• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Status
Not open for further replies.

whoever81

Member
I will underline that with the following video.



We wouldn't have smartphones we know today without Apple. Without Steve Jobs, a crazy man who deviated from the norm and brought something revolutionary to the market. Today, every smartphone somehow builds on the basic ideas of the first iPhone.

So maybe Cerny and Sony have this "one more thing".

I don't get the parallelism. Sony one more thing? Like what? A Playstation portable with innovative haptics and a 7" microled screen ? A 3TF burrito maker? What I ask!

edit: Oh wait. You meant a last minute reveal of the PS5.
 
Last edited:

DrDamn

Member
tsaZ8Cx.jpg

TGO TGO one ticket please, wherever you can fit me in 😊
I'm not on yet! One please!
TGO TGO Third time's a charm, can I have a ticket please? If you don't add me this time I'll have to resort to desperate measures and bloody well ask a fourth time! :messenger_confounded:

:messenger_loudly_crying::messenger_loudly_crying::messenger_loudly_crying:
 

Shmunter

Member
Ori Dev: PS5’s Super-Fast SSD is Nice For First Party Titles But Multiplats Will Be Developed for the Lowest Common Denominator

On paper, the SSD inside the PS5 has the edge over the next-gen SSD inside the Xbox Series X, but according to Mahler, it doesn’t make sense for third-party developers to adjust their titles around Sony’s SSD. Instead, the Ori creator believes that the majority of third-party devs will just develop for the lowest common denominator – e.g. the Xbox Series X and PC.

“I would be shocked if most third party developers would not just develop their games for the lowest common denominator”, Mahler wrote on the ResetEra forums. “I mean, there's literally 0 chance that levels will get changed just because the PS5 can load them faster, simply because it's way too expensive and work intensive to do that.”

“The super-fast PS5 SSD is nice for first party, but it won't make any economical sense to heavily adjust your games to suit one particular platform. On PCs and the Xbox, you'll have to work with what's there. So it's 2 platforms against 1. The scenario pointed out in the OP is highly unlikely.”


😏
He’s right, if fundamental game design needs to change between platforms, it’s unrealistic to aim for the top end. But if it’s just lower asset quality or less variety of assets - it’s totally doable. Applies to XsX, not so much open ended PC with basic hdd and ssd setups.

Of course releasing for PS5 only is always an option if the ‘sales vs effort’ balance sheet makes sense.
 

TLZ

Banned
Ori Dev: PS5’s Super-Fast SSD is Nice For First Party Titles But Multiplats Will Be Developed for the Lowest Common Denominator

On paper, the SSD inside the PS5 has the edge over the next-gen SSD inside the Xbox Series X, but according to Mahler, it doesn’t make sense for third-party developers to adjust their titles around Sony’s SSD. Instead, the Ori creator believes that the majority of third-party devs will just develop for the lowest common denominator – e.g. the Xbox Series X and PC.

“I would be shocked if most third party developers would not just develop their games for the lowest common denominator”, Mahler wrote on the ResetEra forums. “I mean, there's literally 0 chance that levels will get changed just because the PS5 can load them faster, simply because it's way too expensive and work intensive to do that.”

“The super-fast PS5 SSD is nice for first party, but it won't make any economical sense to heavily adjust your games to suit one particular platform. On PCs and the Xbox, you'll have to work with what's there. So it's 2 platforms against 1. The scenario pointed out in the OP is highly unlikely.”


😏
First, it's funny they call the XSX the lowest common denominator. What happened to the 12TF? They know something we don't?

Second, if UE5 is already optimized for PS5, then surely many third party devs using the UE5 engine at some point will develop games automatically optimized for PS5.

Devs working with other engines though, and possibly UE4 until they transition to UE5, I don't know how that'll turn out. If the UE4 was made to take advantage of PS5 as well then that's great news.

EDIT: Sorry for the usual late responses. I'm 5-6 pages behind :messenger_grinning_sweat:
 
Last edited:

saintjules

Member
I will underline that with the following video.



We wouldn't have smartphones we know today without Apple. Without Steve Jobs, a crazy man who deviated from the norm and brought something revolutionary to the market. Today, every smartphone somehow builds on the basic ideas of the first iPhone.

So maybe Cerny and Sony have this "one more thing".


7:37 was a funny bit.
 

saintjules

Member
I don't get the parallelism. Sony one more thing? Like what? A Playstation portable with innovative haptics and a 7" microled screen ? A 3TF burrito maker? What I ask!

edit: Oh wait. You meant a last minute reveal of the PS5.

Could be regarding the reveal of the PS5, yea. I believe Sony (or it was Jim Ryan who said it - can't remember) said that they were fans of the Apple Presentations. So perhaps something newly innovative with the hardware that's as groundbreaking as the iPhone perhaps? And maybe the delivery will be similar.

Either way, I feel the design will be something special.
 
Last edited:
T

Three Jackdaws

Unconfirmed Member
Could be regarding the reveal of the PS5, yea. I believe Sony (or it was Jim Ryan who said it - can't remember) said that they were fans of the Apple Presentations. So perhaps something newly innovative with the hardware that's as groundbreaking as the iPhone perhaps? And maybe the delivery will be similar.

Either way, I feel the design will be something special.
One thing I always loved about Apple and Steve Jobs, dude really knew how to show off the brand and product and he did it in style, even the website. Every other tech company then followed suit and this was like 13-14 years ago.

It explains why there was reports that Jim Ryan wanted a very "professional" showcase of Thursday's PS5 event which I think means that it will be well put together, coherent and full of surprises, fingers crossed!
 

saintjules

Member
One thing I always loved about Apple and Steve Jobs, dude really knew how to show off the brand and product and he did it in style, even the website. Every other tech company then followed suit and this was like 13-14 years ago.

It explains why there was reports that Jim Ryan wanted a very "professional" showcase of Thursday's PS5 event which I think means that it will be well put together, coherent and full of surprises, fingers crossed!

The pieces are coming together and starting to make sense.
 

Swadedtx

Banned
44kn24.jpg



Aliens are going to get PS5 game reveal pushed back 😑
 
Last edited:
For those who don't know, he is one of the writers of the first Dead Space as well as Dead Space Extraction and Ignition, including some books about the series.
If they announce a new Dead Space... oh man, oh man, my heart would explode.

Edit: Mark Cerny mentioned Dead Space in the Road to PS5, could mean something... or not

I had tried to play Dead Space when it first came out after all the accolades it was getting at the time, but that game just made me so dizzy that after a few minutes I felt like throwing up!
 
can someone simplify this for us dummies? thank you lol

Think of the GPU CUs as buckets.

The theoretical maximum teraflops is how much water they can all hold if they were all filled to the brim multiplied by how many times per minute they are all moved from the source pool of water and poured out into the destination pool of water.

How full each bucket gets to be depends on the efficiency of the game code and the rest of the GPU machine that moves them around.

XSX is like having 52 buckets moving at 182mph.
PS5 is like having 36 buckets moving at 223mph.

Typical game code can only fill each bucket 30% full each time it comes around to the source pool again to fill up.

It takes time for the water to flow into these buckets as they scoop up water.

Sometimes when a bucket scoops up some water it can also catch a fish in it, and we don’t want that because my weird ass analogy says so.

In the 52 bucket version, if a fish is detected in the bucket as it’s moving from pool to pool, it has to empty the entire bucket out and go back and start scooping again.

In the 36 bucket version, if a fish is detected in the bucket as it’s moving from pool to pool, Mr Coherency Engine can tell Mr GPU cache scrubber to yoink the fish out and let the bucket and remaining water carry on its way.

This is simplified and the analogy could be expanded to account for more of what is going on and be a better fit for the kind of process that is happening, but this is a rough notion of what Matt was talking about.

Because the fish’d bucket hasn’t got to empty everything and start again the 36 bucket system averages a higher fill percentage per bucket because it never has empty ones to bring the average down.

Because the fish’d bucket doesn’t need to be refilled again from scratch, there are never any buckets being filled that will be tipped out and need to come back, meaning the average fill rate of buckets is higher in the 36 bucket system.

Because of this Matt is saying it’s not just as simple as counting the amount of buckets or the speed they travel.
In a perfect world with no fish the 52 bucket system delivers more water.
In a world with fish in your source water pool, you can’t make that calculation, and more than just that, Matt seems to think this fish plucking system is actually more significant than just counting buckets and bucket speed and multiplying them.

He’s suggesting the Coherency Engine and GPU cache scrubbers effectively increase CU occupancy by having them stall less often due to cache misses caused by entire caches being flushed instead of selectively pruned.
He’s suggesting that because refetching of cache data from system memory when entire caches are invalidated isn’t required, the system memory bandwidth requirement is less, because it’s not having to keep refetching the same pages as the good get thrown out with the bad.

It’s about efficiency vs brute force.
It’s about smarter buckets versus shit loads of them.

It’s suggesting what has been murmured for a while by developers in that there’s just not much difference between the two in real world game code. Not as much as comparing theoretical numbers might suggest.

PS5 is quite exotic, and these cache scrubbers are just another example of how streamlined and efficient the entire IO pipeline is to the point comparing numbers while assuming all other things are equal doesn’t really work. At least not to the extent some people are thinking.

It’s like if we had gasoline engines whereby spark plugs only fired 30% of the time in real world driving, even if they could do so 100% of the time in an engine stand in ideal conditions. If we wanted to compare two engines with different cylinder counts and maximum RPMs, but neglected to factor in that one has got some new and unconventional spark plugs that fire more than 30% of the time in real world driving, just multiplying the cylinder count by the RPM wouldn’t make for an accurate comparison.

PS5’s Coherency Engines and GPU cache scrubbers will make a real world difference to CU occupancy and effective GPU system memory bandwidth. We have no idea to what extent in typical game code. Matt thinks it will be significant.
 

splattered

Member
Dead space? So going back to the mysterious game Osiris Black kept hinting at with jnsect like enemies and a recognizable protagonist with a light on his shoulder?

I can't remember if anything Osiris said wnded up being true or not but I always thought the game he was hinting at was a new dead space.
 
T

Three Jackdaws

Unconfirmed Member
Think of the GPU CUs as buckets.

The theoretical maximum teraflops is how much water they can all hold if they were all filled to the brim multiplied by how many times per minute they are all moved from the source pool of water and poured out into the destination pool of water.

How full each bucket gets to be depends on the efficiency of the game code and the rest of the GPU machine that moves them around.

XSX is like having 52 buckets moving at 182mph.
PS5 is like having 36 buckets moving at 223mph.

Typical game code can only fill each bucket 30% full each time it comes around to the source pool again to fill up.

It takes time for the water to flow into these buckets as they scoop up water.

Sometimes when a bucket scoops up some water it can also catch a fish in it, and we don’t want that because my weird ass analogy says so.

In the 52 bucket version, if a fish is detected in the bucket as it’s moving from pool to pool, it has to empty the entire bucket out and go back and start scooping again.

In the 36 bucket version, if a fish is detected in the bucket as it’s moving from pool to pool, Mr Coherency Engine can tell Mr GPU cache scrubber to yoink the fish out and let the bucket and remaining water carry on its way.

This is simplified and the analogy could be expanded to account for more of what is going on and be a better fit for the kind of process that is happening, but this is a rough notion of what Matt was talking about.

Because the fish’d bucket hasn’t got to empty everything and start again the 36 bucket system averages a higher fill percentage per bucket because it never has empty ones to bring the average down.

Because the fish’d bucket doesn’t need to be refilled again from scratch, there are never any buckets being filled that will be tipped out and need to come back, meaning the average fill rate of buckets is higher in the 36 bucket system.

Because of this Matt is saying it’s not just as simple as counting the amount of buckets or the speed they travel.
In a perfect world with no fish the 52 bucket system delivers more water.
In a world with fish in your source water pool, you can’t make that calculation, and more than just that, Matt seems to think this fish plucking system is actually more significant than just counting buckets and bucket speed and multiplying them.

He’s suggesting the Coherency Engine and GPU cache scrubbers effectively increase CU occupancy by having them stall less often due to cache misses caused by entire caches being flushed instead of selectively pruned.
He’s suggesting that because refetching of cache data from system memory when entire caches are invalidated isn’t required, the system memory bandwidth requirement is less, because it’s not having to keep refetching the same pages as the good get thrown out with the bad.

It’s about efficiency vs brute force.
It’s about smarter buckets versus shit loads of them.

It’s suggesting what has been murmured for a while by developers in that there’s just not much difference between the two in real world game code. Not as much as comparing theoretical numbers might suggest.

PS5 is quite exotic, and these cache scrubbers are just another example of how streamlined and efficient the entire IO pipeline is to the point comparing numbers while assuming all other things are equal doesn’t really work. At least not to the extent some people are thinking.

It’s like if we had gasoline engines whereby spark plugs only fired 30% of the time in real world driving, even if they could do so 100% of the time in an engine stand in ideal conditions. If we wanted to compare two engines with different cylinder counts and maximum RPMs, but neglected to factor in that one has got some new and unconventional spark plugs that fire more than 30% of the time in real world driving, just multiplying the cylinder count by the RPM wouldn’t make for an accurate comparison.

PS5’s Coherency Engines and GPU cache scrubbers will make a real world difference to CU occupancy and effective GPU system memory bandwidth. We have no idea to what extent in typical game code. Matt thinks it will be significant.
This is a great explanation, thank you! :)
 
Status
Not open for further replies.
Top Bottom