theclaw135
Banned
I'd hope so. UE was a steaming pile on the PS3.
I'd hope so. UE was a steaming pile on the PS3.
Not yet? Though Gears Of War was paying for the next Uncharted already.Every PS5 game sold bolsters EPIC.
Fixed that for you. Sony don't own EPIC yet.
Tencent nearly does though.. maybe they will buy XBOX
I made a response to the Epic collaborating with Sony longer comments. I just recall them providing input on the X360 and if I am not mistaken that console was older than PS5. I hope good games come from what ever Epic is working on seeing how important the engine is to the industry.Does it matter if Epic worked with Microsoft longer?
We should be looking at how Sony and Microsoft are currently working with them more than anything.
I made a response to the Epic collaborating with Sony longer comments. I just recall them providing input on the X360 and if I am not mistaken that console was older than PS5. I hope good games come from what ever Epic is working on seeing how important the engine is to the industry.
I agree and no one said anything about console wars. I was simply asking about the point of whether or not Epic had a longer working relationship with Sony or Microsoft.I believed they told Microsoft to go with more ram for the 360 just like they gave input in the PS5s I/O system. It's pretty much the reason why they are talking about the PS5 I/O so much and praising it since they helped create it. Nothing to do with the console wars it's just collaboration between these two companies.
I agree and no one said anything about console wars. I was simply asking about the point of whether or not Epic had a longer working relationship with Sony or Microsoft.
I had mentioned Gears of War and their input on the X360. Did Epic provide similar input on the PS3 or any of Sony's earlier consoles? I am well aware of their PS5 collaboration.
Much more like the PS3 was the last brainchild of Crazy Ken, and his proprietary hardware making life difficult for devs. Father of PlayStation needed to go ASAP.You're right about that. Cerny did say that Developers are a huge part in the PS5s design. I wouldn't be surprised if they influenced many different aspects of the systems design. His trips to see different developers was extremely important.
The PS3 taught Sony on how important it is to get developer feedback. Ever since that platform it's been a main focus for them.
Much more like the PS3 was the last brainchild of Crazy Ken, and his proprietary hardware making life difficult for devs. Father of PlayStation needed to go ASAP.
*insert Mark Cerny gif*
this should make understand ppl how much that techdemo was payed propaganda lol ))It's funny when you think about it. Most of MS studios use UE.
To some degree yes. 100%. But Sony and Epic have a VERY close relationship. So close that Sony partically owns EPIC now. I think Sony paid like $250 Million to be a part owner of Epic. So, that relationship of course will always benefit Sony more.
that's not how the things works plus ..it's very very very very very VERY unlikely that naughty dog and Guerrilla abandon their proprietary engines (naughty dog game engine and decima) respectively ...To some degree yes. 100%. But Sony and Epic have a VERY close relationship. So close that Sony partically owns EPIC now. I think Sony paid like $250 Million to be a part owner of Epic. So, that relationship of course will always benefit Sony more.
that's not how the things works plus ..it's very very very very very VERY unlikely that naughty dog and Guerrilla abandon their proprietary engines (naughty dog game engine and decima) respectively ...
ps. also ssm have their own engine
I'm aware of all of this. I was only asking about the the longer working relationship someone said Epic had with Sony. I also don't care if you want to say something negative about the Xbox many posters on this forum do. It's like a right of passage.The PS3 was designed by Ken Kuturagi. He didn't go to the lengths that Mark did with developers with the PS4 and PS5. That's one of the reasons why the hardware was pretty terrible for developers.
The PS4 and PS5 were designed with input from developers. It would be fan boyish to assume they had some input with the PS4s design. But I haven't read anything about that. It seems like the I/O will be pretty big for UE5 on all platforms and they choose to talk about their collaboration with Sony on it. It's due to this work why it was demonstrated on the PS5. Again not saying anything negative on Xbox here.
I'm aware of all of this. I was only asking about the the longer working relationship someone said Epic had with Sony. I also don't care if you want to say something negative about the Xbox many posters on this forum do. It's like a right of passage.
The PS5 decompression unit currently is the only one specialized for Kraken, but any platform can support it via software.IDK, the point is only the PS5 supports Kraken. Cerny himself said the PS4 only uses Zlib.
XSX has their own stuff, but its not RAD tools tech.
Yup there's already a few games on XSX that use kraken.The PS5 decompression unit currently is the only one specialized for Kraken, but any platform can support it via software.
Provided they bought a license to use it, of course.
all to have something to show that manages to impress when they showed the console (the techdemo did it) + clearly what u was saying. It's very likely that we will see the best use of the engine by the coalition as always have been till now and recently with hivebustersThat's not why Sony worked with Epic though. It's not that 1st parties are going to abandon their engines in favor of epics. It's just that Sony is just making sure a 3rd party engine actually uses the PS5s I/O to some extent. Developers making games with the UE5 will definitely have an easier time taking advantage of the PS5s I/O.
This isn't just to fuel fanboy wars like your suggesting (aka propaganda).
Agreed, it makes sense to ensure that the biggest middleware providers are on board and have all the help they need to take advantage of the new technology you have provided. I assume that Unity and the Frostbite devs also got a lot of love and early dev kits too.That's not why Sony worked with Epic though. It's not that 1st parties are going to abandon their engines in favor of epics. It's just that Sony is just making sure a 3rd party engine actually uses the PS5s I/O to some extent. Developers making games with the UE5 will definitely have an easier time taking advantage of the PS5s I/O.
This isn't just to fuel fanboy wars like your suggesting (aka propaganda).
From what I remember it was a lot of money for small amount of Epic... "The investment gives Sony a 1.4 percent stake in Epic", apparently
Sony buys $250 million stake in Fortnite creator Epic Games
Sony and Epic have worked closely together for years.www.theverge.com
"Sony has made a $250 million investment in Epic Games, the two companies announced on Thursday. The deal means Sony gets a 1.4 percent interest in the game development studio and publisher and gives Epic a valuation of $17.86 billion"
that's not how the things works plus ..it's very very very very very VERY unlikely that naughty dog and Guerrilla abandon their proprietary engines (naughty dog game engine and decima) respectively ...
ps. also ssm have their own engine
all to have something to show that manages to impress when they showed the console (the techdemo did it) + clearly what u was saying. It's very likely that we will see the best use of the engine by the coalition as always have been till now and recently with hivebusters
This "xbox didn't spend R&D money on non CPU+GPU" analysis is just plain wrong, as is the downplaying of the importance of SSD to xbox - they have been aware of the need for a high performance SSD from the beginning of the design process - did you never see the hot chips talk ? it was a key point in their talk.[..]
MS’s went for an approach where they hedged their bets on the SSD (fast enough and with a good new API to allow for efficient data transfer at a speed that was still a big jump over the previous generation, but invested the rest of the R&D budget on raw performance in CPU and GPU side with higher clock frequency for the CPU, faster peak bandwidth for RAM [with some limitations], and more CU’s in the GPU... stuff that is easier to see utilised by devs without as much investment in R&D which has been their modus operandi for a while... look Xbox One and PS4 Pro to see what could happens when you expect devs to invest extra time to unheard performance... in some cases it works out and in some others they do not bother).
This "xbox didn't spend R&D money on non CPU+GPU" analysis is just plain wrong, as is the downplaying of the importance of SSD to xbox - they have been aware of the need for a high performance SSD from the beginning of the design process - did you never see the hot chips talk ? it was a key point in their talk.
The whole talk can be seen here
Re-read what I posted please (I watched that material before, but still they are nice to see again). I agree the SSD was very important for MS too and I am sure the believe they got out of it what they set out for... that is it. I did not say it was not if again you read what I wrote.
Neither system had an infinite budget and you are undervaluing how complex ramping up XVA and building a dev environment around that is. MS pushed the data I/O angle far and built SW (hello Direct Storage) and HW components (BCPack decoder, SFS and other GPU changes to make streaming easier for devs, etc... but since budget is not infinite and their designed had another big target, amongst others, which was raw performance (Phil gave them a clear target of more than doubling XOX’s GPU performance) and they needed to invest R&D budget in making that happen and be sustainable (higher CU count requires higher memory bandwidth and since they wanted to use this system for Xcloud too they needed a fast memory solution apt at working on those setups too hence custom GDDR6 memory with ECC support).
MS’s went for an approach where they hedged their bets on the SSD [..] but invested the rest of the R&D budget on raw performance in CPU and GPU side [..] faster peak bandwidth for RAM [..] stuff that is easier to see utilised by devs without as much investment in R&D which has been their modus operandi for a while...
"without as much investment in R&D"stuff that is easier to see utilised by devs without as much investment in R&D which has been their modus operandi for a while...
I am not here to present MS’s PR in every post or to protect the sensibility of people who feel insecure at the mere thought that XSX may not be the fastest and bestest thing ever at everything they read into things .That's not what you wrote first time round.
"invested the rest of the R&D budget on raw performance in CPU and GPU side". No mention of specific hardware for decompression or anything.
"without as much investment in R&D"
really. ?
Interesting and it would make sense as Jon Olick was trying to push virtualised geometry back in Carmack’s Id as the company was working on MegaTexture tech:It seems some of the RAD developers are going to work on Nanite
Jon Olick was trying to push virtualised geometry back in Carmack’s Id as the company was working on MegaTexture tech.
MegaTexture was one virtual texturing implementation (did not cover geometry) optimised to minimise draw calls while freeing artists from single texture size constraints (or so was the promise) with a nice unified approach.Oh this is good then! It's megatextures a cousin of Nanite? Like the idea or philosophy of both related?
You are also happily selective quoting as you remove the part where I wrote “Especially with I/O revolutions such as what XSX|S’s XVA [...]”, not my fault if you do not see that or you do not know the XVA pillars (one of them being the BCPack decoder): https://news.xbox.com/en-us/2020/07/14/a-closer-look-at-xbox-velocity-architecture/
I hope Nanite doesn't come with such drawbacks. It seems clear that with their talk about no LOD authoring there will be a huge preprocessing step.MegaTexture was one virtual texturing implementation (did not cover geometry) optimised to minimise draw calls while freeing artists from single texture size constraints (or so was the promise) with a nice unified approach.
To achieve it they had to make a lot of concessions (no fully dynamic lighting in RAGE for example) and bake time for the maps (cycle time between artist change and change previewable in games got a lot lot longer).
I do not think I needed disclaimers and I did not made blanket random emotional statements.Your originally post is full of emotionally charged language - Sony "took it to heart", while MS "hedged their bets" Just calling you out on this. The post if full of black and white assertations that are probably just your head canon. There were no disclaimers on those statements in the original post.
If you're going to make blanket statements about R&D spend (info I suspect you don't even have - which is kindof the point ) - yes - some disclaimers would be niceI do not think I needed disclaimers and I did not made blanket random emotional statements.
I am unsure how you can complain about emotionally charged language (which is all in your head, sorry to say that... there is nothing emotional about “hedging your bets” which is a rational behaviour as I expanded more in the followup post) and reply like you did here and before (which seems like projecting).
Makes sense. So PS4/XOne/XSX might need to use its CPU if it wants to use Kraken (de)compression, while the PS5 has dedicated hardware just for that.The PS5 decompression unit currently is the only one specialized for Kraken, but any platform can support it via software.
Provided they bought a license to use it, of course.
No man I want to know if Sony had a longer working relationship with Epic over Microsoft like I said. I pointed to the X360 collaboration. I mentioned Gears. Did Epic over similar input to Sony with PS1-3 like they did the PS5?I'll say something negative or positive about Xbox and PlayStation when the systems deserve it. It's not a right of passage like your saying.
It's ok to criticize platforms here. I constantly criticize Sonys BC in case you didn't notice.
Doesn't that blow your mind?
Anyways it almost sounds like you want me to criticize Xbox. Is that your intention?
I did not make absolute blanket statements and I am not sure I came to unreasonable conclusions while you picked and chosen hastily some elements of my post and went on the attack with the amusing simultaneous accusation (as if you were sure of it) that I made emotionally charged blanket statements.If you're going to make blanket statements about R&D spend (info I suspect you don't even have - which is kindof the point ) - yes - some disclaimers would be nice
No, I do not think they did. See PS2 and PS3 design, which were created in isolation by a very secluded team (see various Cerny interviews on the subject), where PS4 and PS5 got a lot more third party input (again refer to Cerny’s famous dev tours with PS4 and now PS5... the way I see it when developers are asked for input and they see it taken on board for real they are more willing to collaborate in the future hence why I think Sony was more involved with third parties like Epic earlier on just as MS had always been).No man I want to know if Sony had a longer working relationship with Epic over Microsoft like I said. I pointed to the X360 collaboration. I mentioned Gears. Did Epic over similar input to Sony with PS1-3 like they did the PS5?
Or the GPU using compute shaders (which might be needed on PS5 too if you apply certain layers of encoding, see BC7Prep).Makes sense. So PS4/XOne/XSX might need to use its CPU if it wants to use Kraken (de)compression, while the PS5 has dedicated hardware just for that.
12TFMaybe someone here knows the answer?
I figured that but I wanted to be sure. Well MS certainly uses the Unreal engine on several of their products so it will be interesting to see if Sony does the same seeing how they have this newish working relationship with Sony and Sony has invested in Epic.No, I do not think they did. See PS2 and PS3 design, which were created in isolation by a very secluded team (see various Cerny interviews on the subject), where PS4 and PS5 got a lot more third party input (again refer to Cerny’s famous dev tours with PS4 and now PS5... the way I see it when developers are asked for input and they see it taken on board for real they are more willing to collaborate in the future hence why I think Sony was more involved with third parties like Epic earlier on just as MS had always been).
Sony already does and has been making customisations to it, see Days Gone. I see AA and small AAA from some of their studios to do more with UE than the big big ones like Guerrilla, Insomniac, and Naughty Dog for example.I figured that but I wanted to be sure. Well MS certainly uses the Unreal engine on several of their products so it will be interesting to see if Sony does the same seeing how they have this newish working relationship with Sony and Sony has invested in Epic.
Sony already does and has been making customisations to it, see Days Gone. I see AA and small AAA from some of their studios to do more with UE than the big big ones like Guerrilla, Insomniac, and Naughty Dog for example.
I think Sony’s investment in UE is bigger than just gaming, but even gaming wise it is to possibly work on cheaper deals to get say a free license or big discounts for devs and to collaborate more closely (good faith investment more than a big controlling share) on UE5 to make sure their bold bet on SSD tech pays off. It would have been quite dumb not to do that to be fair, glad they executed well on this so far.
In terms of additional hardware -I did not make absolute blanket statements and I am not sure I came to unreasonable conclusions while you picked and chosen hastily some elements of my post and went on the attack with the amusing simultaneous accusation (as if you were sure of it) that I made emotionally charged blanket statements.
I am not sure I have ever stated to have internal confidential financial data from either company, but you can still apply some deductive reasoning (you can shield behind the Trillion dollar corp and infinite budget available for XSX as much as you want and pretend they had no restrictions, but then you could not justify any trade offs they made to cost components despite the effect it would have: see split memory bandwidth). I also do not see why it is unreasonable to reason out that given comaparable dies (similar size, same manufacturing from the same supplier, etc...) that pushing for a much bigger GPU and having basic ah an identical CPU to PS5 that not making the chip even bigger meant resources were not dedicated pushing for I/O speed beyond what they obtained nor we have seen any sizeable additional HW resource dedicated to it beyond the BCPack decoder.
Then again it is not a nasty remark against XSX: they need things such as cache scrubbers less because they have invested in a far higher bandwidth RAM solution, they have a 2x slower SSD data pipe to feed (less than that if you think about the leak of both decompressor or units) which means they are able to tolerate the extra CPU overhead left better, they have SFS support on the GPU that helps them automate texture data streaming in HW while PS5 has a different patented solution that seems to take advantage of these additional I/O co-processors).
I made statements not about the absolute spends nor about exact quotes but based on the available data, published data and presentations made on the tech by each camp (and additional statements by people like Sweeney and the engineers that presented the tech demo), the price range of the devices (S included), the published specifications, and what we are all seeing.
I am not sure I came to unreasonable conclusions either while you picked and chosen hastily some elements of my post and went on the attack with the amusing simultaneous accusation (as if you were sure of it) that I made emotionally charged blanket statements (in support of a single console and hurting the feelings of XSX fans and/or engineers watching).
I know what you are quoting, I am familiar with the slide:In terms of additional hardware -
- Xbox hardware decompression includes zlib, BCpack . The throughput is correspondingly less than PS5 pretty much in the ratio of the RAW SSD throughputs. (eg quoted figure have been 4/5 Zen2 core equivalents for xbox vs 9 Zen2 core equivalents for PS5)
- There is a dedicated audio block with the same function as Tempest engine - direct comparison is difficult but PS5 is supposedly "equivalent to 8 jaguar PS4 cores" (104 GFlops), whilst xbox is supposedly "greater to all Xbox One X CPU cores" (>150GFlops)
- There's also hardware multimedia block - eg video codec encode/decode etc
- There's also some crypto hardware.
Neither do I, but we have the description in detail of the I/O paths of both systems and we know they have different demands. XSX has a 2.4 GB/s SSD with peak output from the HW decompressor units to be about 6 GB/s total (zlib + BCPack) while PS5 has a 5.5 GB/s SSD with peak output from the Kraken HW decompressor unit to reach up to 22 GB/s (admittedly in not super frequent cases but projected figures from the makers of Oodle Texture and Kraken themselves seem to suggest average numbers with Oodle Texture optimised assets could be much closer to the the tens of GB/s figure than people were expecting: http://cbloomrants.blogspot.com/2020/09/how-oodle-kraken-and-oodle-texture.html average compression ratio of over 3 to 1 so over 16 GB/s).Obviously PS5 has the faster SSD and so has faster hardware decompression. I don't have info on absolute die size.
Good I am not saying that either (but you still have this very triggered defensive angle for some reason), I am not saying it had an effect on GPU performance the same as the focus on the SSD and storage I/O did not have a negative effect on the GPU CU’s.I'm not sure I agree with the idea that aiming for bigger GPU with xbox had a negative effect on SSD performance
Nobody is saying SSD performance is not good on XSX, I said it is good just that PS5 invested even more and reached a much higher peak in this area. Now they need to prove it was worth it.- SSD performance is good on Series X with all the necessary supporting hardware,
Sure, but 43mm2 bigger with 26 more CU’s (PS5 is “estimated” at around 308 mm2 for a 40 CU’s design and XSX has 56 CU’s, each has disabled CU’s, and we do not know the size of the CU’s in PS5 and in XSX, but we can see how big the GPU portion of the die is). We also know they have a wide memory interface and I suspect those GDDR6 memory controllers to take more space to/make for a bigger die. I think the due size difference is covered well by the extra CU’s and the wider memory bus solution with space to spare (look how comparatively smaller the beastly Ryzen 2 CPU cores, cache aside, are).and xbox die size is ~43mm2 bigger than PS5, so there isn't a direct trade off needed for that bigger GPU area. Clearly Sony had a special research project on SSD that got them hardware that is 1-2 years ahead of the general curve.