then you'd have to optimise using the tools you have. In very demanding scenes you could probably move assets in and out very quickly to free up the gpu load and bring them in when needed. This would allow you to maintain performance. Again when there are lots of CPU related things happening you could for that instant rely again on offloading the gpu even further by removing assets into memory allowing you to channel more power to the CPU to do the intensive task it needs and then in an instant flick the switch back over and normalise the load. I reckon well find 3rd party games if we're just aiming for 4k 60fps to be absolutely locked at that and get ultra graphic fidelity with the degree of control the Ps5 will have.
 
I still can't accept that the target wont be 60 fps only for better graphics at this point.

It's hard to say, maybe more devs will prioritise it next time around.

The PS2 was definitely an anomaly with the number of 60fps it had. Maybe it was developer choice or the console itself made it easier - perhaps both.
 
Last edited:

DForce

NaughtyDog Defense Force


Say again?


I'll say it again, but more clearly.

I said SSD it's not requirement.

I'm aware of the problems with just an HDD. I also said it does not take FULL advantage of the SSD. Those of the things you did not understand.

Here is taking better advantage of it and AMD showed it off.




People are acusing others of downplaying the Teraflops while those same people are downplaying the SSD.
 
Status
Not open for further replies.
Top Bottom