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

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Bo_Hazem

Banned
The final output was a clean, up-sampled 4K frame through temporal reconstruction which was indistinguishable from native 4K where DF couldn't even tell the difference, you wouldn't have even known it was internally running at 1440p if Epic didn't tell you it was. People make it sound like a bad thing but the fact that the console manages to internally render the demo at 1440p even with all that going on, is mighty impressive.

We don't need to wait for a PS6 to see a dynamic OW game with UE5 visuals, you'll see it this gen on PS5, just watch what their first-party studios are gonna come up with.

It's only a good thing if nVidia is upscaling from 900p to 4K. They go the extra mile and call it (4K Ultra DLSS). Even Demon's Souls you can't tell as it looks miles sharper than any other native 4K game in performance mode.
 
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Bo_Hazem

Banned
They all about the walking photo sims now.

PS fanboys have movie games, Xbox fanboys are all about the picture games.

Take that, ponies!

Speaking of Pony, Control has a nasty one:

ks1byz8efek31.png
 
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IntentionalPun

Ask me about my wife's perfect butthole
Great to see past and present Sony executives throwing shade at Google, microsoft, and amazon who think throwing money at things will automatically create greatness.




How many new studios has MS even created?

They've mostly bought studios and kept them generally in tact culture wise.

(although some of them are kinda... mediocre TBH)
 
Loading HD PS4 Pro: 21 seconds
Loading SSD PS5 BC mode: 18 seconds
Loading SSD PS5 Remastered: 1 second.

Same PS5 SSD - 18 seconds to 1 second.

It explains what many noobs can't understand. It's about Software. The source code strategy to load assets from 100~150MB/s storage will never be the same as a 5.5GB/s storage (9GB/s or more with decompression).
There's a little error. My mistake. The loading from SSD is 8 seconds. This 18 seconds loading is from USB external drive using PS5.

But, it's 8 seconds in BC mode to 1 second in remastered mode. Using the same SSD speed.
 
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SSfox

Member
You are wasting your time... Even the dreamcast was more powerful... Oh boy, the magic of powervr tile based deferred rendering... LoL J/K

oct7qx1icxu21.jpg
Oh yeah i remember some people stating that Dream Cast was more powerful than PS2, of course there are areas where dreamcast was better, but there were also areas were ps2 was better (for some reasons folks decided to ignore latest), and in the overall PS2 was much better hardware. There are aspects that i think even GC and Xbox would be beaten by PS2, i actually always belived that games like Shadow of the colossus and God Of War 1 and especially 2 couldn't run properly in Xbox and GC if ported (of course not happened cause Sony games), heck even MGS2 on Xbox has slowdowns in Xbox (Tanker mostly) that of course didn't exist on PS2.
 
Oh yeah i remember some people stating that Dream Cast was more powerful than PS2, of course there are areas where dreamcast was better, but there were also areas were ps2 was better (for some reasons folks decided to ignore latest), and in the overall PS2 was much better hardware. There are aspects that i think even GC and Xbox would be beaten by PS2, i actually always belived that games like Shadow of the colossus and God Of War 1 and especially 2 couldn't run properly in Xbox and GC if ported (of course not happened cause Sony games), heck even MGS2 on Xbox has slowdowns in Xbox (Tanker mostly) that of course didn't exist on PS2.
Dreamcast had better textures thanks to hardware textures compression and 8MB of vram. I think that's about it.
 

Lysandros

Member
Oh yeah i remember some people stating that Dream Cast was more powerful than PS2, of course there are areas where dreamcast was better, but there were also areas were ps2 was better (for some reasons folks decided to ignore latest), and in the overall PS2 was much better hardware. There are aspects that i think even GC and Xbox would be beaten by PS2, i actually always belived that games like Shadow of the colossus and God Of War 1 and especially 2 couldn't run properly in Xbox and GC if ported (of course not happened cause Sony games), heck even MGS2 on Xbox has slowdowns in Xbox (Tanker mostly) that of course didn't exist on PS2.
Yes for a late 1998 (!) machine Dreamcast was indeed very impressive and well balanced. It had advantages over PS2 like texture clarity and overall image quality. But for actual processing power and raw throughput it was naturally well behind PS2.
 
Yes for a late 1998 (!) machine Dreamcast was indeed very impressive and well balanced. It had advantages over PS2 like texture clarity and overall image quality. But for actual processing power and raw throughput it was naturally well behind PS2.

The only thing that matters were the games, but the thing is the only game that mattered on Dreamcast was the game Seaman:





Everything after after that doesn’t matter anymore, that’s why the Dreamcast ended and Sega got out of the hardware market ...the goal was reached.
 
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The only thing that matters were the games, but the thing is the only game that mattered on Dreamcast was the game Seamen:





Everything after after that doesn’t matter anymore, that’s why the Dreamcast ended and Sega got out of the hardware market ...the goal was reached.


Shame he stopped making Tacoman though.
 

SlimySnake

Flashless at the Golden Globes
Demon's Souls loads up to 3 gigs in a second during gameplay (or something like that, mentioned by the developers to Digital Foundry). PS4 can at most load 50 megabytes from that old hard drive. No way it could run this without significant reworking.
I just watched that segment. They said 3-4GB per second, and not only that, they are streaming in data much more frequently because of the fast ssd. They mentioned how typically they would load data right as turn around a corner instead of what they would do on the ps4 when they would start to load in data half way down the hallway before you get to the corner. that allows them to push more detail and up the textures in every scene.

So this is one way where the ssd speeds actually do make graphics better.

Timestamped:

 
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I just watched that segment. They said 3-4GB per second, and not only that, they are streaming in data much more frequently because of the fast ssd. They mentioned how typically they would load data right as turn around a corner instead of what they would do on the ps4 when they would start to load in data half way down the hallway before you get to the corner. that allows them to push more detail and up the textures in every scene.

So this is one way where the ssd speeds actually do make graphics better.

Timestamped:



Remember this segment?

20200329135313.jpg


Sounds like what Cerny was talking about.
 
I just watched that segment. They said 3-4GB per second, and not only that, they are streaming in data much more frequently because of the fast ssd. They mentioned how typically they would load data right as turn around a corner instead of what they would do on the ps4 when they would start to load in data half way down the hallway before you get to the corner. that allows them to push more detail and up the textures in every scene.

So this is one way where the ssd speeds actually do make graphics better.

Timestamped:


"So when I talked about the dream of an SSD, part of the reason for that 5 gigabytes a second target was to eliminate loads, but also part of the reason for that target was streaming as in what if the SSD is so fast that as the player is turning around. It's possible to load textures for everything behind the player in that split second. If you figure that it takes half a second to turn that's 4GB of compressed data you can load that sounds about right for next gen." - Father of Knack in The Road to PS5 talk

Mark Cerny rn:
ywJL9BT.png
 
Mark Cerny rn:
ywJL9BT.png

Basically why I think Epic chose the PS5 to show Unreal Engine 5 instead of the XSX. We all know the GPU is stronger in the XSX but what Epic wanted to show was the streaming in of extremely high quality assets. This is something the PS5 does best according to the paper specifications.



I know some people claim that Sony bribed Epic for the demo but I don't think that's true. Nor did Epic do this because Tim doesn't like Microsoft.
 
Basically why I think Epic chose the PS5 to show Unreal Engine 5 instead of the XSX. We all know the GPU is stronger in the XSX but what Epic wanted to show was the streaming in of extremely high quality assets. This is something the PS5 does best according to the paper specifications.



I know some people claim that Sony bribed Epic for the demo but I don't think that's true. Nor did Epic do this because Tim doesn't like Microsoft.

I never really brought into the rumours that Sony somehow bribed Epic. Tim Sweeney was very clear about why they partnered with Sony for the Unreal Engine 5 demo and it was largely because they wanted to revolutionise storage architecture. In fact it was implied multiple times that PS5 as well as UE5 influenced one another's development and design. Also the Series X being slightly ahead of the PS5 in raw compute performance doesn't really mean much, especially when we consider the innovations and advancements next-gen is bringing.

Both Microsoft and Sony chose to go very different routes with the design choices of their consoles, Microsoft played it safe which is why Series X/S closely resemble the current desktop implementation of RDNA 2. Sony decided to go in a different route and prioritise the SSD storage architecture (following feedback from developers including Epic), which was risky, was it the right choice? we'll see towards the end of this generation but people seem to forget that the gaming hardware industry requires risk taking by it's very nature, it's why AMD have been successful in recent years especially with GCN and RDNA and likewise Nvidia when introducing real time ray-tracing into their GPU's.
 

JonkyDonk

Member
I never really brought into the rumours that Sony somehow bribed Epic. Tim Sweeney was very clear about why they partnered with Sony for the Unreal Engine 5 demo and it was largely because they wanted to revolutionise storage architecture. In fact it was implied multiple times that PS5 as well as UE5 influenced one another's development and design. Also the Series X being slightly ahead of the PS5 in raw compute performance doesn't really mean much, especially when we consider the innovations and advancements next-gen is bringing.

Both Microsoft and Sony chose to go very different routes with the design choices of their consoles, Microsoft played it safe which is why Series X/S closely resemble the current desktop implementation of RDNA 2. Sony decided to go in a different route and prioritise the SSD storage architecture (following feedback from developers including Epic), which was risky, was it the right choice? we'll see towards the end of this generation but people seem to forget that the gaming hardware industry requires risk taking by it's very nature, it's why AMD have been successful in recent years especially with GCN and RDNA and likewise Nvidia when introducing real time ray-tracing into their GPU's.
I was literally typing up a response to this same effect, you took the words out of my mouth!

I agree wholeheartedly. Unreal Engine has produced some of the most cutting edge visuals but its achilles' heel has always been asset streaming. This was particularly bad during the UE3 era with games like Gears of War and Mass Effect famously having a lot of pop-in. Even now this is a problem. I played a little bit of Gears 5 on PC and multiple times I walked into a scene where half the characters' models didn't load properly and they looked like PS1 models for an entire conversation. Another example is FF7 Remake with it's terribly low res textures in the town areas.
I'm willing to bet that Sony and Epic worked closely, not just on that demo, but on the architecture of PS5 from the beginning. I think Sony specifically designed the system to be better suited to solve this streaming challenge and get the most out of UE5, which is most likely going to become the predominant engine of this generation and probably herald the first wave of truly 'next-gen' games in about 3-4 years time. If everything Epic said about Nanite and Lumen turns out to be as good as it looked in that demo, then few other engines will be able to rival UE5 for that next-gen quality.
 

JonkyDonk

Member

That's interesting. I was wondering what Matt thought of this. I definitely agree with him on the comment about unoptimised engines. Remedy's next game will look much better and probably still perform similar to Control on these consoles, because they will rework their engine to better scale with the new hardware. These next-gen ports we getting are quick and dirty jobs from small teams, especially when it's multiplatform like this game, they have no time to optimise the tech properly.

I like how he refers to PS5's architecture as 'deep'.
 

JonkyDonk

Member
So he's definitely saying the PS5 outperform some XSX games in the future.

I'm wondering what kind of games those will be like?
We've already had several examples. The biggest one being AC Valhalla. Which is an interesting case, because not only is it an AMD sponsored game that scales really well with RDNA2 but it's also generally a rather heavy engine. And for whatever reason it likes PS5 more than XSX, to the effect of around 30% or more.
 

Panajev2001a

GAF's Pleasant Genius
That's interesting. I was wondering what Matt thought of this. I definitely agree with him on the comment about unoptimised engines. Remedy's next game will look much better and probably still perform similar to Control on these consoles, because they will rework their engine to better scale with the new hardware. These next-gen ports we getting are quick and dirty jobs from small teams, especially when it's multiplatform like this game, they have no time to optimise the tech properly.

I like how he refers to PS5's architecture as 'deep'.

Higher clocks are normally enabled by deeper execution pipelines, as in each piece of work is broken in more than one stage, the more stages the less work per clock and thus the higher the clocks speed (depending on the design and the manufacturing process you can maintain high frequency and still a shallow pipeline).
At N cycles, if the pipeline has N stages, you start delivering a result per clock (one of the bigger problems of deep pipelines would be branch prediction potentially causing extra pipeline flushes where the processor has to correct course, flush away the work it predicted it would take on, and start again loading the new one... not too much a problem for GPU as speculative execution and branch prediction are not strategies often employed... it is kind of preferable to execute both sides of a branch and throw away the result so to speak, but you could also switch to a different “thread” when you detect an instruction like a branch or a load from memory that you do not want to predict but wait for the condition to be solved). See: http://ece-research.unm.edu/jimp/611/slides/chap3_1.html



I think he is kind of referring to this when he talks about a deep/fast and narrow approach vs shallow/slow and wide approach.I am not sure if the two GPU’s were redesigned to this level, but that is one thing you could do to allow the design to reach high clocks.
 
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DeepEnigma

Gold Member
I never really brought into the rumours that Sony somehow bribed Epic. Tim Sweeney was very clear about why they partnered with Sony for the Unreal Engine 5 demo and it was largely because they wanted to revolutionise storage architecture. In fact it was implied multiple times that PS5 as well as UE5 influenced one another's development and design. Also the Series X being slightly ahead of the PS5 in raw compute performance doesn't really mean much, especially when we consider the innovations and advancements next-gen is bringing.

Both Microsoft and Sony chose to go very different routes with the design choices of their consoles, Microsoft played it safe which is why Series X/S closely resemble the current desktop implementation of RDNA 2. Sony decided to go in a different route and prioritise the SSD storage architecture (following feedback from developers including Epic), which was risky, was it the right choice? we'll see towards the end of this generation but people seem to forget that the gaming hardware industry requires risk taking by it's very nature, it's why AMD have been successful in recent years especially with GCN and RDNA and likewise Nvidia when introducing real time ray-tracing into their GPU's.
It wasn’t even rumor, just made up fanatic shit.
 

PaintTinJr

Member


Waiting for his answer

In that short video it is interesting to see that the XsX version has a smaller frustum, as far as I can tell, because either the frustum setup is different or the PS5 version or the resolution of the cropped views are different because lots of things from the foreground towards the background don't line up in the shot - the ones I've marked in yellow. The size of the character is smaller on screen in the PS5 version and its foreground geometry is occluding far less of the other items in the scene, as easily visible at the box around the tree.

I guess It is possible that the camera angle is different, but such a change should throw out the alignment of the far plane too IMHO, so I think it is a lower precision frustum on the XsX version, or smaller near/far plane ratio.

6yScp0b.jpg
 
Can be near any type of game just like today. But large open world games with higher density geometry and textures should benefit the most from PS5 architecture "in theory".

Definitely any game that relies heavily on asset steaming. From what I've understood from Cernys presentation that isn't just limited to large open world games. Essentially any games that rely on loading assets that are just in the players view should benefit from this.
 

Bo_Hazem

Banned
So he's definitely saying the PS5 outperform some XSX games in the future.

I'm wondering what kind of games those will be like?

Have you been around lately? PS5 already outperforms XSX in Control, COD Cold War, AC Valhalla, Immortal Fenyx Rising, Dirt 5 and a lot more. Even in Hitman 3 it's a tie with XSX pushing 44% resolution and PS5 having 46.4% FPS advantage. By large it's around 18-20 games performing better on PS5 vs 1-2 games better on XSX.

So PS5 will only continue its dominance going forward as it has much more perks that are left on the table.



Tests controller latency/input lag. Very interesting, and not shocking that PR and real results are... check for yourself


Nick Jonas Wow GIF by Jonas Brothers


Microsoft lied again? Who would've thought...

Interesting, this is from a pc perspective. Seems like polling updates are higher on Dual Sense.

Yes he should update the DualSense on PS5 first, it already received 2 updates on PS5, and seems it'll continue to get fine updates to keep it tight.
 
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onesvenus

Member
I never really brought into the rumours that Sony somehow bribed Epic. Tim Sweeney was very clear about why they partnered with Sony for the Unreal Engine 5 demo and it was largely because they wanted to revolutionise storage architecture. In fact it was implied multiple times that PS5 as well as UE5 influenced one another's development and design. Also the Series X being slightly ahead of the PS5 in raw compute performance doesn't really mean much, especially when we consider the innovations and advancements next-gen is bringing.

Both Microsoft and Sony chose to go very different routes with the design choices of their consoles, Microsoft played it safe which is why Series X/S closely resemble the current desktop implementation of RDNA 2. Sony decided to go in a different route and prioritise the SSD storage architecture (following feedback from developers including Epic), which was risky, was it the right choice? we'll see towards the end of this generation but people seem to forget that the gaming hardware industry requires risk taking by it's very nature, it's why AMD have been successful in recent years especially with GCN and RDNA and likewise Nvidia when introducing real time ray-tracing into their GPU's.
One thing that having an off-the-shelf RDNA2 GPU enables is making multiplataform ports easier. I'm sure that was largely MS rationale between that. They seem to focus on wanting to remove differences between Xbox and PC development. Their dream seems to be able to program your game once and then run it in PC and Xbox without any optimization whatsoever.

It's a good strategy IMO, seeing it's quite difficult to keep up with Sony in regards to sales number. If they can show Xbox/PC as a single market to third parties, most of them wouldn't leave an Xbox port on the table.
I was literally typing up a response to this same effect, you took the words out of my mouth!

I agree wholeheartedly. Unreal Engine has produced some of the most cutting edge visuals but its achilles' heel has always been asset streaming. This was particularly bad during the UE3 era with games like Gears of War and Mass Effect famously having a lot of pop-in. Even now this is a problem. I played a little bit of Gears 5 on PC and multiple times I walked into a scene where half the characters' models didn't load properly and they looked like PS1 models for an entire conversation. Another example is FF7 Remake with it's terribly low res textures in the town areas.
I'm willing to bet that Sony and Epic worked closely, not just on that demo, but on the architecture of PS5 from the beginning. I think Sony specifically designed the system to be better suited to solve this streaming challenge and get the most out of UE5, which is most likely going to become the predominant engine of this generation and probably herald the first wave of truly 'next-gen' games in about 3-4 years time. If everything Epic said about Nanite and Lumen turns out to be as good as it looked in that demo, then few other engines will be able to rival UE5 for that next-gen quality.
The thing is that UE5 primary focus is on PC and I don't think that will change in the near future. That means that all the big developments they do on the engine will need to work on PC. This will make Sony studios engines shine brighter.
So he's definitely saying the PS5 outperform some XSX games in the future.

I'm wondering what kind of games those will be like?
He is talking about last-gen engines.
I got the impression he is essentially saying that this "benchmark" is meaningless, not very indicative of future reality in a soft manner.
Yeah, let's wrap his words because they doesn't fit your narrative. Classic. He is saying what he is saying: the DF comparison is a good benchmark of how both GPUs perform on that engine. Does that mean that will translate to game performance? No. Does that mean one GPU is better than the other? No. Does that mean that one console hardware is better than the other? Not at all.
To better compare both GPUs, and only GPUs and not whole systems, we would need more benchmarks like this, where the CPU is not being taxed at all. That's why he is wishing for more.
Kinda yeah. The way I see it. is that he's turning what DF said upside down. He's saying you are not benchmarking the hardware , you are benchmarking the engine.

So Control engine favours parallelism (more CU's) .
You are benchmarking how that engine performs on the GPU only.
 

Bo_Hazem

Banned
Ok I've finished Control UE on performance mode on PS5 with all the side missions + DLC's:

-The plot/lore is great, feels strange and interesting, 10/10.
-Story? Probably ok, acting is good like 7/10 but story itself doesn't really click nor the characters seem to make sense nor you feel anything towards them. But as said, the overall lore/story is 10/10 but how it's represented is 7/10.
-Facial animations feel like they all came from a dental clinic before having a convo.
-Graphics are decent, 8/10.
-Gameplay is solid, 9/10, love the idea of the shifting gun but having only 2 guns and needing to stop to load another type is stupid and immersion killer. A weapon wheel would've made much more sense.
-It gives me MGS1 vibes of massive indoor gameplay.
-Most of the enemies look mediocre, not impactful or fearsome. Only creepy one was that Dr. Hartman in the DLC, I think.
-Environment is very dynamic and destructible.

Overall it was a very unique experience, a solid 9/10 for the game. I think Remedy has so much potential to make even more better games in the future.

Note: Quality mode has input lag issues and feels choppy, probably bad motion blur implementation?
 
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