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

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Md Ray

Member
Great questions, and it's time to give this matter more attention, let's forget 5.5GB/s vs 2.4GB/s or even 7GB/s max PCIe 4.0 for a moment now:

Current NVMe m.2 uses 4 channels vs 12 channels on PS5:

149194.jpg



PS5 has 6 priority levels vs 2 priority levels on NVMe m.2:



Why 6 priority levels is crucial for gaming and how 2 priority levels can be a massive downgrade to game design and logic:



On other platforms with a slower SSD speed/design that can't keep up they might cripple in framerates, especially when turning around or moving:



Now, the issue with traditional GPU caches is they all flush everything and bring new data everytime, that could damage the GPU performance no matter how powerful it is and cause stalls. The GPU cache scrubbers, first of their kind and exclusive to PS5, along with coherency engines help to only take out unwanted data and keep what's needed and replace the space with new data, helping it to produce a seamless transition and maximum utilization of GPU/CPU/RAM and less bandwidth used as well.



Now, the PS5 I/O itself is as powerful as 11.5 to 12 ZEN2 cores, meaning to compensate for it alone you might need Ryzen Threadripper 2970WX processor, 24 core and you'll still fall short when The Tempest 3D Audio engine thrown to the mix, a GPU-based, SPU-like. Let's not forget Windows OS compared to simple API's.

While the NVMe m.2 has 2 priority levels:

0Yd5f.jpg


PS5's custom SSD has 6 to make 6 different orders:

infrastructure-660.jpg


And while PS5's SSD uses 12 channels to fully reach its optimal 5.5GB/s raw, XSX SSD cramps into 4 channels which could cause more heat, throttling, and latency. So the 5.5GB/s vs 2.4GB/s direct comparison is not viable, and the difference in hardware is quite big and can't be bridged through software or even make the starting point 5.5 vs 2.4 possible.

It's very, very complicated to try and replicate PS5's overall SSD and I/O performance on PC's, and yes it's currently impossible without major architectural change. We still need to see the placement of PS5's SSD, it can be extremely close, stacked, to even make us understand how insanely hard to beat it in the near future without assistance from massive RAM sizes.

Remember, 12 channels and 6 priority levels, and the later is crucial for game design and logic.

I believe Sony is working on a new architecture for m.2 drives along with other companies that's superior to current NVMe, and they just don't wanna spoil it right now.

More educated people in the matter may contribute or correct me here.

Thanks man, trying to gather as much information as possible. I've watched 'Road to PS5' nearly 10 times now and the topic about SSD priority levels always flies over my head, no matter how hard I try to understand. Really itching to see some comparisons between XSX/PS5 now, as well as on PC.
 
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Audiophile

Member
HRTF/3D Audio from Tempest should be baked into the 2.0 Stereo stream and playable on any stereo headset/headphones/earphones, with no additional features, metadata, decoding or processing required. The "3D Audio" on most headsets at the moment is usually additional virtualisation just stuck on top of standard audio mixes, it's not the same thing.

If you anyone enables the "3D Audio" or "Virtual Surround" functions on their listening devices on top of the HRTF stream from PS5, it'll degrade the sound.

A lot of companies including Sony have kinda shot themselves in the foot by using the term "3D Audio" in such a generalised, careless way in the past and it's gonna confuse a lot of people unfortunately.
 

Bo_Hazem

Banned
Thanks man, trying to gather as much information as possible. I've watched 'Road to PS5' nearly 10 times now and the topic about SSD priority levels always flew over my head, no matter how hard I try to understand. Really itching to see some comparisons between XSX/PS5 now, as well as on PC.

Yes, I thought that priority level hasn't been given its deserving time to break it down, and thankfully Marchitect does it all you just need to point it out.

Think of other SSD's as normal people with 2 arms, you can grab a drink and a plate. While PS5's 6 priority levels is 6-armed human, or beast. So you can grab 4 more things with the extra hands/arms you got.

main-qimg-9db220bf2f49fbdb85e07882923ac82a
 
Thanks man, trying to gather as much information as possible. I've watched 'Road to PS5' nearly 10 times now and the topic about SSD priority levels always flies over my head, no matter how hard I try to understand. Really itching to see some comparisons between XSX/PS5 now, as well as on PC.


If you have been to an airport, you may have noticed that there is a line for most people, but some people due to their status get priority, say a pilot or flight attendant, and so arrive on the plane sooner. In the context of a game, some data may be more time sensitive, perhaps a sound effect like a gunshot or scream, where a delay would put it out of sync with the action, making the experience awkward. More priority levels allow for a finer granularity in data requests.
 

xacto

Member

as usual, slamming starting couple of month before release. nothing new in sony horizon.

Same old, same old, Sony's lost the generation, their games are bland and directionless, their console is over-heating, their SSD is over-kill...

There are some sad, sad people out there.
 
I hope this talk of saving time for developers translates into tangible improvements in UE5 games next gen


On chasing photorealism and saving developers time


In fact, according to Quentin Staes-Polet, General Manager, India and SEA, of Epic Games, Unreal Engine 5 is built very specifically to “chase” photorealistic graphics in games. Speaking in an interview with Indian Express, Staes-Polet said that not only does the new engine allow developers to save a lot of time while making their games, it also lets them come that much closer to “full reality simulation.”

“We are chasing photorealism with Unreal Engine 5,” Staes-Polet said. “The new engine will save a lot of time and at the same time, it gets us one step closer to full reality simulation.”

“With Unreal Engine 5, you can take 4K Cinema quality 3D assets and ingest them in the engine as it is and work with them,” he added. “So that’s like a massive change as you can save a lot of time and on top of it, it brings photorealistic gaming in the future.”
 

Md Ray

Member
"In general, I like running the GPU at higher frequency." -Cerny

I bet he has his PC water-cooled to the brim to bring up that GPU clock speed as high as it can go. And probably even has a custom PS5 with water-cooled SoC, its GPU running at uncapped frequency beyond 2.23 GHz. A 1650 GB SSD that's also water-cooled to sustain that read speed of up to 7 GB/s.

images
 
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Great questions, and it's time to give this matter more attention, let's forget 5.5GB/s vs 2.4GB/s or even 7GB/s max PCIe 4.0 for a moment now:

Current NVMe m.2 uses 4 channels vs 12 channels on PS5:

149194.jpg



PS5 has 6 priority levels vs 2 priority levels on NVMe m.2:



Why 6 priority levels is crucial for gaming and how 2 priority levels can be a massive downgrade to game design and logic:



On other platforms with a slower SSD speed/design that can't keep up they might cripple in framerates, especially when turning around or moving:



Now, the issue with traditional GPU caches is they all flush everything and bring new data everytime, that could damage the GPU performance no matter how powerful it is and cause stalls. The GPU cache scrubbers, first of their kind and exclusive to PS5, along with coherency engines help to only take out unwanted data and keep what's needed and replace the space with new data, helping it to produce a seamless transition and maximum utilization of GPU/CPU/RAM and less bandwidth used as well.



Now, the PS5 I/O itself is as powerful as 11.5 to 12 ZEN2 cores, meaning to compensate for it alone you might need Ryzen Threadripper 2970WX processor, 24 core and you'll still fall short when The Tempest 3D Audio engine thrown to the mix, a GPU-based, SPU-like. Let's not forget Windows OS compared to simple API's.

While the NVMe m.2 has 2 priority levels:

0Yd5f.jpg


PS5's custom SSD has 6 to make 6 different orders:

infrastructure-660.jpg


And while PS5's SSD uses 12 channels to fully reach its optimal 5.5GB/s raw, XSX SSD cramps into 4 channels which could cause more heat, throttling, and latency. So the 5.5GB/s vs 2.4GB/s direct comparison is not viable, and the difference in hardware is quite big and can't be bridged through software or even make the starting point 5.5 vs 2.4 possible.

It's very, very complicated to try and replicate PS5's overall SSD and I/O performance on PC's, and yes it's currently impossible without major architectural change. We still need to see the placement of PS5's SSD, it can be extremely close, stacked, to even make us understand how insanely hard to beat it in the near future without assistance from massive RAM sizes.

Remember, 12 channels and 6 priority levels, and the later is crucial for game design and logic. Even if both are 2.4GB/s or 5.5GB/s PS5's customization will still give it the upper hand.

I believe Sony is working on a new architecture for m.2 drives along with other companies that's superior to current NVMe, and they just don't wanna spoil it right now.

More educated people in the matter may contribute or correct me here.

Microsoft uses apis(like DirectStorage) to help mitigate(but not eliminate) certain I/O bottlenecks. But the thing is, an api acts as an interface (a middle man) between the hardware and the OS(plus it's applications) and there's only so much you could do with an api before you eventually hit a brick wall and are unable to move forward. Microsoft can bring the world's forefront algorithm experts and software engineers and even after writing tens of thousands of lines of code, they still wouldn't be able to do what dedicated hardware(like the I/O block) can do on its own.

That's like telling me that if you take an RTX 2080TI and reprogram it to perform only matrix operations and complex floating point operations to do cryptocurrency mining exclusively it would be able to have the same speed and efficiency in mining as a dedicated ASIC(application specific integrated circuit) like the antminer S9 which was purpose built for that specific workload, it doesn't really work that way, at all. Microsoft made a big fuzz about their ssd until Sony broke their silence and ever since it has turned into nothing more than a d!¢k measuring contest where one goes "hey i have this piece of hardware that was purpose built for that job and the other goes, but mine is also pretty fast).

If Microsoft wants to convince gamers that the Xbox series X is using more than just fancy buzzwords for its hardware, then they'll have to stop taking fancy terms and slamming imaginary multipliers (like the 2-3x multiplier of sfs) next to them that to me sounds like tales from the corporate butthole and borders on astroturfing. The series X has a decompression block, that's it. That decompression block is, according to Microsoft, capable of handling more than 6GB/s at its peak. That 6GB/s is where you draw the line, it's your bottleneck and your inherent limit and no matter how hard you code, you won't be able to bypass and circumvent that limit no matter how much black magic you use.

So, no, SFS won't give you 9.6 or 14.4GB/s when you utilise it because you'll then be going over the limit of the decompression block and you just can't do that, some people think that Microsoft managed to do what sony did with the I/O block, by countering it with software and APIs that according to tales from a fanboy's ass can defy the laws of physics and engineering when that couldn't be any further from the truth. You can't get with software what dedicated specialised hardware gives you and that's a fact and you certainly can't emulate lanes and priority levels through software no matter how hard you try. If Microsoft wants attention, stop with the fancy buzzwords and show the games, only then will they convince people and do what fancy terms could absolutely never do.

Remark(May 25th 2020): Made some slight changes by splitting the post into 4 sections to make it easier to read.
 
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You don’t get dedicated fixed-function hardware accelerators for IO without having first analysed and removed bottlenecks on the software side.
This kind of hardware gets spun out of the already existing software pipeline when there isn’t any more room for removing bottlenecks (of bandwidth AND latency) in software.
You don’t just go to the hardware chip store and buy random bits of IO silicon as an alternative to optimising your APIs. What these accelerators do is very specific, they fill in gaps of the software pipeline that aren’t fast enough when run on a programmable CPU. Also it’s as much about opening up bandwidth as it is about reducing latency.
Bandwidth isn’t the only concern if it takes too long for the initial request to be fulfilled, and data won’t arrive until too late into the current frame.
There’s more to it than measuring up peak sequential read speeds.
A reason hardware acceleration is typically found in routers and switches isn’t for throughput, but latency.
Think old-school geostationary satellite broadband at 10MB/s versus a DSL connection at 10MB/s. Both will stream Netflix fine. Both will download a movie in the same time. One is useless for an application that depends on latency, like gaming or VoIP.

What Sony is targeting is being able to load in whatever is in view for one frame from the SSD. They felt the traditional route of file check-in to RAM added too much latency for that and have created a DMA controller so it can go straight from the SSD to where the game needs it. That smells of hunting latency more than bandwidth. It’s trying to eliminate a hop in the chain.
 

Bo_Hazem

Banned
Microsoft uses apis(like DirectStorage) to help mitigate(but not eliminate) certain I/O bottlenecks. But the thing is, an api acts as an interface (a middle man) between the hardware and the OS(plus it's applications) and there's only so much you could do with an api before you eventually hit a brick wall and are unable to move forward. Microsoft can bring the world's forefront algorithm experts and software engineers and even after writing tens of thousands of lines of code, they still wouldn't be able to do what dedicated hardware(like the I/O block) can do on its own. That's like telling me that if you take an RTX 2080TI and reprogram it to perform only matrix operations and complex floating point operations to do cryptocurrency mining exclusively it would be able to have the same speed and efficiency in mining as a dedicated ASIC(application specific integrated circuit) like the antminer S9 which was purpose built for that specific workload, it doesn't really work that way, at all. Microsoft made a big fuzz about their ssd until Sony broke their silence and ever since it has turned into nothing more than a d!¢k measuring contest where one goes "hey i have this piece of hardware that was purpose built for that job and the other goes, but mine is also pretty fast). If Microsoft wants to convince gamers that the Xbox series X is using more than just fancy buzzwords for its hardware, then they'll have to stop taking fancy terms and slamming imaginary multipliers (like the 2-3x multiplier of sfs) next to them that to me sounds like tales from the corporate butthole and borders on astroturfing. The series X has a decompression block, that's it. That decompression block is, according to Microsoft, capable of handling more than 6GB/s at its peak. That 6GB/s is where you draw the line, it's your bottleneck and your inherent limit and no matter how hard you code, you won't be able to bypass and circumvent that limit no matter how much black magic you use. So, no, SFS won't give you 9.6 or 14.4GB/s when you utilise it because you'll then be going over the limit of the decompression block and you just can't do that, some people think that Microsoft managed to do what sony did with the I/O block, by countering it with software and APIs that according to tales from a fanboy's ass can defy the laws of physics and engineering when that couldn't be any further from the truth. You can't get with software what dedicated specialised hardware gives you and that's a fact and you certainly can't emulate lanes and priority levels through software no matter how hard you try. If Microsoft wants attention, stop with the fancy buzzwords and show the games, only then will they convince people and do what fancy terms could absolutely never do.

Indeed, I felt the need to restore reality around here as I've been seeing more and more fairy tales of software solutions breaking the laws of physics. And indeed, citations to seal the deal from Marchitect. Sony is so lucky to have him promoting himself to be the lead architect on PS4 and PS5, coming from passion, not just business.

1-1.jpg
 
For anyone technically minded on these next consoles.

Should these new CPU's and SSD's help to dramatically improve open world density of objects and NPC's ?

I mean having maybe a hundred NPC's on screen at any given time, each doing their own tasks alongside having maybe 50+ cars etc.
For example like this image:

bold-street-liverpool-uk-shoppers-in-the-busy-city-centre-retail-district-2A74WWY.jpg


Now maybe not have this amount of NPC's on screen at any given time but close to it with NPC count increasing in day time compared to night in the game world.

While i like games like Grand Theft Auto 5 and Red Dead Redemption 2, the worlds just don't feel alive to me in the sense that there are hardly any people around. You look at GTA5 and its taking place in Los Angeles but the shopping districts have like a handful of cars and people around on screen so the world feels dead no matter which time of day it is.
Yes it down to limitation of the hardware but i'm hoping this is the area they focus on with next gen open world games.

We need NPC's to be doing random things. Camping, hiking, skydiving, bungie jumping, i mean all sorts of activities that are not a chore part of the game but makes the game world feel alive.
 
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ArcaneNLSC

Member
"In general, I like running the GPU at higher frequency." -Cerny

I bet he has his PC water-cooled to the brim to bring up that GPU clock speed as high as it can go. And probably even has a custom PS5 with water-cooled SoC, its GPU running at uncapped frequency beyond 2.23 GHz. A 1650 GB SSD that's also water-cooled to sustain that read speed of up to 7 GB/s.

images


We all know Mark Cerny's PC water cooling solution is the bath tub
 

Md Ray

Member
If you have been to an airport, you may have noticed that there is a line for most people, but some people due to their status get priority, say a pilot or flight attendant, and so arrive on the plane sooner. In the context of a game, some data may be more time sensitive, perhaps a sound effect like a gunshot or scream, where a delay would put it out of sync with the action, making the experience awkward. More priority levels allow for a finer granularity in data requests.
That's a fantastic explanation. Thanks for taking the time to reply. Appreciate it.
 
That's a fantastic explanation. Thanks for taking the time to reply. Appreciate it.

You are welcome.

Just to add to the above explanation: imagine a queue with data requests sorted by priority, the most important go to the front of the line and are handled immediately, perhaps even interrupting a lower priority task, while the least important tasks are put at the back of the line, only being handled when there is nothing else to do.
 
We should analyze this "Like" and the reasons for it before being disappointed.

"PS5 is not 9.2"

Right.

"PS5 is greater than 10."

Right.

"PS5 is at 12-13."

Right, thats nunber is in puberty range.

So tell me, what is the reason why I could not like your comment?

If you want to base it in numbers, in your case, assuming 10.28 like reality then 10.28 x between 1.20-1.25 (Rdna1 factor) = between 12.33-12.85 (gnc equivalence). In range with your numeric assumption 12-13. But in reality it was 10.28 x 1.5 (rdna2) = 15.42 (gnc). In any case it is still puberty.

Even so if you don't like my Like I can take it from you if you want :messenger_blowing_kiss:

It is also a theoretical conversion factor that only serves as a "guide". Or so that now you can go out there saying that I have said that PS5 has 15.42 TF. Hey! But take it like a little salt. :messenger_winking:


Edit. Sorry, I have not specified it. In my case, the Like was only for one of these statements. Another day, when I put a like, I will accompany you with an explanatory answer.
A lot of us expected PS5 at 12-13 teraflops. When it was revealed at 10.28 tf not sustained it was a letdown. You contributed to it.
Nobody cares about GCN conversions. We wanted to know RDNA teraflops.

My guess is you didn't actually know the teraflops number.
 

farmerboy

Member
All this talk about SSDs and IO is really unnecessary (but cool because its nice to talk about something), because in previous media MS has touted a 40 times increase in IO while Sony is talking 100 times.

There's really no other way it can be spun. The question now will be what differences this will lead to.
 
"In general, I like running the GPU at higher frequency." -Cerny

I bet he has his PC water-cooled to the brim to bring up that GPU clock speed as high as it can go. And probably even has a custom PS5 with water-cooled SoC, its GPU running at uncapped frequency beyond 2.23 GHz. A 1650 GB SSD that's also water-cooled to sustain that read speed of up to 7 GB/s.

images
Well, he said they had to cap ps5 gpu because of logic operations.
 
A lot of us expected PS5 at 12-13 teraflops. When it was revealed at 10.28 tf not sustained it was a letdown. You contributed to it.
Nobody cares about GCN conversions. We wanted to know RDNA teraflops.

My guess is you didn't actually know the teraflops number.
Many here hinted at PS5 being above 12TF and i was one of the people here who believed it.

My question is where did this number come from and why did so many 'insiders' sing from the same hymn sheet which led many to believe that 12TF+ was what PS5 was sitting at?
 

HeisenbergFX4

Gold Member
Many here hinted at PS5 being above 12TF and i was one of the people here who believed it.

My question is where did this number come from and why did so many 'insiders' sing from the same hymn sheet which led many to believe that 12TF+ was what PS5 was sitting at?

I am quite curious as to where people got that number as well and like you said so many of them.

I talked to several people here and they told me their sources and I would never reveal that but so many people were just way off.

I was legit told over 13 by a few people and telling me how far off I was.

I dunno.
 
A lot of us expected PS5 at 12-13 teraflops. When it was revealed at 10.28 tf not sustained it was a letdown. You contributed to it.
Nobody cares about GCN conversions. We wanted to know RDNA teraflops.

My guess is you didn't actually know the teraflops number.

No it weren't BGs that did that you're quite wrong. BGs actually hinted that PS5 had lower tflops (but he said that PS5 had more performance at the start of the year), it was Tommy Fisher and Osiris Black that whipped people up into a frenzy with 11-13 tflops for PS5.
 

DeepEnigma

Gold Member
Many here hinted at PS5 being above 12TF and i was one of the people here who believed it.

My question is where did this number come from and why did so many 'insiders' sing from the same hymn sheet which led many to believe that 12TF+ was what PS5 was sitting at?
I am quite curious as to where people got that number as well and like you said so many of them.

I talked to several people here and they told me their sources and I would never reveal that but so many people were just way off.

I was legit told over 13 by a few people and telling me how far off I was.

I dunno.

Maybe first run devkits using R7 GCN at that target? Since RDNA 1/2 is in that GCN range for efficiency.
 
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All this talk about SSDs and IO is really unnecessary (but cool because its nice to talk about something), because in previous media MS has touted a 40 times increase in IO while Sony is talking 100 times.

There's really no other way it can be spun. The question now will be what differences this will lead to.

For me that's what's interesting and exciting about the differences between these two beasts. We kind of know what to expect from an extra 18% GPU compute. It's good to have and will deliver the same way it always has done over the years, except with the delta this time being significantly smaller than what exists now between PS4 Pro and Xbox One X at 43% difference. As I've said previously, I'm glad Microsoft has this going for them this time around. I want them to do well and not head off to compete with Google and Amazon.

But we have no idea what roughly twice the SSD bandwidth will end up delivering over the next 7 years now that games can lean harder on streaming from storage. Will it be seen as a masterstroke a few years from now? Will it be seen as not really having much of an impact over more modest speeds? There are compelling arguments both ways, and that's what I find interesting.
 
I talked to several people here and they told me their sources and I would never reveal that but so many people were just way off.

This is going to sound weird but you knew those sources were legit right?

Because if they were I have no idea where they got those numbers from. I know for certain that Sony wouldn't tell developers to aim for 13TFs if the console is nowhere near that number.

That's why this all seems really weird to me.
 

HeisenbergFX4

Gold Member
This is going to sound weird but you knew those sources were legit right?

Because if they were I have no idea where they got those numbers from. I know for certain that Sony wouldn't tell developers to aim for 13TFs if the console is nowhere near that number.

That's why this all seems really weird to me.

I knew of the sources and one proved to me they at least knew the guy he said so yeah the sources were legit.

Now what was actually said between them who knows.
 
I am quite curious as to where people got that number as well and like you said so many of them.

I talked to several people here and they told me their sources and I would never reveal that but so many people were just way off.

I was legit told over 13 by a few people and telling me how far off I was.

I dunno.
Been thinking about this since the PS5 GDC video.

There is no way so many sources could get the TF number so wrong on so any occassions. When Road To PS5 video happened i was half asleep when i unlocked my phone and checked the news at 4am in the morning. That 10TF number was such a shock to me. I was legit like 'Holy Shit, what happened'.

Something is just off about this 13TF number and I can't really say what it is. I mean i'm no insider, i just follow the news and posts of people who may know. I just don't and probably will never understand why we were led to believe that 12-13TF is where PS5 will land up with.
Perhaps the TF number is total system performance rather than brute force power, I have no idea, but like i say its just super weird. how it was all done and i suspect many here on GAF at the time of the GDC video was shocked to see the final TF figure.
 
I knew of the sources and one proved to me they at least knew the guy he said so yeah the sources were legit.

Now what was actually said between them who knows.

What I find really weird is 'insider' OsirisBlack hasn't posted here since the reveal. Like it was 'job done' spreading misinformation or something. After the reveal he left that dramatic post and that's it after being involved heavily in the thread. This is only my interpretation and I'm quite paranoid after learning about the Xboxera Discord misinformation group!

You always sounded more believable whereas he was talking about being behind the scenes watching next gen games and going mad with the hype about Series X games and acquisitions and all kinds of OTT crap.
 

HeisenbergFX4

Gold Member
Been thinking about this since the PS5 GDC video.

There is no way so many sources could get the TF number so wrong on so any occassions. When Road To PS5 video happened i was half asleep when i unlocked my phone and checked the news at 4am in the morning. That 10TF number was such a shock to me. I was legit like 'Holy Shit, what happened'.

Something is just off about this 13TF number and I can't really say what it is. I mean i'm no insider, i just follow the news and posts of people who may know. I just don't and probably will never understand why we were led to believe that 12-13TF is where PS5 will land up with.
Perhaps the TF number is total system performance rather than brute force power, I have no idea, but like i say its just super weird. how it was all done and i suspect many here on GAF at the time of the GDC video was shocked to see the final TF figure.

I can tell you this I was told many months ago the XsX was the top dog power wise though getting the actual TF number was hard to pin down.

But I was told at the time it would not reach 13 tfs.

This info came from pretty high up the food chain and from both sides.

Somehow this info sure got messed up and one of the first was Kleegamefan from places of which we do not speak.

I just can't imagine where guys like him was getting his info and it just be wrong especially since he claimed he had spec sheets for both systems.
 

Handy Fake

Member
Been thinking about this since the PS5 GDC video.

There is no way so many sources could get the TF number so wrong on so any occassions. When Road To PS5 video happened i was half asleep when i unlocked my phone and checked the news at 4am in the morning. That 10TF number was such a shock to me. I was legit like 'Holy Shit, what happened'.

Something is just off about this 13TF number and I can't really say what it is. I mean i'm no insider, i just follow the news and posts of people who may know. I just don't and probably will never understand why we were led to believe that 12-13TF is where PS5 will land up with.
Perhaps the TF number is total system performance rather than brute force power, I have no idea, but like i say its just super weird. how it was all done and i suspect many here on GAF at the time of the GDC video was shocked to see the final TF figure.
I'm probably talking utter balls here, but is there any way the dev kits could have been using RDNA1 and had a 13tf GPU in it to mimic the speed of ~10tf RDNA2 until the units were ready?
 

HeisenbergFX4

Gold Member
What I find really weird is 'insider' OsirisBlack hasn't posted here since the reveal. Like it was 'job done' spreading misinformation or something. After the reveal he left that dramatic post and that's it after being involved heavily in the thread. This is only my interpretation and I'm quite paranoid after learning about the Xboxera Discord misinformation group!

You always sounded more believable whereas he was talking about being behind the scenes watching next gen games and going mad with the hype about Series X games and acquisitions and all kinds of OTT crap.

I talked to him on several occasions at length and while what he was telling me was spot on about iterations of devkits (design wise) his number was always wrong to what I was being told.

I still to this day believe he really believed his numbers.

I do not believe he intentionally set out to basically ruin any credibility he had.

These are just my feelings though speaking with him directly.
 
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