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

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The xbox twitter fanboys are pushing that SFS 'streaming speed advantage' harder than ever.

Gh50gE8.png


I'm not very tech savvy but this doesn't make any sense. If SFS actually gave Series X the upperhand in I/O-speeds (am I understanding their point right here?), how on god's green earth hasn't this made MAJOR headlines yet? I mean shit, if true Sony just invested in that monster SSD for nothing.
 
Sorry if this was already posted, this thread moves fast

PC Gamer put up a decent article talking about next gen console tech and how it could help PC gaming


There's a lot to be excited about with the next-gen consoles, and not the least bit is how they will bolster our gaming PCs.

Both the Xbox Series X and PlayStation 5 operate with AMD-designed technology at their gooey centres—AMD Zen 2 and RDNA 2 chips to be precise....their counterparts are, or will soon be, available within the PC ecosystem, too. The latest Ryzen 3000 processors left their mark on the best CPUs for gaming list, thanks in large part to the AMD Zen 2 architecture. And as for RDNA 2.0 graphics cards, those will ship in a form factor favoured by gaming PCs roughly around the same time as the next-gen consoles launch

What separates console from PC, and console from console, are the many proprietary or pseudo-proprietary features being integrated at the nanometre level. Sony is rolling out its own 3D audio algorithms, uber-high bandwidth I/O, and SSD controller with the PS5. While Microsoft is bringing its 'Xbox Velocity Architecture' to bear with its latest console, which will also be fitted with all the advancements introduced within the flashy DirectX 12 Ultimate API.

Where things get interesting for us PC folk is when these many advancements intersect our not-so-humble hobby, and many of the features within both Microsoft and Sony's secret sauce are not as proprietary as they'd like to have us believe.

Article then goes on to detail next-gen advancements in:

Graphics: Ray Tracing, UE5's Nanite and Lumen technology

Storage:

What's been crucially pivotal to both the Playstation 5 and Xbox Series X has been the inclusion of an NVMe drive, which have already found a home in the latest gaming PCs.

For the Xbox Series X, Microsoft is offering the new Xbox Velocity Architecture to help its console along. It's actually composite of a four key technologies—DirectStorage, a custom NVMe SSD, Sampler Feedback Streaming, and a dedicated decompression block—of which at least half are also coming to gaming PCs—in fact, a few are already in the works right now.

On the flip side, the PlayStation 5 can't operate DX12 or any part of Microsoft's API, for obvious reasons. Instead we'll find the similarities here lie within the custom system-on-chip that AMD produced with Sony for the PlayStation. You see, while both the Xbox and PlayStation both operate similar RDNA 2 graphics silicon, they are configured very differently.

Sony's custom chip integrates a custom I/O complex to once again deliver unprecedented console bandwidth. It's including a hardware decompression chip, much like the Series X, along with a dedicated DMA controller, two I/O co-processors, coherency engines, and those proprietary GPU cache scrubbers I spoke about earlier. Perhaps the biggest difference between the two consoles, and our gaming PCs, is that Sony has designed its very own flash controller for its onboard SSD.

Audio:

Gaming PCs have long been capable of 3D and spatial audio, such as HRTF processing, and it's often enabled on a per game level. That's something most often offloaded to the CPU

The Xbox Series X features a dedicated audio block intended to process sound in fine detail and with more complex algorithms, under the Project Acoustics banner. It will also feature plug-in support for Unity and the Unreal engine.

What's potentially of interest to PC gamers, with the release of the PlayStation 5, is the inclusion of a new 3D audio engine built out of a repurposed GPU Compute Unit (CU).

Sony aims to deliver spatial and HRTF processing without burdening the CPU anymore than it should.

Lot more in the article, getting into specifics of the graphics technologies and SSD techs
 
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I swear a lot of you are just completely ignoring how scalable Epic claimed the engine was.. how you could make a game targeting "next gen high end consoles" that works fine on a cell phone.

That's the huge news for developers to me. It kind of squashes the notion that you have to ignore older hardware to really take advantage of the massive I/O of the PS5 SSD... and completely contradicts what some of you are saying about developers ignoring other systems in favor of PS5.

You need to separate the game engine and it's capability and device compatibility from this specific demonstration "game" made with it to demonstrate Nanite and Lumen.
Nanite and Lumen are in no way unique to PS5, but how well each system scales will depend on the hardware.
For this specific technology demonstrator, the amount of detail crammed in and the speed at which it was being loaded and unloaded—especially during the flying sequence—may very well be unique to PS5 from what Sweeney was saying, but that doesn't mean Nanite and Lumen are at all.

A "multiplatform" version of this demonstrator (which doesn't make sense in this case) running on an iPhone might have (on top of much lower resolution) far less geometric detail, less objects in the scene and a slower flying speed, for example. In reality, they'd have designed something different to play to the capabilities of that platform.

The extent to which Nanite was demonstrated, however, at least according to the people interviewed after the SGF stream, does seem contingent on Sony's IO implementation. Just as (for sake of argument) Microsoft's Minecraft with Ray-Tracing demonstration would likely be contingent on XSX GPU implementation. They could have been made in the same engine, with a common engine that supports both platforms, but not been able to run as demonstrated when swapping platforms.

Because a game engine supports a particular feature, it doesn't mean it will scale well or even be available across all platforms, even if the engine is.
 

DeepEnigma

Gold Member
Sorry if this was already posted, this thread moves fast

PC Gamer put up a decent article talking about next gen console tech and how it could help PC gaming










Article then goes on to detail next-gen advancements in:

Graphics: Ray Tracing, UE5's Nanite and Lumen technology

Storage:







Audio:






Lot more in the article, getting into specifics of the graphics technologies and SSD techs

Yet people were laughing and balking at this in other threads. Sigh.

I kept saying, this is a win win for all gaming platforms.
 

Ptarmiganx2

Member
Marketing double speak is indeed a perilous minefield. And It is upto us enthusiasts to scrutinise it and come to conclusion based on known info paired with critical thinking...

Facts
  • We know PS5 has double the streaming Capability of XsX
  • We do not know how far the PS5 streaming architecture was pushed for the demo, however;
Assumptions
  • We can assume Epic wanted to market their engine at its best and therefore not actively restrict their vision, why would they?
  • If the above is true, they would therefore push the stream as far as it can go, the high speed flyover at the end seemingly reenforces it
  • If the 5.5gig was then utilised, a system with less stream capability would require nips and tucks to fit the gameplay within its asset capability

i cannot see anything but the above to be the most plausible assessment of the presentation

What is scary: if it’s not being pushed, just wait until it is. I think it is 100 percent safe to say, Sony is going to deliver a gaming experience never before “fully” possible on any platform. To me that is what defines a generation. That’s why I’m all in. Look beyond traditional metrics, Sony flipped the playing table.
 
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Bo_Hazem

Banned
You are a brave man! Max difficulty is no longer in my repertoire now that I’m in my 40’s. Although I can afford the multiple broken controllers much easier than in my younger years. :messenger_bicep:

Brave man? Well, I downloaded P.T. then watched it on youtube and went back and deleted that black magic:lollipop_tears_of_joy: Fighting the brother gods on GOW, I died nearly 40 times. Funny that now I know that one coop strike they do was avoidable by throwing the axe that always gets me killed only last month:messenger_tears_of_joy:

GOW at Give me God of War difficulty is one of the most punishing games, especially at earlier stages when you're not well-equipped and skilled. But at 34 now I'm more than sure that my gaming skills are way more superior than previous years.

148940.jpg
 
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The xbox twitter fanboys are pushing that SFS 'streaming speed advantage' harder than ever.

Gh50gE8.png


I'm not very tech savvy but this doesn't make any sense. If SFS actually gave Series X the upperhand in I/O-speeds (am I understanding their point right here?), how on god's green earth hasn't this made MAJOR headlines yet? I mean shit, if true Sony just invested in that monster SSD for nothing.

From my understanding (happy to be corrected), the custom Microsoft part of SFS isn't the bit that allows you to only grab part of the texture in use, but is related to falling back to lower MIP levels if it's not available in time, which can happen while streaming.
The part of SF that makes sending textures more efficient is standard AMD, and has been around for a long time, and GCN had something similar:

https://www.anandtech.com/show/5261/amd-radeon-hd-7970-review/6

This part of Sampler Feedback may very well improve streaming performance 2x-3x better, but it's implied that that's versus PS5, when it's actually versus a system that doesn't do this. The Microsoft customisations that make SFS have no such multiplier effect to my knowledge. I think even a Microsoft engineer clarified which bit was custom after this Tweet.
 

Thirty7ven

Banned
I swear a lot of you are just completely ignoring how scalable Epic claimed the engine was.. how you could make a game targeting "next gen high end consoles" that works fine on a cell phone.

That's the huge news for developers to me. It kind of squashes the notion that you have to ignore older hardware to really take advantage of the massive I/O of the PS5 SSD... and completely contradicts what some of you are saying about developers ignoring other systems in favor of PS5.

Uh, I don’t think you quite understand what he means with the engine being scalable all the way down to cell phones. It doesn’t mean you can make Gears 6 and scale it down for iPhone, it means you can make a game for iPhone using U5.
 
The xbox twitter fanboys are pushing that SFS 'streaming speed advantage' harder than ever.

Gh50gE8.png


I'm not very tech savvy but this doesn't make any sense. If SFS actually gave Series X the upperhand in I/O-speeds (am I understanding their point right here?), how on god's green earth hasn't this made MAJOR headlines yet? I mean shit, if true Sony just invested in that monster SSD for nothing.
SFS is good but is not unique or magic exists only two kinds of person who said that kind of stupid things like those tweets:
1)Fanboys
2) People which doesn't understand and just repeat everything they read in another place

The SFS is a good solution but first you put an extreme case, second is not like doesn't exists something similar already in PS4 'Partially Resident Textures' and probably also
the Xbox one hast it, SFS is an evolution not something which never was used in some way.
https://www.anandtech.com/show/5261/amd-radeon-hd-7970-review/6
tiqLRMw.jpg
 
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Sinthor

Gold Member
The xbox twitter fanboys are pushing that SFS 'streaming speed advantage' harder than ever.

Gh50gE8.png


I'm not very tech savvy but this doesn't make any sense. If SFS actually gave Series X the upperhand in I/O-speeds (am I understanding their point right here?), how on god's green earth hasn't this made MAJOR headlines yet? I mean shit, if true Sony just invested in that monster SSD for nothing.

These people are dreaming or smoking crack. MAYBE it gives them a 2-3 PERCENT advantage or something. No way it's 2-3 TIMES. Inconceivable! :)

 

PaintTinJr

Member
On a high end PC you will be able to have higher framerates and take effects implementations to their limits. You can always do more there, if you have the configuration needed.

But it will be interesting to see how XSX and PS5 perform relative to each other when implementing U5 tech. What will be the give and takes, we will have to wait to know.
At this point in time the specifics of the PS5 hardware make it uncertain if previous methods of brute forcing will still work, or if they will need adapted to go beyond the massive 1440p resolution at that IQ, or if going faster frame-rate is possible just with more CUs on the same Die.

Speculating...the clockspeed is now very important to the number of extra cycles per frame available to analyse the 10's of billions of source geometry and crunch them down for the frame...the cache scrubbing is probably important to reduce redundancy of analysis/crunching/data transfers, so L2 Cache per CU is probably important on PC GPU, and VRAM speed, maybe meaning faster GDDR6 modules needed... and with the IO processing, reducing IO protocol overhead being important on PS5, and IO close to the VRAM, it might mean GPU attached SSDs on better performing PC solutions.
 
This part of Sampler Feedback may very well improve streaming performance 2x-3x better, but it's implied that that's versus PS5, when it's actually versus a system that doesn't do this. The Microsoft customisations that make SFS have no such multiplier effect to my knowledge. I think even a Microsoft engineer clarified which bit was custom after this Tweet.

SFS is good but is not unique or magic exists only two kinds of person who said that kind of stupid things like that tweets:
1)Fanboys
2) People which doesn't understand and just repeat everything they read in another place
Lol, trying to put it all together... So we can assume this system really can't compete with the raw PS5 hardware read speeds? Multiplying the stream speed to 9-14 gb/s just sounds outragous.
 

ethomaz

Banned
The xbox twitter fanboys are pushing that SFS 'streaming speed advantage' harder than ever.

Gh50gE8.png


I'm not very tech savvy but this doesn't make any sense. If SFS actually gave Series X the upperhand in I/O-speeds (am I understanding their point right here?), how on god's green earth hasn't this made MAJOR headlines yet? I mean shit, if true Sony just invested in that monster SSD for nothing.
SFS uses the well talked compressed units (BCPack or Zlib) to archive that.
The shared 4.8GB/s by own MS that probably is the average performance you will get.

People on twitter keep adding compression over compression lol
 
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Lol, trying to put it all together... So we can assume this system really can't compete with the raw PS5 hardware read speeds? Multiplying the stream speed to 9-14 gb/s just sounds outragous.
In bandwidth not, is useful yes but is not like Cerny said every tool the PS5 has neither so is possible they also involve the old which exists in Ps4.

Right now the only people who can tell how much this helps are the devs and you don't see any AA or AAA studios saying the streaming in XSX surpasses the PS5 even when Xbox.

For example in the other side some months ago before the Cerny presentation I read the PS5 will have a GPU so superior able to do 3 instructions per cycle .... that kind of guys
are in the same level of idiocy. Unreal Engine was show in the hardware when they can show in the best possible his new features right now, that doesn't means PS5 will have better
graphics in the next year compare to top high end of PC, but man those machines cost more than 3 consoles together with years of Gold,Plus and Nintendo online it would be the
last straw if they were not better with those prices.
 

SlimySnake

Flashless at the Golden Globes
The xbox twitter fanboys are pushing that SFS 'streaming speed advantage' harder than ever.

Gh50gE8.png


I'm not very tech savvy but this doesn't make any sense. If SFS actually gave Series X the upperhand in I/O-speeds (am I understanding their point right here?), how on god's green earth hasn't this made MAJOR headlines yet? I mean shit, if true Sony just invested in that monster SSD for nothing.
i love how all of a sudden the ssd matters now. what happened to the tflops wars?

maybe nxgamer was right. i might owe him an apology because i made fun of his tflops dont matter video on this board.
 

Bo_Hazem

Banned
Remember that this is done with UE4.



You shouldn't be concerned about the graphic quality of the new consoles. What should concern you is the quality of creative minds.

PS. With one 1080Ti.


The funny thing is that it's not using true 4K at 16:9, but extremely wide cinematic aspect ratio of 2.39:1.

Plus, they've lowered the polygon count by 25% on 4K assets, the PS5 used uncompressed, Hollywood-level 8K assets!

They could easily push it back to 4K assets and have stable native 4K!
 
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FeiRR

Banned
I just paid a PS5 to fix my car and I’m not nearly as happy as I had just bought a PS5 :(

Damned cars.
I feel you. I pay that much every month for my car which I've used 4 times in the last 2 months due to the pandemic. I mean, it's a nice Japanese car but it doesn't run Unreal Engine, just Android Auto (lol).
 
These people are dreaming or smoking crack. MAYBE it gives them a 2-3 PERCENT advantage or something. No way it's 2-3 TIMES. Inconceivable! :)


This always happens doesn't matter the year of brand I remember when the Wii was announced with a hardware very inferior compare to Xbox 360 and PS3.

The forums were full of people talking than Nintendo will have displacement mapping and with this was not necessary to have a powerful system .... we all know
how this history ends.
http://nintendo-revolution.blogspot.com/2005/12/is-displacement-mapping-last-secret.html
displacementmap7tx.jpg


I put something nostalgic thinking on the old technical demos.
 
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A LOT of reminders about how the triangle density scales with the GPU though ;)

That won't mean much, more polygons do not add meaningfully to the image, perhaps you could render at slightly higher resolution or slightly higher framerate, but that's about it.
"The philosophy behind it goes back to the 1980s with the idea of REYES, Render Everything Your Eye Sees—a funny acronym which means that given essentially infinite detail available, it's the engine's job to determine exactly what pixels need to be drawn in order to display it," said Sweeney in a conference call with PC Gamer and other outlets this week. "It doesn't mean drawing all 10 billion polygons each frame, because some of them are much, much smaller than a pixel. It means being able to render an approximation of it that misses none of the detail you're able to perceive. And once you get to that point, you're done with geometry. There's nothing more you can do. And if you rendered more polygons you wouldn't notice it because they contribute infinitesimally to each pixel on the screen." https://www.pcgamer.com/unreal-engine-5-tech-demo/
2.4GB/s and the normal uncompressed speeds of PS5 without Kraken is already quicker than BCPack can archive.
and bcpack is for textures, this new paradigm is massive billions of polygons too not just 8k textures. So a good chunk of the transmitted data won't benefit from bcpack, but some say geometry is ridiculously compressible and might see 22GB/s with kraken.
Triangle per pixel is inefficient.
At least 1 vertex per 4x4 is ok.
The fact that the noise was even seen in the UE5 demo implies that it's at least 2x2 per vertex.
Btw, "wider" hardware means it needs more pixels per vertex. Not less.
We need a lossless photo of the noise. Some of it looked like it took 10+pixels in size, but others looked like single pixels. Today's architectures are inefficient at single triangle per pixel, we do not know what optimizations might have been done in next gen h/w and if the inefficiency is still true.

It could perfectly run on the XSX, and maybe at 4k, but not with the same amount of detail at some points. And taking into account how that demo was designed, we are still going to see better examples sooner or later.
if it is done in the same nanite lumin manner as ps5 it won't be able to run at 4k the performance delta is 18%. Probably not even the 2080ti can run it at 4k. Might need 3080ti to run at 4k, and that is if the geometry processing side scaled up significantly and a next gen ssd is present.

If SFS actually gave Series X the upperhand in I/O-speeds (am I understanding their point right here?), how on god's green earth hasn't this made MAJOR headlines yet? I mean shit, if true Sony just invested in that monster SSD for nothing.
Two things we don't know how sampler feedback streaming compares to the ancient sampler feedback available everywhere, also a good chunk of the bandwidth used in the demo goes towards billions of polygons geometry streaming, which won't benefit from sampler feedback as it is not textures.
 
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Scorn dev had some new comments pop up in an IGN interview today


I ask what, specifically, Series X offers the team that current-gen consoles couldn't: "It's mostly evolutionary improvements that are going to make the biggest difference. The most important one is elimination of the CPU bottleneck that exists in the current-gen consoles and much faster loading of assets thanks to the SSD. It's all about responsiveness and not having to wait on things."

Scorn is being built in Unreal Engine 4, and appears to be an exercise in pushing those tools as far as they'll go - Peklar doesn't say it outright, but Ebb appears to be aiming for high resolution and framerates as much as it is shiny (or should that be slimy?) new looks: "If developers decided to opt for lower resolutions and 30fps they could get more spectacular results, like in the new Unreal 5 showcase few days ago. What you have to remember is that responsiveness and motion clarity are also part of the overall presentation, so you would still be losing detail in a sense."

What remains less clear is whether Series X is the only console platform on which Scorn will arrive. When I ask if this is a Series X exclusive, or if it could hit PS5 sometime after launch, Peklar says he can't discuss that information. We still don't know if the game will come to Steam and Windows Store simultaneously with Xbox Series X, either.

Based on that last quote I have to think people were right, it is a timed exclusive and will hit PS5 at some point
 

ethomaz

Banned
Scorn dev had some new comments pop up in an IGN interview today








Based on that last quote I have to think people were right, it is a timed exclusive and will hit PS5 at some point
"If developers decided to opt for lower resolutions and 30fps they could get more spectacular results"

That is perhaps what most devs will choose... it is easier to sell to gamers too.
 

raul3d

Member
SFS uses the well talked compressed units (BCPack or Zlib) to archive that.
The shared 4.8GB/s by own MS that probably is the average performance you will get.

People on twitter keep adding compression over compression lol
I don't think the 4.8GB/s figure includes efficiency gains from SFS. What would be the average you assume? A 50% visible texture of what size?

On the other hand: Does SFS even work together with BCPack? If BCPack does not compress the stream evenly, it might be hard for SFS to calculate where the block is located that it wants to read.
 
Next Gen SSD tech could mean reemergence of Megatexture Technique


There would be a single, incredibly huge (32768×32768 pixel at first, though the size got increased to 128Kx128K with id Tech 5) texture covering the entire polygon map, hence the name. Megatextures technology allowed totally unique textures, without any repeated tiles on the terrain for instance. In short, it promised much more visually varied virtual worlds, particularly for the open world genre which was in its infancy at the time.

According to Splash Damage VP of Technology Marc Fascia, though, Megatextures (or something like it, at least) might have a resurgence soon thanks to the next-gen SSD technology featured in both PlayStation 5 and Xbox Series X, which is set to vastly diminish, if not outright wipe out, those very issues.

The PS5 supports both zlib and the slightly faster Oodle Kraken protocol from RAD Game Tools, while the Xbox Series X supports zlib for general textures and a new, reportedly very fast compression system called BCPack, tailored specifically to handle GPU textures.
 
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ethomaz

Banned
I don't think the 4.8GB/s figure includes efficiency gains from SFS. What would be the average you assume? A 50% visible texture of what size?

On the other hand: Does SFS even work together with BCPack? If BCPack does not compress the stream evenly, it might be hard for SFS to calculate where the block is located that it wants to read.
From what I understand SFS is just a memory management tech where based on previous frames it chooses hold on memory only part of the data let's see texture to will be used in the game...
It decrease the use of memory in real time cutting these parts it won't be used.

In a normal way: you will stream the full texture (compressed or not) and while you are using it will stay on memory.
With SFS: you will stream the full texture (compressed or note) and just hold in the memory the part of that texture you will use.

That include the decompression process (BCPack or Zlib)... for example you can't decompress half of the texture... so you first stream the full compressed texture to RAM, decompress it, so SFS choose which part will be used and says the memory part of the others parts are free to use.

So SFS are tied to the speed of the streaming and decompression of the data from SSD (Velocity Architecture?).
And yes they are work together.

There is some issues with SFS too... like if after few frames you need that part of texture you discarded? Well you will need to stream again the full textura from the SSD something you don't if you had the full texture on memory.

That is of course what I understand from Sampler Feedback Streaming.
Maybe somebody more used to it can add more into.
 
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Thanks all for input about the SFS thing. Guess we'll wait and see what it accomplishes.

It's crazy what ludicrous statements are being made even before any real game has been shown with actual gameplay, let alone been analyzed by the likes of DF. I'm pretty sure many of these prophets are going to have an extremely rude awakening as facts start emerging after launch.
 
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Corndog

Banned
Tim Sweeney, CEO & Founder of Epic Games. He said this demo is not possible without Sony hardware. Sure you can do the deductions for yourself.

Read it here 👇


Face the reality, and stop your concern trolling that you are pushing since yesterday. Give it a break.
That does not say what you think it does. Saying that it would not be possible without breakthroughs that Sony has made does not preclude that anyone else hasn’t done the same thing. And like I said earlier it is absolutely possible on pc right now.

I really don’t get why some of you get so worked up when someone disagrees with your personal narrative. Relax.
 

Corndog

Banned
I was curious to know where the Nanite rasterization is done... I was guessing in CPU.
But in Async Compute makes sense too.
Just that Epic said it won’t affect GPU rasterizer performance.
It absolutely will affect performance if your using gpu resources. Nothing is free.

Edit: Might be worth asking the guy. Maybe he will answer you.
 
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Sw0pDiller

Member
Remember: Epic could have used XSX or PC, but instead they used PS5 to show the demo. That's certainly telling...
thats because epic helped develop the I/O in PS5. Why help build something for your needs and then go to another manufactorer to show of your engine? It's probably because the code runs most impressive on PS5. they said so themselves, not TF horsepower or resolution is making this images so nice to look at, its the speed at wich the data is pushed to the screen.
 

Radical_3d

Member
I feel you. I pay that much every month for my car which I've used 4 times in the last 2 months due to the pandemic. I mean, it's a nice Japanese car but it doesn't run Unreal Engine, just Android Auto (lol).
How many times do you think I’ve used it in the most hard hit country in the world? : (
This whole cars thing it’s just not worth it. But at least is so old that doesn’t run Android Auto. When I have the money I’ll buy one that runs CarPlay.
 

Radical_3d

Member
Next Gen SSD tech could mean reemergence of Megatexture Technique

I liked Rage but that texture load was ridiculous. If the new machines means we can have again that “infinite texture detail” again I’ll be glad. Now we just need Romero back.
 

Corndog

Banned
Tim Sweeney, CEO & Founder of Epic Games. He said this demo is not possible without Sony hardware. Sure you can do the deductions for yourself.

Read it here 👇


Face the reality, and stop your concern trolling that you are pushing since yesterday. Give it a break.
Hey. Where is the source for your quote? I can’t find it.
 
I have something for you guys. Regarding PS5 x XSX. It's from someone in the industry and this is how he sees these consoles:

It is easy. It is useless to have 12 boxes if they do not fit through the door all together.

You have 12 boxes to fill. So you can't pass all the boxes at once. You must decide which boxes will pass and which will not. That is handled by a coordinator. And the coordinator tells the delivery man which boxes to take.

Mrs. XSX wants to make the move as soon as possible, but it turns out that only 8 boxes can fit on the door at a time. The coordinator is fast, and also uses a box compressor so that 10 boxes can go through instead of 8, but there are several drawbacks. The compressor can only compress the red boxes, and the coordinator also has to coordinate many other things, street traffic, people passing through the door, the space in the room where the boxes are stored, the noise of neighbors who distract the delivery man, search and select what the boxes are filled with, etc. Also, the delivery man is not so fast and is very distracted filling and transporting boxes. So it passes the 10 boxes (not 12) at a certain speed "1x". The lady demands that the boxes arrive, but they do not arrive as quickly as the lady would like, since although she has many boxes, the system is not capable of managing all of them properly.

On the other hand we have Mrs. PS5. You only have 10 boxes to fill. But its door is twice as big, enough for all its boxes to enter at once and there is room for people to also enter and exit through the door. Furthermore, the coordinator has the ability to automatically discard unnecessary boxes, so he doesn't waste time checking boxes that are not going to be used. In addition, anyone in the environment can do the job of the coordinator or the delivery man (even at the same time). The compressor is not that new, but it can compress all boxes, whether they are red or blue. All. And the delivery man is more than twice as fast and manages to pass the boxes at the speed of "2.5x" in the worst case, and "5x" on many occasions. In addition, if someone is left free or without work, they can help to distribute boxes with the delivery man or coordinate work with the coordinator. All this makes this removal company the most efficient ever seen and that the number of boxes available is irrelevant. For that moving system, 12 boxes are not needed, with 10 you can do the same job (and more or better in some cases). Having more boxes would only make the price of the move more expensive without needing any of it.

Of course, having more boxes available always helps to advertise yourself as a top removal company compared to the competition, even if your removal company is normal and ordinary. But it is only that, a smokescreen.

That does not mean that XSX is bad, far from it, it is an extraordinary machine. But PS5 has an efficiency NEVER seen before.

It is true that on PC there are more powerful cards or more powerful systems, but you know that these cards are never used properly, they draw raw power, but they are never used. It is the scourge of PC, an ecosystem that is too varied and unusable. In addition to exorbitant prices.

And I've always been a PCLover, but things as they are, what I've seen on PS5 I only remember something similar when 3DFX and its Glide came out. Its astonishing speed leaves you speechless.

You can ask mods to verify where that piece of opinion came from if you want, I'm not making it up. :)
Now that the information included has been verified I can say that I'm

khgyWRI.gif


and can't wait to see what the PS5 can do in capable hands.
 
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I have something for you guys. Regarding PS5 x XSX. It's from someone in the industry and this is how he sees these consoles:



You can ask mods to verify where that piece of opinion came from if you want, I'm not making it up. :)

This is definitely a pretty awesome metaphor, or allegory, or whatever this is considered. Definitely provides a nice mental image of how each console works.
 

LED Guy?

Banned
The xbox twitter fanboys are pushing that SFS 'streaming speed advantage' harder than ever.

Gh50gE8.png


I'm not very tech savvy but this doesn't make any sense. If SFS actually gave Series X the upperhand in I/O-speeds (am I understanding their point right here?), how on god's green earth hasn't this made MAJOR headlines yet? I mean shit, if true Sony just invested in that monster SSD for nothing.
Yeah some Xbox fanboy told me that Xbox Series X can apparently push 100 GB/s 😂😂😂😂😂😂😂

They can’t be anymore delusional, Xbox Series X SSD can’t keep up with the PS5 SSD, we even now have quotes from a spokesperson saying this stuff when he got pressured about Unreal 5 demo being able to run on Xbox Series X.

This is what he/she said.

Rh5CFvw.jpg


This raised my eyebrows. 👀
 

HeisenbergFX4

Gold Member
Yeah some Xbox fanboy told me that Xbox Series X can apparently push 100 GB/s 😂😂😂😂😂😂😂

They can’t be anymore delusional, Xbox Series X SSD can’t keep up with the PS5 SSD, we even now have quotes from a spokesperson saying this stuff when he got pressured about Unreal 5 demo being able to run on Xbox Series X.

This is what he/she said.

Rh5CFvw.jpg


This raised my eyebrows. 👀


This is also PR speak because they never answered the question if it couldn't run on XSX.

Even more this sounds like Sony paid a lot of money for this marketing.
 
Yeah some Xbox fanboy told me that Xbox Series X can apparently push 100 GB/s 😂😂😂😂😂😂😂

Whoever said that might have been mistaken with that "XsX will have instant access to 100gigs at 4.4GB/s" news headline


Definitely not 100 GB/s, he must have been confused.

I am sure this will be used creatively but nothing along the lines of 100 GB/s
 
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