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

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I looked at this article to get a little more info for the disbelieving. They talk about meshes having hundred of “millions” of polygons not billions. That makes a lot more sense by a factor of a 1000.
They talk to have billions of polygons in the same scene but also they even specified were hundred of million per object not billion, where is the controversy?
 
I looked at this article to get a little more info for the disbelieving. They talk about meshes having hundred of “millions” of polygons not billions. That makes a lot more sense by a factor of a 1000.

In that article, "millions" was written by the author and not a quote from Tim Sweeney; and "billions" was mentioned in relation to triangles not polygons, in the official presentation, by Epic's Technical Director, Brian Karis.

Who do you want to believe?
 
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xacto

Member
I looked at this article to get a little more info for the disbelieving. They talk about meshes having hundred of “millions” of polygons not billions. That makes a lot more sense by a factor of a 1000.

The author of that article is Chris Wallace; whatever you don't see in quotes in that article is what the author wrote. Where you see quotes, as in what Sweeney says, like this:

“It’s all real,” says Sweeney. “But the important thing is that this was not a vast new content development effort. Most of these assets just came straight from Quixel Megascans, and were put together pretty quickly into a scene. The whole point of this technology is to enable any creator to be able to build this kind of high quality scene without having to create each piece by themselves manually.” - that's what's really being said by Epic Games CEO or the CTO or the VP of engineering which were interviewed by the news outlet.

So going back to the unquoted part of the article, that's what your author, Chris Wallace, came up with, that's where you see the word "millions".

To be clearer on the subject, there's the demo video of UE5, timestamped for you, where you can actually hear the word "billions" since we're counting triangles:

 
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Ascend

Member
The author of that article is Chris Wallace; whatever you don't see in quotes in that article is what the author wrote. Where you see quotes, as in what Sweeney says, like this:

“It’s all real,” says Sweeney. “But the important thing is that this was not a vast new content development effort. Most of these assets just came straight from Quixel Megascans, and were put together pretty quickly into a scene. The whole point of this technology is to enable any creator to be able to build this kind of high quality scene without having to create each piece by themselves manually.” - that's what's really being said by Epic Games CEO or the CTO or the VP of engineering which were interviewed by the news outlet.

So going back to the unquoted part of the article, that's what your author, Chris Wallace, came up with.

To be clearer on the subject, there's the demo video of UE5, timestamped for you, where you can actually hear the word "billions" since we're counting triangles:


Let's quote what he exactly said...
"There are over a billion triangles of source geometry in each frame, that nanite crunches down losslessly to around 20 million drawn triangles."
 
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bitbydeath

Gold Member

bitbydeath

Gold Member
I swear some of you...

UE5 is available for all platforms. At the end of the day it is designed to scale and find a way to work everywhere. Why would they build their engine to around the one thing that doesn't exist on any of the other platforms (5.5gb SSD). That doesn't scale. This engine will work with HDDs. Resolution can scale, streaming will not.

The engine will remain a jack of all trades because that is how they make money. They won't deign around a specific architecture and especially not reliant on SSD speeds for XSX and PS5 that still really don't exist in significant numbers on PC.

Sony made a deal with Epic to get advertising rights and promotion from Epic on the release of UE5 (that is why Tim said they have a special relationship). Epic did not design UE5 around PS5's architecture. They may help Sony use it, but they did not design it with that in mind. If they did they effectively cut themself off from most the market.

I didn’t say it wouldn’t be available to all platforms. They’re building around PS5 features that don’t exist in other platforms because PlayStation has a long history of selling well and someone at Epic decided so.
 

PaintTinJr

Member
Let's quote what he exactly said...
"There are over a billion triangles of source geometry in each frame, that nanite crunches down losslessly to around 20 million drawn triangles."
It is certainly good that the quote has been straightened out, but in many ways getting it wrong is inconsequential to the topic IMHO, because the important part is rendering polygons at pixel sizes from assets that are orders more detailed- that's amazing IMO whether thousands, millions or billions of pixels. Rendering polygons that small looks like it removes so much noise from the final image, because either the shader or the rasterization process are anti-aliasing the edges just from doing their job normally - at the sub pixel scale.
Using real-time GI on top of that and effectively noiseless textures looks like the icing on the cake.
 

Bo_Hazem

Banned
148929.jpg


Credit to: kyliethicc kyliethicc :messenger_winking_tongue:
 

Corndog

Banned
Check this thread out.

im familiar with ps5 tech
The author of that article is Chris Wallace; whatever you don't see in quotes in that article is what the author wrote. Where you see quotes, as in what Sweeney says, like this:

“It’s all real,” says Sweeney. “But the important thing is that this was not a vast new content development effort. Most of these assets just came straight from Quixel Megascans, and were put together pretty quickly into a scene. The whole point of this technology is to enable any creator to be able to build this kind of high quality scene without having to create each piece by themselves manually.” - that's what's really being said by Epic Games CEO or the CTO or the VP of engineering which were interviewed by the news outlet.

So going back to the unquoted part of the article, that's what your author, Chris Wallace, came up with, that's where you see the word "millions".

To be clearer on the subject, there's the demo video of UE5, timestamped for you, where you can actually hear the word "billions" since we're counting triangles:



And like I said it is pure bull crap. I don’t care who said it.
 
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vpance

Member
I didn’t say it wouldn’t be available to all platforms. They’re building around PS5 features that don’t exist in other platforms because PlayStation has a long history of selling well and someone at Epic decided so.

Sweeney says they’ve been working very closely with Sony on storage for a long time.

It makes sense for Epic to be in the ear of Sony. They have a game changing feature in virtual geometry and they want to sell their engine on that, so they have to work with system architects to make an optimal SSD to ensure it gets used.
 

yewles1

Member
In that article, "millions" was written by the author and not a quote from Tim Sweeney; and "billions" was mentioned in relation to triangles not polygons, in the official presentation, by Epic's Technical Director, Brian Karis.

Who do you want to believe?
They specifically said in the demo that the statue was over 33 million triangles, and that the big room had 500 of them which equated to over 16 Billion (Thousand Million or Milliard for EU folk) and that the entire demo contained 100's of billions of triangles total. BTW, triangles and quads are the two most common forms of polygon primitives, which consist of multiple vertices, edges, then a face.
 
Nope, Phil said some of their studios are using Unreal Engine, not UE5.
An advertisement deal with Epic = UE5 only runs on PS5 🤭
The main takeaway from the Unreal Demo is that PS5 is being treated as the lead platform for Unreal games.

Many were questioning if devs would take advantage of Sonys unique hardware and now we know at least one major platform outside of Sonys own is.
Available for all, I just meant that it is being built to suit PS5s architecture.

They will get it though but it looks like it’d be a port treatment since it’s very specific to PS5 architecture.
Hahahahaha nice try tho.
 
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Corndog

Banned
They specifically said in the demo that the statue was over 33 million triangles, and that the big room had 500 of them which equated to over 16 Billion (Thousand Million or Milliard for EU folk) and that the entire demo contained 100's of billions of triangles total. BTW, triangles and quads are the two most common forms of polygon primitives, which consist of multiple vertices, edges, then a face.
Good job explaining. And like I said I do not believe they are rendering any of those statues at 33 million polygons. They are obviously saving a lot of data by having the same object replicated 500 times. Still, their numbers don’t add up.
 

Nikana

Go Go Neo Rangers!
I didn’t say it wouldn’t be available to all platforms. They’re building around PS5 features that don’t exist in other platforms because PlayStation has a long history of selling well and someone at Epic decided so.

And they will do the same on XSX and mobile. Every platform will have advantages in some capacity and the engine will be tailored to each one.

Like every single engine on the market.
 

Corndog

Banned
My best guess from what I have read is that UE5 allows the developer to import high geometry models and the engine automatically generates lod data based on the target system. So while the imported data may contain billions of polys the actual rendered scene does not. This saves the developer time from having to create lod models manually. Again the above is my opinion based on what I have read. Don’t take it as fact.
 

PaintTinJr

Member
Good job explaining. And like I said I do not believe they are rendering any of those statues at 33 million polygons. They are obviously saving a lot of data by having the same object replicated 500 times. Still, their numbers don’t add up.
It feels like you are struggling with the context. They aren't rendering 33M polygons per model, or even storing all 33M in RAM, they are successfully storing just the ones facing the camera per frame (at an imagine quality of around 1 polygon per pixel) to make the issue of not having it in memory a moot point - all the visible geometry necessary to convince you all the polygons for all models are there, are there wherever the camera moves.

If you aren't familiar with BVH acceleration structures or hidden surface removal then I can see why you'd think it doesn't added up; and this is even harder to accept as it is cutting edge hardware and a cutting edge software solution to this very in-depth area of rendering.
 

CobraXT

Banned
This is an opinion of a dev on the ps5 ssd speed :

"The SSDs are obviously the biggest change, although probably less important than some people who think they're black magic are making them out to be. They won't cure cancer, but they potentially make loading a thing of the past . You can instantly transport across the map through a portal in my game with no pop-in or anything, and that's at 60 FPS.

And that's while targeting generic SATA SSDs on PC for compatibility. I don't even wanna' know what you could *need* the PS5's SSD for"
 
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This is an opinion of a dev on the ps5 ssd speed :

"The SSDs are obviously the biggest change, although probably less important than some people who think they're black magic are making them out to be. They won't cure cancer, but they potentially make loading a thing of the past . You can instantly transport across the map through a portal in my game with no pop-in or anything, and that's at 60 FPS.

And that's while targeting generic SATA SSDs on PC for compatibility. I don't even wanna' know what you could *need* the PS5's SSD for"

Nice selection but there's also quite a few accounts from Devs praising the ssd of the ps5 for other reasons .
 

PaintTinJr

Member
Something else that I remembered from watching the UE5 demo was that it seamlessly transitions from inside to outside in real-time, which at the time I was thinking, well that's interesting, normally space partitioning structures need optimised for indoor or outdoor at top visual fidelity, and would need a big load time corridor for the transition. Like Amazing Spiderman does when you go indoors. And then I forgot as the outdoor visuals of the demo were stunning.

Question on that front is, does UE5 have a new hybrid space partitioning structure? Or is the SSD and IO so fast that it can transition between different space partitioning structures at running gameplay speed?
 
This is an opinion of a dev on the ps5 ssd speed :

"The SSDs are obviously the biggest change, although probably less important than some people who think they're black magic are making them out to be. They won't cure cancer, but they potentially make loading a thing of the past . You can instantly transport across the map through a portal in my game with no pop-in or anything, and that's at 60 FPS.

And that's while targeting generic SATA SSDs on PC for compatibility. I don't even wanna' know what you could *need* the PS5's SSD for"
Tell him to see UE5 video presentation.
 

Dr Bass

Member
This is an opinion of a dev on the ps5 ssd speed :

"The SSDs are obviously the biggest change, although probably less important than some people who think they're black magic are making them out to be. They won't cure cancer, but they potentially make loading a thing of the past . You can instantly transport across the map through a portal in my game with no pop-in or anything, and that's at 60 FPS.

And that's while targeting generic SATA SSDs on PC for compatibility. I don't even wanna' know what you could *need* the PS5's SSD for"

There are a bunch of devs who had no idea what UE5 was about to show before yesterday. Of course they weren't thinking about using it for loading cinema quality assets and virtualized geometry in scenes. They were thinking in terms of what they were already familiar with. I saw a couple game devs "freaking out" on twitter over what was shown yesterday, so I think those past statements have to basically be completely disregarded at this point.
 

HAL-01

Member
My best guess from what I have read is that UE5 allows the developer to import high geometry models and the engine automatically generates lod data based on the target system. So while the imported data may contain billions of polys the actual rendered scene does not. This saves the developer time from having to create lod models manually. Again the above is my opinion based on what I have read. Don’t take it as fact.
You're getting close now. In a way, yes. The geometry engine bypasses conventional LOD systems and simply increases or reduces the polycount of assets on the fly, depending on their distance to the camera. From the viewpoint of the camera, it would just look like detail is unlimited.
 
There are a bunch of devs who had no idea what UE5 was about to show before yesterday. Of course they weren't thinking about using it for loading cinema quality assets and virtualized geometry in scenes. They were thinking in terms of what they were already familiar with. I saw a couple game devs "freaking out" on twitter over what was shown yesterday, so I think those past statements have to basically be completely disregarded at this point.
Cerny tried to explain it all in its presentation but some didnt want us to believe SSD speed would improve games in more ways than loading times! ;)
 
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B_Boss

Member
Taking from an Xbox site? As proof of what? Lol it has a stronger gpu marginally stronger and psv has a way more advanced ssd with more speed. Obviously both will advance in some things. I don't take PR fluff too seriously in either camp unless it comes from a neutral party. Pr is there to fluff and hype and often times falls short.

Oh yeah man, that’s using logic from the site itself basically. It’s good to make clear what a site says so misunderstandings are fewer if you know what I mean. PR fluff, marketing fluff, etc. lol. Always good to steer clear of it and understand what’s really going on when appropriate 🍻.
 
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Three Jackdaws

Unconfirmed Member

Some of us already knew this but still good to clear things up.

N83nfYT.gif


“The actual goal of that part was to force the player camera to be really close to the wall to show how much detail there is in the scene,” a spokesperson for Epic told Kotaku in an email. “We were not trying to hide any loading but actually show good looking assets in close-up.”
 
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A lot of game developers—particularly from the smaller studios—don’t know much about how the engines they licence work internally. Game engine developers are a completely different breed to game developers.
Designing and creating a game using something like Unreal Engine is mostly a case of creating art assets and whatever logic the game needs in straight-forward C++ or even Unreal’s own Boilerplate/scripting system.

Not all “game developer” feedback and sound-bytes are equal, even within the same studio. Bigger studios that have an in-house engine are worth listening to on what this kind of IO opens up, not some indy studio using Unity/Unreal.

People that are good at both engine and game design are an extremely rare breed. They’re usually very different disciplines. Sweeney had to hire in when he was still called Epic MegaGames as he knew how to make a good engine, but not a popular game. Cerny is another engine/tool guy more than a game designer (Knack). These people know how to make an engine, what concessions and compromises they have to make, what the limitations are, where the bottlenecks are etc.

It’s the difference between designing and machining a nice widget people want and designing and building the 5-axis CNC machine that allows you to make it.
On the topic of what will change the world of manufacturing, I’d trust the guy that designed the CNC machine over the guy spinning 3D models around in CAD.
 

TLZ

Banned
Y'all like to hate Microsoft
Hello Xbox warrior :messenger_smiling_with_eyes: Welcome to the arena!

I don't think people like to hate MS. I think it's MS are good at making people not like them. Personally, I'm still looking forward to what they bring to the nextgen table, but their last Inside Xbox didn't help. It was all talk no substance so far. That disappoints me a lot.

I'm still waiting cautiously though. Still waiting for them to blow my green 12tf socks off.
 

Corndog

Banned
You're getting close now. In a way, yes. The geometry engine bypasses conventional LOD systems and simply increases or reduces the polycount of assets on the fly, depending on their distance to the camera. From the viewpoint of the camera, it would just look like detail is unlimited.
The more I thought about it this it what I think. Suppose for illustration you had an object that was 100 by 100 polys. Your budget for this object is 100 polys. At the farthest distance you would read every 10th vertex(really not quite this simple). As you zoom in your object budget would increase since in now occupies more of the screen. You now read every fifth and so on as you get closer.

If this is the approach then like I said billions of polys per scene is bull crap. You still have a reasonably small poly budget which if it is approximately 1 poly per pixel is 3.7 million polys per frame. Now that I can believe.

My questions for this approach.
1. How much processing power is needed to generate these new polys?
2. Are they also using a similar procedure for textures?( Like what Microsoft seems to be doing).
3. How much space are these huge datasets going to take up?

Edit: one question. Why are you bringing up the geometry engine? We are talking general purpose software here. UE5 is going to run on ps5, Xbox series x, pc, some phones and probably even current gen.
 
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If Microsoft don’t do well it’s bad for Xbox and PlayStation fans. PlayStation without competition will become expensive and lazy.

Sony has historically delivered its best with competition. It only got into this business to begin with to spite Nintendo after they pulled out on a collaboration.

If the XSX is well priced it will do MUCH better than XO. If XSX doesn’t do well, we all lose.

I’m getting both, although at this point favouring PS5 first and XSX after the first price reduction (assuming the launch prices are sane and similar).
 

Audiophile

Member
Just to add, Sweeny describing Sony putting their flash memory “close” to working memory, or to the CPU or GPU or whatever is referencing latency, not bandwidth.
“Distance” in this metric is how many ticks of a CPU/GPU it takes before it has what it asked for in its cache.

It’s not PS5’s 5.5GB/s that puts its flash storage “close” (although it plays a part) it’s the elimination of bottlenecks. It’s the DMAC eliminating check-in (initially copying to RAM, then copying from and back to RAM again), it’s a coprocessor mapping and remapping the memory for what the SSD is delivering, it’s a coherency engine keeping RAM and GPU caches “coherent” and in sync without needing to stall the GPU for a cycle to completely flush the cache as new data streams into RAM, it’s traditional IO tasks like file lookup being replaced by a hardware accelerator and new access API.
It’s asking for an asset and having it ready to work on during the same frame without needing to fall back or rely on prediction.

It’s all well and good having a lot of GPU compute, but if they have to stop what they’re doing for a clock cycle every time new data streams into RAM and potentially invalidates their working cache that would need to be rebuilt, then they’re idling.
Being able to selectively invalidate a GPU’s cache means it is pretty much always working during heavy streaming moments.

This is part of what Sweeny means by flash being “close”. Distance in this context means latency and time costs, not just simply comparing sequential read speed between NAND and APU.

5.5-9-22GB/s from NAND to APU is comparatively useless on traditional architecture whereby that 5.5-9-22GB/s potential would be constantly stopping and starting and waiting while it’s handled without hardware acceleration and removal of bottlenecks, or if it kept causing the GPU to essentially miss clock cycles of work while being updated, effectively downclocking it in real terms.

PS5 being described as having god-tier IO is more than just a NAND and flash controllers peak sequential read speed. That’s just the start of the chain. The thickest part of the pipeline. Comparing raw sequential read isn’t even half the story in how PS5 IO differs from PC, or even XSX.

Wonderful post!
 

Bo_Hazem

Banned
Absolutely! This is one of the hidden "secret sauce" features of the PS5 that is FINALLY being talked about. So the thing is sooo advanced that it has a dedicated cooling system for the internal electronics that also serves the users by, and at a proper time determined by biometric heat readings from the camera, give the users blow..........jobs......... Hmmm... It sounded better in my head than it looks on paper? :messenger_winking_tongue:

41ie5x.jpg
 

HAL-01

Member
The more I thought about it this it what I think. Suppose for illustration you had an object that was 100 by 100 polys. Your budget for this object is 100 polys. At the farthest distance you would read every 10th vertex(really not quite this simple). As you zoom in your object budget would increase since in now occupies more of the screen. You now read every fifth and so on as you get closer.

If this is the approach then like I said billions of polys per scene is bull crap. You still have a reasonably small poly budget which if it is approximately 1 poly per pixel is 3.7 million polys per frame. Now that I can believe.

My questions for this approach.
1. How much processing power is needed to generate these new polys?
2. Are they also using a similar procedure for textures?( Like what Microsoft seems to be doing).
3. How much space are these huge datasets going to take up?
Please listen, this is something everyone already explained. There's 20 million triangles processed per frame, not 3.7. the "1 tri per pixel" is just a comparison of relative size. If you only processed tris within direct line of sight you wouldnt be able to do any lighting or physics calculations as the half of every asset facing away from the camera would be missing. They're also doing the same for textures, yes.

As i said before please stop calling bull**** about tech you clearly only have a superficial understanding of.
 

Shmunter

Member
Ok so Alex from DF is already on the other place saying the faster SSD on the PS5 doesn't offer any advancement. It's different just because.

I'm starting to wonder what's up with this. I would like for those who believe that it offers no benefit, like he does, to explain to me why is then that faster SSDs are being brought to the market and why Sony decided to remove so many bottlenecks and end up with a SSD that was at least 5Gb/s which in the end ended up being 5.5.

Like I would really love for someone who shares the same opinion to explain to me why it doesn't matter, why it offers no advancements and why not go with a 1Gb/S SSD then. Why is it that apparently, the XSX at 2.4 GB/S is the magic number?
I’m also curious to the rebuttals that a faster memory pipeline having no benefit. Link to the Alex reasoning?
 

Nikana

Go Go Neo Rangers!
That has nothing to do with incorporating the functions of cell into Unreal or any other third party engine.

How does it not? Tim Sweeny said the PS3 was easy to program for. He said he got unreal running in 2 months on PS3. How is that not incorporating the unreal engine into cell?
 

CobraXT

Banned
This is an opinion of a dev on the ps5 ssd speed :

"The SSDs are obviously the biggest change, although probably less important than some people who think they're black magic are making them out to be. They won't cure cancer, but they potentially make loading a thing of the past . You can instantly transport across the map through a portal in my game with no pop-in or anything, and that's at 60 FPS.

And that's while targeting generic SATA SSDs on PC for compatibility. I don't even wanna' know what you could *need* the PS5's SSD for"

if anyone interested of the source of this .. a mod from an arabic forum chated with the developer personally ..

link : https://www.true-gaming.net/boards/...بلايستيشن-بدأ-البث.47394/page-11#post-1839356

The dev also said next gen games will look much better than UE5 demo with even 60 fps
 
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