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

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Timestamped link to today's video where the guys discuss interpreting dev comments as "faster storage may literally give you a performance increase using this engine" (referencing UE5). I assume he means FPS increase? Or just the more details streaming from the SSD?

Could be both for this demo but that depends in how the engine ajust its details according to the streaming bandwidth available but for example in games :

1) Details in the assets streamed for example if you have an scenario with those huge, lest says 8 GB of assets for just what the user is seeing in that moment you will
need a bandwidth enough to load the new assets if the scene should change in just a couple of frames like for example you are flying, if you bandwidth is not enough
then you will need to reduce the detail for that scene so in order to do this reduce the detail/size of the assets, Spiderman in PS4 for example was limited in the detail in part for how many
MB/s the PS4 can stream, so in order to improve this they have do many tricks.

2)Also could be means framerate in some situations if for example the framerate of the game is not locked to 60 fps, I will put this situation you need to know how many stream
assets you can stream for each frame so if you game run to 60 in the case will be .08 Gb/frame but in PS5 could means .15 GB/frame, so you have a situation where you need to load in
a second 5.2 GB that means the XSX will need around 65 frames so that means at least you want to have models not loaded completed you will need to reduce the framerate to 55 frames while
the other console can maintain 60 frames.

But that a very gross example because the framerate is not easy of calculate, this kind of framerate difference is better to avoid reducing the asset quality between other things but
that doesn't means is impossible to happens is just weird this happens if you game framerate depends so much of you SSD bandwidth then you will not do it a correct work optimizing your game
because if the game is released in XSX and PS5 that also sure will means is going to be in PC and that place you will miss (most of the times) even the SSD/IO solution of XSX that is why is better
if you engine can adjust the detail of what is loading accordingly to the bandwidth instead to change the framerate.
 

Nevaeh

Member
200.gif
 

silent head

Member



Lightning speed

Harness the power of a custom CPU, GPU, and SSD with Integrated I/O that rewrite the rules of what a PlayStation console can do.

Stunning games

Marvel at incredible graphics and experience new PS5™ features.

Breathtaking immersion

Discover a deeper gaming experience with support for haptic feedback, adaptive triggers and 3D Audio technology.
 

Corndog

Banned
I am sure if you could ask to a dev which will works with these machines, he will told you Xbox make a good IO solution but is just not so good as Sony made.

Xbox foccus in put more CUs and in my opinion intentionally ignore other bottlenecks of IO solution, now the realized than Sony foccus in not only got a
better SSD and also put more effort in its IO in order to remove so many bottleneck as they can (even modifying its GPU) , one example could be PS5 doesn't use CPU for IO protocols like
got info directly from the SSD instead Xbox said they reduce to a 'tenth' of a single core.

BCPack is just that package of tools which already exists in Xbox one and you don't heard dev saying how much this improve against the PS4 compression solutions even when
in paper are better but hey is new .... the difference is now will hardware in order to improve that performance but is not complete new.
This is your opinion right?
 
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saintjules

Member



Lightning speed

Harness the power of a custom CPU, GPU, and SSD with Integrated I/O that rewrite the rules of what a PlayStation console can do.

Stunning games

Marvel at incredible graphics and experience new PS5™ features.

Breathtaking immersion

Discover a deeper gaming experience with support for haptic feedback, adaptive triggers and 3D Audio technology.

Hoping that by them not modifying the site means they're somehow resetting email submissions. I'd think it's unlikely, but when they keep making these changes, I keep re-sending my email in case lol.
 

nosseman

Member
Saw this on youtube:



Raised some questions.

The 5700 XT is 40CUs/64ROPs divided by two SEs- 20CUs in each and 32 ROPs in each.

"Big navi" is supposed to have 80CUs/128ROPs in 4 SEs (same 20CUs and 32 ROPs in each).

What is interesting is that the Series X supposed to have 52CUs. To much for just 2 SEs and to little for 4 SEs.

What if Xbox Series X has 3 SEs? That would mean (if all CUs and ROPs are there) 60 CUs and 96 ROPs.

We all know Series X only has 52 CUs so that means that in that case 3 CUs are removed/disabled for each SE.

The problem is the ROPs. There are 32 on each SE so if Series X have 3 they should have 96 ROPs and even if some are removed the number cant be 80 (since 80 is not even divided by 3).

Could it be that Xbox Series X use 4 SEs but each SE is more cut down?

That would mean 52CUs and 80 ROPs divided by four SEs - 13 CUs and 20 ROPs per SE vs 20 CUs and 32 ROPs per SE for an uncut chip.
 
Saw this on youtube:



Raised some questions.

The 5700 XT is 40CUs/64ROPs divided by two SEs- 20CUs in each and 32 ROPs in each.

"Big navi" is supposed to have 80CUs/128ROPs in 4 SEs (same 20CUs and 32 ROPs in each).

What is interesting is that the Series X supposed to have 52CUs. To much for just 2 SEs and to little for 4 SEs.

What if Xbox Series X has 3 SEs? That would mean (if all CUs and ROPs are there) 60 CUs and 96 ROPs.

We all know Series X only has 52 CUs so that means that in that case 3 CUs are removed/disabled for each SE.

The problem is the ROPs. There are 32 on each SE so if Series X have 3 they should have 96 ROPs and even if some are removed the number cant be 80 (since 80 is not even divided by 3).

Could it be that Xbox Series X use 4 SEs but each SE is more cut down?

That would mean 52CUs and 80 ROPs divided by four SEs - 13 CUs and 20 ROPs per SE vs 20 CUs and 32 ROPs per SE for an uncut chip.

Guy I have a question for you what do you think about AdoreTV ? Specially after the reveal of Navi
 

Sinthor

Gold Member
One last hot take on the Unreal 5 demo, from Moore's Law is Dead.



That was a very long, detailed and good podcast. I'm going to have to check them out in the future! Seemed to be a good, non-biased, tech-first kind of thing. I liked it. Thanks for sharing this!

BTW, anyone else think that Tom guy kind of sounded like Adam Corolla? Was making me smile when he ranted a bit as it reminded me of Adam Corolla just a little bit. Maybe it's just me...

Thanks again!
 

Lunatic_Gamer

Gold Member
Former Frostbite Software Engineer Explains How PS5’s SSD Will Work

We’ve heard plenty about how developers will no longer be bound by low streaming speeds of assets or load times that usually force them to create smaller sections of game worlds or split them up with hidden load times in corridors and the like, and Chernikov went into greater detail on that. Essentially, it’s about much more than what the player can see.

“If that would be possible that means that again you don’t have to split your world up into chunks, you don’t have to worry about like ‘Oh, I need this, I need that,'” he said. “So, like obviously, if you still need AI running in the background colliding with things and pathfinding and all of that you still need the basic mesh for the world geometry and all that loaded, and you’ll need other assets like always, for example present in RAM. But luckily those assets are generally a lot smaller than really high detailed models and textures and all that stuff.”

“So if that were possible, you wouldn’t need to worry about corridors or even worry about splitting up the world into anything,” he continued. “The world could literally be pretty much infinite in complexity and detail, because it’s only showing what you’re looking at. And unless you can look, unless there’s a section where you can overlook the entire world and everything has to be in like max detail – which it probably wouldn’t, because certain things would be so far away that you’d have like some kind of proxy for them, like a lower LOD mesh, or, you know, with Unreal Engine 5, I guess some kind of triangle culling thing that just figures out what you actually need all of that stuff for – and unless you have that huge kind of overlooking thing, you know the actual view of the player usually is rather small. And that’s really cool, obviously, if you’re dealing with a level editor where you’re trying to design the world and the developers are using this tool to create this world, and they would want to see a lot of it at once, a lot more than the player usually does. In general, this is really good.”


 

Lunatic_Gamer

Gold Member
Microsoft Will Talk About Xbox Series X Architecture at Hot Chips 2020

Hot Chips is an annual event that invites silicon manufacturers and product manufacturers to talk about the latest technologies. Whether it’s FPGA systems, servers, mobile SoCs, or consoles, the symposium aims at providing an in-depth briefing on architectures.

Like back in 2013, Microsoft will once again attend Hot Chips to discuss the inner workings of its next Xbox. According to Hot Chips’ schedule, the presentation will be delivered by Jeff Andrews from Microsoft on August 17, 2020 between 5:30 – 7:00 PM Pacific Time. The presentation will talk about the “system architecture” of the Xbox Series X.

 

sircaw

Banned
Guy I have a question for you what do you think about AdoreTV ? Specially after the reveal of Navi

I did watch him for a while, he does do alot of research and does have a good technical sense for things, i will say however, i think he got burned alot by some of his leaks and sauces being wrong in the past but i guess that's the nature of the game i guess when it comes to random sources and leaks that is.

I remember him being an Amd fanboy at one stage, he showed some good videos about nvidia and Intel on how scummy they were and how they screwed over the opposition in how they operated.

And his voice is easy to listen to as well.

Edit: in the I ended up preferring coreteks more but he is still worth a listen.
 
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Sinthor

Gold Member
I am sure if you could ask to a dev which will works with these machines, he will told you Xbox make a good IO solution but is just not so good as Sony made.

Xbox foccus in put more CUs and in my opinion intentionally ignore other bottlenecks of IO solution, now the realized than Sony foccus in not only got a
better SSD and also put more effort in its IO in order to remove so many bottleneck as they can (even modifying its GPU) , one example could be PS5 doesn't use CPU for IO protocols like
got info directly from the SSD instead Xbox said they reduce to a 'tenth' of a single core.

BCPack is just that package of tools which already exists in Xbox one and you don't heard dev saying how much this improve against the PS4 compression solutions even when
in paper are better but hey is new .... the difference is now will hardware in order to improve that performance but is not complete new.

Good comments. Just...to be fair, I don't think MS intentionally ignored anything. What we're seeing here, IMHO, is just the philosophies of two different companies. One with a much longer resume when it comes to consumer electronics and also gaming and the other with mostly OS and software experience, that has also been very successful now on the hardware and gaming side.

The problem is, budgets and pricing targets are real. It's no secret that MS goes for raw power and speed. So it makes sense they spent money on the biggest and fastest GPU and CPU they could get for hitting the pricing target they have in mind. They also added a very fast SSD drive for the same reason.

Sony on the other hand, took a more developer centric view rather than focusing on the marketing and consumer picture. They apparently invented some kind of I/O and storage solution and along with that, spent more of their budget on improving the system's pipes and balance, while still pairing it with a very strong GPU and CPU. So there are strengths and weaknesses with each approach. We will see from the resulting games and third party developer support, as well as from consumers, which company was 'more right' about the way they approached things. Really, I think that answer hinges more on the third party developers than consumers. The most popular product is not ALWAYS the very best- it may just be the right mix for consumers. What actual developers say and think will prove more about the merits of each system.

On the consumer side, I think people will be very happy with whichever one they pick, or both as some do! They are both VERY powerful and will at least for a while, outpace all but the very highest end PC rigs as well. Heck, maybe the high end PC's even won't be able to catch up for a while. Of course, they WILL. It just may take a year or so after launch. We shall see!
 
Microsoft Will Talk About Xbox Series X Architecture at Hot Chips 2020

Hot Chips is an annual event that invites silicon manufacturers and product manufacturers to talk about the latest technologies. Whether it’s FPGA systems, servers, mobile SoCs, or consoles, the symposium aims at providing an in-depth briefing on architectures.

Like back in 2013, Microsoft will once again attend Hot Chips to discuss the inner workings of its next Xbox. According to Hot Chips’ schedule, the presentation will be delivered by Jeff Andrews from Microsoft on August 17, 2020 between 5:30 – 7:00 PM Pacific Time. The presentation will talk about the “system architecture” of the Xbox Series X.


August feels like forever from now but it will be cool to (hopefully) get a full breakdown of everything XsX has going for it under the hood.
 

Corndog

Banned
Yes It is, I don't understand why someone will prefer to say its not breaking a NDA or exposing somebody else who tell you something is not
worth it.

Is an opinion of guy who likes video games. :messenger_mr_smith_who_are_you_going_to_call:

Note : bro your response is inside the quote (edit: ok now is out)
You said BCPack is in Xbox one. I have not seen this sighted anywhere so I assume it was pure speculation.
 

Thirty7ven

Banned
This is your opinion right?

Matt on the other forum who has a track record that goes back years, and has access to both dev kits has said the difference in I/O to be significant.

Another verified insider here shared the same opinion.

Tim Sweeney’s comments and U5 demo.

Etc

I mean at this point if you believe otherwise it’s because you have too much affection for Xbox and can’t let that image gain form in your mind.

Some people believe PS5 to have a more powerful gpu so, hey, there are those too.
 
Saw this on youtube:



Raised some questions.

The 5700 XT is 40CUs/64ROPs divided by two SEs- 20CUs in each and 32 ROPs in each.

"Big navi" is supposed to have 80CUs/128ROPs in 4 SEs (same 20CUs and 32 ROPs in each).

What is interesting is that the Series X supposed to have 52CUs. To much for just 2 SEs and to little for 4 SEs.

What if Xbox Series X has 3 SEs? That would mean (if all CUs and ROPs are there) 60 CUs and 96 ROPs.

We all know Series X only has 52 CUs so that means that in that case 3 CUs are removed/disabled for each SE.

The problem is the ROPs. There are 32 on each SE so if Series X have 3 they should have 96 ROPs and even if some are removed the number cant be 80 (since 80 is not even divided by 3).

Could it be that Xbox Series X use 4 SEs but each SE is more cut down?

That would mean 52CUs and 80 ROPs divided by four SEs - 13 CUs and 20 ROPs per SE vs 20 CUs and 32 ROPs per SE for an uncut chip.

Nope.

The XSX can only have 2 Shader Engines. 4 SEs are mathematically impossible for the XSX's GPU configuration.

Why?

Because each Shader Engine contains 2 Shader Arrays.
A Shader array must have an even number of Compute Units, because RDNA(2) uses Dual Compute Units (also known as Work Group Processors).

The XSX has 56 CU on the fully unlocked die, which is then cut down to 52 CU for the production chip for redundancy. This has been confirmed my Microsoft.

With 2 Shader Engines (4 Shader Arrays), you have 28CU per Shader Engine, or 14 CU per Shader Array. 2 CU (or 1 WGP) is disabled per Shader Engine. So the configuration is some variant of [14 ,12, 14, 12] for each array

With 4 Shader Engines (8 Shader Arrays), you have 14CU per Shader Engine or 7CU per Shader Array. 7 is not divisible by 2. So it doesn't work.

Given that each Shader Array has 16 ROPs, a Shader Engine has 32 ROPS.

Based on the above math, the XSX can only have 2SE's and 64 ROPS.

Side note:
You also messed up your math. If the XSX had 60CU, broken into 3 SE's of 20CU, then if you disabled 3 CU per SE, you'd be disabling 9 in total and you'd be left with 51 CU's. If you disabled 2CU per SA, then you'd be left with 54CU.
The maths just doesn't work out I'm afraid.
 
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D

Deleted member 775630

Unconfirmed Member
<meta name="keywords" content="ps5, playstation 5, next gen, nextgen, playstation5, five, dualsense, ray tracing, 4k, 8k, backwards compatibile, backcompat, compat"/>

They use 8k as a keyword.
Just like XSX they can output 8K. In the future I expect Netflix to support this, but when it comes to games, I think both systems will only be able to run very simple indie games at native 8K.
 
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