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

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rnlval

Member
That's the implementation detail of the crossbar.
Memory controllers and L2 are not connected to the shader engines in any way logically.
All the access to RAM is going through the global L2 (crossbar).
And it's cool. Because otherwise it would be impossible to enforce any "separate" memory pools.
4MB L2 cache is divided by 16-way ports. It's up to the programmer to divide the workload to the different memory address range. The limiter is the address range access.

2019-07-31-image-3.png
 
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geordiemp geordiemp @psorcerer @Rolling_Start thicc_girls_are_teh_best thicc_girls_are_teh_best I figured out Lady Gaias math, it checks out
vNpAuwJ.png
Let's start with PS5:
CPU 48GB/s speed is an average, it can actually access 48GB in 0.1071428571 seconds using the full bus capacity, 0.1071428571 seconds of GPU access stalls equals 48GB/s (448*0.1071428571), so the net loss is 48GB/s. Giving the GPU an average of 400GB/s speed (38.9GB/s per TF)

XBX
  1. CPU can access 48GB in 0.1428571429 seconds if the data is on the SLOW pool - 0.1428571429 seconds of GPU access stalls equals 80GB/s (336* 0.1428571429). Leaving GPU with an average bandwidth of 480GB/s (39.6GB/s per TF)
  2. CPU can access 48GB in 0.08571428571 seconds if the data is on the FAST pool - 0.08571428571 of GPU access stalls equals 48GB/s (560*0.08571428571) Leaving GPU with an average bandwidth of 512GB/s (42.3GB/s per TF)
In scenario 1: CPU data (system memory) is allocated on the slow pool for a total of 13.5GB available ram for games.
In scenario 2: CPU data (system memory) is allocated on the fast pool limiting total available memory for games to only 10GB.

Interesting, and appreciated. I'll give a look over this sometime when able. One thing though: why would only 10 GB of data be available for games in Scenario #2? I don't think that would make good sense from an engineering POV, even as a compromise for going mixed 1 GB/2 GB modules.

Dunno, something feels like info on the memory setup is still not fully understood, I would assume the system would allow for data access from both pools. Hopefully MS fully divulges on the memory setup in the near future because I think a lot of these analysis, while well-informed, are operating with the absence of crucial information. If not, MS probably needs to splurge for full 2 GB chips and eat the costs because the setup as mentioned here sounds like it'll be very constrictive for the GPU in due time.

The chips themselves aren't actually slower. By slow they mean the bandwith dedicated to the GPU 10*56 versus dedicated to CPU 6*56.

The chips themselves are actually all the same speed.

See this is one of the things we need full official clarification on; when MS mentioned the memory setup I took it as them saying the "fast" pool was "orientated" for GPU data, and the "slow" pool for CPU and other data...but not the pools being hard-set for that type of data.

The reason I bring that up is because DF also mentions that the "slow" pool is somewhat implemented for Xbox One X BC, so obviously that would mean both graphics/GPU and non-graphics data is being stored in that "slow" pool for that given instance. Why, then, give that type of flexibility to the "slow" pool for BC purposes, yet hard-lock it for only CPU access with XSX games?

Makes no sense design-wise, so I'm inclined to believe the use of the "fast" and "slow" pools are use-cases MS assumes most devs will use them for, especially in consideration of how much GPU-bound data they may need for a period of time. But that probably doesn't mean the two pools are hard-locked to just those purposes, among other things.

Hopefully there's more clarification soon.
 
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It's discontinued, what should I do?

Here the pricing from the official page:


I just hope you don't say they're biased as well:

148268.jpg


The console by itself is discontinued, however, the bundled ones are not.

clicking shop now nets some results also.
46RxuYc.png
 
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pasterpl

Member

I love these feel better fud from Sony boys, everywhere you check they say it is 4.0 but you still spreading lies. Sad.

Man, even 7GB/s is not guaranteed to match the internal SSD. The XSX SSD will be outdated quickly with its budget PCIe-4.0-wannabe 2.4GB/s if NVMe m.2 changes the architecture to match the PS5's 1-3 years later.

just like ps5 GPU and memory (it will be outdated pretty quickly, and devs will have optimise down to match lesser hardware = ps5), thats why I am waiting for ps5 pro to play Sony exclusives at the proper level
 

scie

Member
[...]
EDIT: XSX will use duplicates, as it can't directly stream data and has the regular bottlenecks found on PC's.

You can´t be serious by that? Do you know how a SSD and HDD even work? The XSX won´t use duplicates and here is why, even it is redicolous that I have to explain it (sorry, I don´t mean no harm, but it is).

The reason of HDDs have duplicates on it, is because of ACCESS TIME = the time to get access to the stored data. HDDs have a reading head which has to be physical moved (which takes TIME) to a new position to be able to read the allocated data. Because of duplicates on the HDD it is possible that the head doesn´t need to move a long distance which needs less TIME.
SSDs on the other hand can just access the data without any waiting time! Therefore it doesn´t make any sense to store data multiple times on a SSD.

So PLEASE don´t get confused my ACCESS TIME and READING SPEED.
 

Bo_Hazem

Banned
The console by itself is discontinued, however, the bundled ones are not.

clicking shop now nets some results also.
46RxuYc.png

So you get Xbox One X + Controller + New game for $299. 299-59.99-49 (cheapest controller possible, yet not available) = $190

Here's the old version priced by Microsoft itself: $231.47

 

Bo_Hazem

Banned
You can´t be serious by that? Do you know how a SSD and HDD even work? The XSX won´t use duplicates and here is why, even it is redicolous that I have to explain it (sorry, I don´t mean no harm, but it is).

The reason of HDDs have duplicates on it, is because of ACCESS TIME = the time to get access to the stored data. HDDs have a reading head which has to be physical moved (which takes TIME) to a new position to be able to read the allocated data. Because of duplicates on the HDD it is possible that the head doesn´t need to move a long distance which needs less TIME.
SSDs on the other hand can just access the data without any waiting time! Therefore it doesn´t make any sense to store data multiple times on a SSD.

So PLEASE don´t get confused my ACCESS TIME and READING SPEED.

You know what that means? XSX 10GB ram will be choking to keep up with PS5's on multiplats, which could result in drops in frames, screen tearing like current xbox one's, or VRS kicking in to lower resolution.

Put that in mind for like 2+ years into next gen when games will be designed specifically for next gen, I can see Ubisoft games pushing too much with The Crew 3, Beyond Good and Evil 2, and other fast-paced games that XSX might suffer from potential assets popping the old fashion way.
 
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scie

Member
You know what that means? XSX 10GB ram will be choking to keep up with PS5's on multiplats, which could result in drops in frames, screen tearing like current xbox one's, or VRS kicking in to lower resolution.

Put that in mind for like 2+ years into next gen when games will be designed specifically for next gen, I can see Ubisoft games pushing too much with The Crew 3, Beyond Good and Evil 2, and other fast-paced games that XSX might suffer from potential assets popping the old fashion way.

Even if it is so, your duplicate data story on SSDs is utter bollocks...
 

sinnergy

Member
You know what that means? XSX 10GB ram will be choking to keep up with PS5's on multiplats, which could result in drops in frames, screen tearing like current xbox one's, or VRS kicking in to lower resolution.

Put that in mind for like 2+ years into next gen when games will be designed specifically for next gen, I can see Ubisoft games pushing too much with The Crew 3, Beyond Good and Evil 2, and other fast-paced games that XSX might suffer from potential assets popping the old fashion way.
Posts are getting better and better !
 

DaGwaphics

Member
You know what that means? XSX 10GB ram will be choking to keep up with PS5's on multiplats, which could result in drops in frames, screen tearing like current xbox one's, or VRS kicking in to lower resolution.

Put that in mind for like 2+ years into next gen when games will be designed specifically for next gen, I can see Ubisoft games pushing too much with The Crew 3, Beyond Good and Evil 2, and other fast-paced games that XSX might suffer from potential assets popping the old fashion way.


Good thing the system has 16GB of memory. The CPU will be sharing this pool on both systems. LOL
 

Shmunter

Member
Man, even 7GB/s is not guaranteed to match the internal SSD. The XSX SSD will be outdated quickly with its budget PCIe-4.0-wannabe 2.4GB/s if NVMe m.2 changes the architecture to match the PS5's 1-3 years later.
Apart from the savage words, I do wonder how much of a potential diff there really is. I get a feeling PS5 is really far ahead here. The LOD potentials on it are in another league. But I do wonder how much hdd on pc primarily will hold things back, in that order.
 

Bo_Hazem

Banned
Good thing the system has 16GB of memory. The CPU will be sharing this pool on both systems. LOL
Even if it is so, your duplicate data story on SSDs is utter bollocks...
Good thing the system has 16GB of memory. The CPU will be sharing this pool on both systems. LOL
Apart from the savage words, I do wonder how much of a potential diff there really is. I get a feeling PS5 is really far ahead here. The LOD potentials on it are in another league. But I do wonder how much hdd on pc primarily will hold things back, in that order.

To all of you lovely folks, when games get bigger and faster, how can XSX keep up with data with more than -200% less speed + PS5's dedicated cache scrubbers that speed up the process of loading/offloading? And if XSX wants to have the same powerful audio output from PS5 that would consume more GPU power "at least", how much would that affect its performance budget?

Many questions make comparisons even more interesting, especially with the majority of devs leaning towards PS5.
 
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So you get Xbox One X + Controller + New game for $299. 299-59.99-49 (cheapest controller possible, yet not available) = $190

Here's the old version priced by Microsoft itself: $231.47

The screenshot is from Microsoft's website. So yes. What's so difficult to understand about that?


A9YaI4D.png
 
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scie

Member
To all of you lovely folks, when games get bigger and faster, how can XSX keep up with data with more than -200% less speed + PS5's dedicated cache scrubbers that speed up the process of loading/offloading? And if XSX wants to have the same powerful audio output from PS5 that would consume more GPU power "at least", how much would that affect it's performance budget?

Many questions make comparisons even more interesting, especially with the majority of devs leaning towards PS5.

Storing duplicated data won´t help, because you have basically instant access to data on a SSD no matter what.
 

Bo_Hazem

Banned
Storing duplicated data won´t help, because you have basically instant access to data on a SSD no matter what.

You know that with later speedy games (let's say a Superman game) XSX needs to use RAM to keep up with PS5's performance to avoid extreme pop ins that ruin the experience? With complicated 10GB+3.5GB split and split speeds to make devs even happier?
 
Apart from the savage words, I do wonder how much of a potential diff there really is. I get a feeling PS5 is really far ahead here. The LOD potentials on it are in another league. But I do wonder how much hdd on pc primarily will hold things back, in that order.

That's my biggest question. Sony has an insanely fast SSD, but multi-platform games still need to pull a minimum spec from somewhere.

Surely PC games will start requiring an SSD for "minimum spec" requirements within the next few years, but at what speed?
 

Dunnas

Member
To all of you lovely folks, when games get bigger and faster, how can XSX keep up with data with more than -200% less speed + PS5's dedicated cache scrubbers that speed up the process of loading/offloading? And if XSX wants to have the same powerful audio output from PS5 that would consume more GPU power "at least", how much would that affect it's performance budget?

Many questions make comparisons even more interesting, especially with the majority of devs leaning towards PS5.
Because the sx ssd is already 50+ times faster than current gen, so it’s hardly likely to be a bottleneck.

Did you know there are these things called CPU’s and gpu’s that I heard about recently that are apparently sometimes also involved in running video games. Yes, it’s a shock I know, given that we all know how for the last 20 years everybody has only ever talked about how fast their hdd was when talking about graphics and nobody ever bought up anything as silly as their gpu or cpu specs or ram speed.

Do you think that you can just throw infinite data at the system and that the cpu and gpu will just be able to handle it all?
 

Bo_Hazem

Banned
"Things just got weird. Ali Salehi, the developer who made these comments on PS5, has apparently withdrawn his statements. The interview itself was apparently also taken offline.

The Twitter user who originally translated Salehi’s comments @ man4dead, deleted and said all the tweets about the interview The Crytek engineer “no longer confirms the content of the interview for personal reasons.”

Is that the same as dismissed? I hope that clears the issue up. Let that entire commentary go. He was utterly wrong anyway. Why hold onto it?

Well, the guy is in serious trouble. He didn't expect that people around the globe are so thirsty to even translate locally-purposed Farsi-languaged interview.
 

scie

Member
You know that with later speedy games (let's say a Superman game) XSX needs to use RAM to keep up with PS5's performance to avoid extreme pop ins that ruin the experience? With complicated 10GB+3.5GB split and split speeds to make devs even happier?

I don´t know. I just gave you a fact were you were wrong, because storing data twice or more times on a SSD ist just a waste of space.
 

Bo_Hazem

Banned
Because the sx ssd is already 50+ times faster than current gen, so it’s hardly likely to be a bottleneck.

Did you know there are these things called CPU’s and gpu’s that I heard about recently that are apparently sometimes also involved in running video games. Yes, it’s a shock I know, given that we all know how for the last 20 years everybody has only ever talked about how fast their hdd was when talking about graphics and nobody ever bought up anything as silly as their gpu or cpu specs or ram speed.

Do you think that you can just throw infinite data at the system and that the cpu and gpu will just be able to handle it all?

I know that PS5 would barely touch the UNIFIED 16GB CPU for most of the assets as it can load/offload like nothing in the market compared to 10GB+3.5GB split RAM and GPU that needs to do audio homework as well, and PS5 also does the same with the GPU cache scrubbers. Did you know that? And yes, XSX has bottlenecks, like devs been saying so.

I don´t know. I just gave you a fact were you were wrong, because storing data twice or more times on a SSD ist just a waste of space.

Look it up, XSX will either use duplicates or throw more work into RAM to compensate for its below average NVMe SSD.
 
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joe_zazen

Member
You know what that means? XSX 10GB ram will be choking to keep up with PS5's on multiplats, which could result in drops in frames, screen tearing like current xbox one's, or VRS kicking in to lower resolution.

Put that in mind for like 2+ years into next gen when games will be designed specifically for next gen, I can see Ubisoft games pushing too much with The Crew 3, Beyond Good and Evil 2, and other fast-paced games that XSX might suffer from potential assets popping the old fashion way.

All games must run on lockhart, which will have 6-8 gb ram and a slower ssd, so games will run fine on xsx. Maybe not with all textures being 4K, but still fine. Like how x1 requirement means x1x games run fine because the console doesn't ever get pushed to the limit.

We wont ever get third parties pushing either ps5 or xsx, at least not until MS stops supporting Lockhart in 2029.
 

Bo_Hazem

Banned
All games must run on lockhart, which will have 6-8 gb ram and a slower ssd, so games will run fine on xsx. Maybe not with all textures being 4K, but still fine. Like how x1 requirement means x1x games run fine because the console doesn't ever get pushed to the limit.

We wont ever get third parties pushing either ps5 or xsx, at least not until MS stops supporting Lockhart in 2029.

That's why it's near impossible to match the potential of PS5 exclusives going forward, the next Superman might end up being PS5 exclusive seeing how Spider-man shined compared to flopped super-hero games overall except Batman which is directly published by WB games to keep it in check.
 
All games must run on lockhart, which will have 6-8 gb ram and a slower ssd, so games will run fine on xsx. Maybe not with all textures being 4K, but still fine. Like how x1 requirement means x1x games run fine because the console doesn't ever get pushed to the limit.

We wont ever get third parties pushing either ps5 or xsx, at least not until MS stops supporting Lockhart in 2029.

I don't recall seeing anything about Lockhart having a slower SSD than the Series X. Rumors peg it as having lower TF, and less RAM.

I'm doubtful that Lockhart will see a retail release at this point, but who knows.
 
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Dunnas

Member
I know that PS5 would barely touch the UNIFIED 16GB CPU for most of the assets as it can load/offload like nothing in the market compared to 10GB+3.5GB split RAM and GPU that needs to do audio homework as well, and PS5 also does the same with the GPU cache scrubbers. Did you know that? And yes, XSX has bottlenecks, like devs been saying so.



Look it up, XSX will either use duplicates or throw more work into RAM to compensate for its below average NVMe SSD.
WTF to everything you just said??????

Also, it has also been clearly explained to you why duplicated assets are a thing on Hdd’s but not ssd’s. However, even if there were duplicate assets, that would only increase the game install size and would have nothing to do with ram usage.

You need to realise when people are only ever telling you that you are wrong about things, that maybe you don’t actually have a clue what you are talking about.
 

FeiRR

Banned
"Things just got weird. Ali Salehi, the developer who made these comments on PS5, has apparently withdrawn his statements. The interview itself was apparently also taken offline.

The Twitter user who originally translated Salehi’s comments @ man4dead, deleted and said all the tweets about the interview The Crytek engineer “no longer confirms the content of the interview for personal reasons.”

Is that the same as dismissed? I hope that clears the issue up. Let that entire commentary go. He was utterly wrong anyway. Why hold onto it?
This just means he was threatened with legal action, which usually means spreading information under NDA (thus verified and true). As for you, you've registered less that two weeks ago and then you jump in here with guns blazing and supporting Microsoft. I've seen this so many times it gets boring. Good luck with others though :)
 

scie

Member
[...]
Look it up, XSX will either use duplicates or throw more work into RAM to compensate for its below average NVMe SSD.

Again, time to access data and reading speed are not the same. Or do you think giving basically instant access to file X at position Y and file X at position Z will have any benefits? It is just a waste of space on a SSD
 

joe_zazen

Member
I don't recall seeing anything about Lockhart having a slower SSD than the Series X. Rumors peg it as having lower TF, and less RAM.

I'm doubtful that Lockhart will see a retail release at this point, but who knows.

shinobi and schrier both said it will in replies to a ‘will lockhart even release’ tweet.

i am going with the assumption that less ram means they need less ssd speed to fill ram. Also, less ram means fewer chips which means lower bus speed. xss difference wont just be TF and ram GBs.
 
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Bo_Hazem

Banned
Again, time to access data and reading speed are not the same. Or do you think giving basically instant access to file X at position Y and file X at position Z will have any benefits? It is just a waste of space on a SSD

I think it's all said and shown here, time to eat some juicy egg sandwiches then play Final Fantasy 7. You may consider watching what Mark Cerny said about how it's being read/transferred if you're interested in understanding the matter.
 
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I think it's all said and shown here, time to eats some juicy egg sandwiches then play Final Fantasy 7. You may consider watch what Mark Cerny said about how it's being read/transferred if you're interested in understanding the matter.

Nah juicy easter egg sandwiches are where it's at. Juicy Ray Traced butter, rasterized at a blistering and satisfying speed, with sprinkles of LOD and honey streaming on the fly.
 

DaGwaphics

Member
shinobi and schrier both said it will in replies to a ‘will lockhart even release’ tweet.

i am going with the assumption that less ram means they need less ssd speed to fill ram. Also, less ram means fewer chips which means lower bus speed. xss difference wont just be TF and ram GBs.


There comes a point where these things are just elementary at lower resolutions. If the system has a 1080p external render target, you don't need as much ram (or bandwidth) to make that happen. I will assume the SSD will be the same configuration, MS is already using a budget controller (according to most reports, and the specs appear to align with that) so not much to gain by lowering the bar there. We don't yet know how things will be approached regarding the TFs either. First-party games could set aside 1.5 - 2TF for ML techniques that lower internal resolution targets a great deal and reduce texture bandwidth needs by a factor of 4.
 

Shmunter

Member
Nope, from what I've seen with the loading screen on XSX it's using the traditional PCIe 3.0. I'm using PCIe 3.0 on my PC and it's much faster as well at 3.5GB/s read 2.7GB/s write. Those speeds are unsustainable overall and can be throttled and it's more than likely to happen with XSX. PS5 is confirmed to have AT LEAST 5GB/s (RAW).

The other part is true as well, XSX will always have anchors to hold back its hardware full potential, Xbox One 1.3TF and Jaguar cores for 2 years, PC for later or even Lockhart's 4TF.

Is it clear now?

EDIT: XSX will use duplicates, as it can't directly stream data and has the regular bottlenecks found on PC's.
Ssd doesn’t need duplicates as seek times are instant, fragmentation is also irrelevant as a consequence.

This is actually even more detrimental to performance gulf as you can’t fancy design your game around the matter. It’s brute speed or nothing. LOD must suffer on XsX if equivalent game on PS5 takes advantage of the LOD streaming potential of the ps5. However, I’m eager to see which 3rd party dev even dares such a thing. The PR would be difficult.
 

SonGoku

Member
I revised my XSX block diagram is now based on RDNA's block diagram. The APU is a multitasking processor and each 64bit memory controller will continue to process memory requests based on the memory address target.

Overall XSX memory bandwidth remains at 560 GB/s!
That diagram is wrong, even the user that created it admits he's hoping MS cames up with a never before seen solution to access the 4 idle chips while CPU is accessing data
Dual straw system its just his hopes and dreams
 

Bo_Hazem

Banned
Ssd doesn’t need duplicates as seek times are instant, fragmentation is also irrelevant as a consequence.

This is actually even more detrimental to performance gulf as you can’t fancy design your game around the matter. It’s brute speed or nothing. LOD must suffer on XsX if equivalent game on PS5 takes advantage of the LOD streaming potential of the ps5. However, I’m eager to see which 3rd party dev even dares such a thing. The PR would be difficult.

If the gap remains between Sony and Microsoft, which is more than likely to happen again in a more devastating way, then Sony could easily strike more exclusive deals with 3rd party games, resulting in more games with new next gen experiences instead of half-baked experiences.
 
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So let me get this straight.

You believe Xbox Series X's SSD solution is faster than the PlayStation 5's?

I see based on the reveled aspects of their velocity architecture, that the XSX GPU has access to not only 6GB/s of compressed read write access to the SSD, 560GB/s to 10 GB of VRAM, and also direct access to a special 100GB partition on the SSD that does not require shuttling data across the PCIE bus at all.

So yes.. that trumps the PS5 SSD solution. There is nothing that PS has revealed so far that gives the GPU direct access to 100GB of data on SSD at this gens memory bandwidth speeds. Rough terms would be about 326GB/s for gddr5. Thats near instant.

What's great is that this part of the Xbox Velocity architecture spec is constantly repeated by them openly.

Only people rooting for this piece of hardware or that piece ignore this spec. I don't understand why we can't just examine and understand the tech.

Can anyone tell me of anything within the Sony i/o implementation that matches that?
 
Ssd doesn’t need duplicates as seek times are instant, fragmentation is also irrelevant as a consequence.

This is actually even more detrimental to performance gulf as you can’t fancy design your game around the matter. It’s brute speed or nothing. LOD must suffer on XsX if equivalent game on PS5 takes advantage of the LOD streaming potential of the ps5. However, I’m eager to see which 3rd party dev even dares such a thing. The PR would be difficult.

The pr will be, "eh, this console was like wiping your ass with silk so das why it has better assets and LOD."
 

Shmunter

Member
If the gap remains between Sony and Microsoft, which is more than likely to happen again in a more devastating way, then Sony could easily strike more exclusives deals with 3rd party games, resulting in more games with new next gen experiences instead of half-baked experiences.
Sony is certainly in a position to show their LOD superiority with visuals not available elsewhere if they wish. This is the most interesting generation since I can remember.
 
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