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PS5 Die Shot has been revealed

kyliethicc

Member
I blame this bearded stoner

Exactly. He literally says there that "RDNA2 includes hardware support for DIRECT X ray tracing"

So... PS5 by definition can't be this so called "full RDNA2" because PlayStation would never ever use fucking DirectX.

Wow the PS5 is not a PC. Shocker.

Its dishonest marketing from Microsoft. "Full RDNA2 must include DirectX" ... sure.

PS5 has a custom RDNA2 based GPU. Sony said that. AMD said that. Everyone knows this.
 

MonarchJT

Banned
WcV8bTQ.jpg
lol that reminder
 

quest

Not Banned from OT
Microsoft is to blame for a lot of this, they fan the fanboy flames over misinformation w/r/t console power. It reeks of insecurity. We had a huge 1 year campaign of Microsoft touting the world's most powerful console.

It turns out to not be true after the consoles launched, and then Phil goes in a corner and cries about "fanboys on the internet and how we all need to move past it".

Such a dishonest dude, imho. @SlimySnake
We believe in genatations don't bother going with Sony being innocent. That put more dirt on Microsoft than anything else this summer hiding cross generation games while the gaming media destroyed Microsoft daily. Both companies do the same thing one just has the gaming media do its dirty work for them.
 
Thanks for this. Aren't the CPU clusters too far apart compared to PS5's, possible latency implications? Also, can't we compare the size of GE's based on that?

I took some time with pixel ruler, to measure all sub blocks, yes I'm crazy haha.
So I think that I need to raise some points from my "estimated" die shot for XsX:
  • I think I have not really found all the ROPs, I need to have a closer look also on XsS to verify the pattern, seems I have missed half of them !! I will update that.
  • The part I have rounded in green puzzles me, don't know if it is linked to Command processor and GE part, or to I/O because the layout in this part is so different.
  • Le multimedia HW Accel part on XsX is a monster
  • For the (Shader Proc + Prim Units + ... part) + (ROPs part) + (Command Proc. + GE +... part), the total area for these three parts seems clearly bigger on PS5 than XsX (if the rounded part is not include in the Command/GE part, it by more than 20% and 10 % if it is include).
Let me share your advice (and to tell me if I have done a big mistake !)

edit : Do not forget that it is done with obviously relative precision due to the resolution of the screens

2KFZnmh.jpg
 
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Exactly. He literally says there that "RDNA2 includes hardware support for DIRECT X ray tracing"

So... PS5 by definition can't be this so called "full RDNA2" because PlayStation would never ever use fucking DirectX.

Wow the PS5 is not a PC. Shocker.

Its dishonest marketing from Microsoft. "Full RDNA2 must include DirectX" ... sure.

PS5 has a custom RDNA2 based GPU. Sony said that. AMD said that. Everyone knows this.

I remember Cerny said they had RT hardware thats the same as what AMD is using. Which means that hardware in the PS5 should also be capable of supporting Direct X Ray Tracing. However Sonys API supports RT with their own implementation and not Direct X.

What I'm trying to say is just because Microsoft says they have VRS doesn't mean the PS5 can't use it. Sony could very well have their own implementation with their API. But they don't market it like crazy and call it VRS. I mean Metro already supports VRS on the PS5 what can't Sony 1st parties do something similar?
 
We believe in genatations don't bother going with Sony being innocent. That put more dirt on Microsoft than anything else this summer hiding cross generation games while the gaming media destroyed Microsoft daily. Both companies do the same thing one just has the gaming media do its dirty work for them.

And yet they were the only ones to actually HAVE next-gen exclusives at their console at launch....yes, Sony believes in generations. I think the slight of hand was a mistake, but it's not like they were WRONG when saying that.
 

kyliethicc

Member
We believe in genatations don't bother going with Sony being innocent. That put more dirt on Microsoft than anything else this summer hiding cross generation games while the gaming media destroyed Microsoft daily. Both companies do the same thing one just has the gaming media do its dirty work for them.
Sony never said shit about Microsoft and never said "no cross gen games."

Find the lie. (Spoiler- there is none.)

"We have always said that we believe in generations. We believe that when you go to all the trouble of creating a next-gen console, that it should include features and benefits that the previous generation does not include. And that, in our view, people should make games that can make the most of those features."

"We do believe in generations, and whether it's the DualSense controller, whether it's the 3D audio, whether it's the multiple ways that the SSD can be used... we are thinking that it is time to give the PlayStation community something new, something different, that can really only be enjoyed on PS5."

- Jimmy Sony


Its standard marketing saying "PS5 is not just a PS4 Pro 2.0." Its hyping the hardware.
 
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DeepEnigma

Gold Member
Definitely agree that marketing was overblown for the XSX. If it came out and destroyed the PS5 I wouldn't think badly of it. But since the opposite happened it does seem a bit deceiving to me. Maybe things will change in the future but at the moment both systems seem really close to each other.
And that’s what developers and press sneak fucks have been saying this whole time before their launch.

Ardent warriors be like,
Cant Hear You Dragons Den GIF by CBC
 

Riky

$MSFT
Since no games have utilized the GE either in that respect...

This argument can dance all day, baby.

Maybe, that's why I said it's too early to know. What I would ask is that since Sony have their own solutions for VRS etc and they have their own first party software on their own hardware, why haven't we seen any evidence of their version of VRS yet?
 
Sony never said shit about Microsoft or ever said "no cross gen games."

Find the lie.

"We have always said that we believe in generations. We believe that when you go to all the trouble of creating a next-gen console, that it should include features and benefits that the previous generation does not include. And that, in our view, people should make games that can make the most of those features."

"We do believe in generations, and whether it's the DualSense controller, whether it's the 3D audio, whether it's the multiple ways that the SSD can be used... we are thinking that it is time to give the PlayStation community something new, something different, that can really only be enjoyed on PS5."

- Jimmy Sony

Your issue is your are holding the 2 companies to different standards. Both are implying things but you see one as fine and the other as bad.
Everything you have heard from Sony or ms about these consoles has been with the intent to make the most money full stop. One isn't better then the other. You just can't smell your shit when you shit beside another pile of shit.
 
Another interesting set of tweets is this one, open to see all.



So as I see it Sony have faster caches giving a decent boost guaranteed.

20% faster lets say.

The cache scrubbers provide a further boost, how much will differ but he does suggest he thinks it'll matter more than cu count or clocks. It saves bandwidth with no re fetching.

He also mentions the latency of caches and seeing what sony has done with the io breakthroughs, what we can see of the re design of the zen2 cpu in places, its not really a surprise to claim they may have reconfigured some more bits to improve latency, otherwise there's no point modifying and you may as well go stock parts if there's no improvement.

We have the io that won't be a bottleneck and can feed data at unseen of levels and reduce the amount needed to be stored in ram leaving more for whats on screen, not what might be used.

The whole system design is clear, where possible latency is reduced and speed and efficiency is essential.

So all these things add up, the marginal gains I have mentioned before. Some large benefits like the clocks that benefit so much and give ps5 some large advantages. But then add in the ssd and io, add in the smalls gains here and there and all together at times this is allowing ps5 to match series x and even outperform it sometimes.

There's a few things to keep in mind here. For one, Matt isn't always (or I'd even say, most of the time) speaking about this stuff from a strictly PS5 vs Series X POV; a lot of this stuff he's talking about in general just in relation to what they have done with PS5 design-wise. So it's always best to take their statements from a neutral stance unless he specifies something we know is specific to PS5...

...like the cache scrubbers, which he touches on. Like I was saying earlier, fundamentally the technology of the SRAM embedded in both Sony and MS's systems are the same. If one has a 1ns latency on the L0$, then the other will, because that type of specific thing is going to be standardized by the architecture. What he's addressing in terms of faster caches isn't something inherent to having literal faster/lower-latency cache; it's about using the cache coherency engines and cache scrubbers to do pinpoint evictions of bit data in the cache instead of flushing the whole cache line.

By that notion, yeah on one hand we could say "up to 20% faster caches", but there's two ways to actually look at that. The first is to look at it from leveraging the coherency engines/cache scrubbers themselves, but the issue here is, that's always going to be a very situational, per-game basis type of thing. Think of it like how DLSS functions for games running on Nvidia cards; you can have two games both heavily leveraging the tech, but that doesn't mean they're going to see equal gains, because differences in game engines, game code, game asset sizes and amounts, game asset streaming rates, game logic, and overall render activity plus use of various effects and the rate of the usage of those effects, will ALL have differing impacts.

It's the exact same (well, just about) with cache scrubbers and the coherency engines; some games will benefit much more from using them than others, that's just the nature of things. So you're not always looking at a 20% higher cache throughput for all instances; a lot of times it will probably be less. Quite less, in fact, but again it all depends on the requirements of the game. Another thing impacting this, like I was saying before, is the specific type of scrubbing Sony uses (which we don't know about). There's demand scrubbing and patrol scrubbing: demand scrubbing is something that's explicitly stated to be done as it's needed; patrol scrubbing kicks in when there's enough downtime in the GPU activity levels on whatever given cycles to initiate. Each have their benefits and drawbacks; I can't say which is better though (probably better to read a few posts from members on B3D who are more knowing of how cache scrubbing works).

The other way to look at it is by looking at cache bandwidth on a per-frame or better yet, per-cycle basis. Like mentioned before, if the L0$ is 1ns in latency (assumedly), then that puts PS5's total L0$ at around 10.2 TB/s and Series X's total L0$ at around 12.14 TB/s. If both are running games with a 60 FPS target, then per-frame Series X still has the higher cache bandwidth. PS5's caches work faster due to the GPU clock, but this is to make up for having a lower amount of compute units (I know there's the meme that TFs don't mean everything but one of the things they ARE good for is measuring L0$ bandwidths). The cache coherency engines and cache scrubbers can help push up overall efficiency of PS5's cache usage, but the literal limit is always going to be around 10.2 TB/s for the LO$, because that's what the GPU's theoretical performance peak is at.

Going back to your 20% figure, then, this doesn't actually seem too reflective of the actual differential we'd see between Sony and Microsoft's systems, because since Sony has a peak of 10.2 TB/s, that means you're actually saying Microsoft's GPU would perform at a 20% theoretical deficit of the 12.14 TB/s peak, or down to 9.7 TB/s (or another way of expressing it, around 9.7 TF). However, this isn't true at all, because for starters we already have performance results that show this to be inaccurate: the academic benchmark of Photo Mode in Control, for example, shows the Series X GPU performing effectively 16% better than Sony's. Yes it's just Photo Mode but even in real game mode, the deficit in performance between PS5 and Series X is nowhere near 20%, it seems to be more around 2% - 6% favoring Sony. This seems to roughly be the case for 3P multiplat performance so far where Sony wins out, never mind a few outliers.*

So then that leaves one (actually two) other area where PS5's faster GPU clockspeed would translate to faster caches that are actually effectively faster: Per-cycle and per-CU. And I mean that in terms of single-CU per cycle (hence sticking to one rather than two). 10.275 TF/36 gives about 285.41 GF/s per CU, or about 282.65 GB/s L0$ bandwidth. OTOH, for Series X, 12.147 TF/52 gives around 233.596 GF/s per CU, or around 231.26 GB/s L0$ bandwidth. This is kind of why I said a while ago that if PS5 is performing at peak GPU levels, for a Series X version of that game to run at similar levels, you would maybe need to saturate around 44 of the CUs given the GPU clock differences. However, this is also assuming the game is leveraging equal technologies on both systems; that extra CU headroom needed on Series X could either grow or shrink depending on what features the game uses on that platform that may not be present on PS5 (and vice-versa if there's something like say specific to PS5's GE not present on Series X that a game would need to use).

I think in terms of the faster GPU cache bandwidths, these are the things Matt was alluding/referring to.

*EDIT: Actually I went back and thought about this part some more, and figure that it might be higher than a 2%-6%. In practice currently the Series X might be underperforming relative its theoretical peak by around 15% - 16% or exactly what the actual raw difference in GPU capability between the two systems is.

However, I don't think that is primarily in favor of PS5 due to the cache scrubbers, for reasons I talk about here. Those would mainly aid in helping PS5 maintain its peak performance more consistently when it is really needed, but this early in the gen I'd suspect few games are really leveraging the scrubbers. Therefore I'd say the reasons for underperformance on Series X's side with a lot of the 3P games is (remember I'm an optimist here) probably due to unavailability of certain system OS/GDK tools, instability of certain GDK tools, and limited availability of some RDNA 2 features.

Though the latter part would be somewhat curious as a major reason IMHO since that's relying on outright featuresets to obtain a theoretical performance advantage that should just be readily accessible from raw generic hardware usage, so I'm leaning more on the other two reasons. We'll probably find out more on some of this from MS's tech presentation(s) this month.
 
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DJ12

Member
Bear with here, unlike the rest of you I know little to nothing about cpu design.

First we have a die shot of a 6800 and infinity cache.

die-shot-color-front.jpg

Then the low res PS5 die shot, with similar outline around the GPU section
Eu-M4-XEWYAYKn-Mk.jpg

And now the latest higher res shot showing there are things present in these seemingly empty channels.
50947289326-07f4ba7345-o.jpg

Of note to me are the little uniform rectangles that look similar to those in the 6800 die shot that appear on alternating sides of the "infinity cache"

Any experts know what these are.

It is very strange when space is at a premium to have these channels in my opinion at first I thought they were empty with the image the other day, but there is clearly stuff there.

Anyway here to be enlightened by someone more knowledgable.
 

Lysandros

Member
I took some time with pixel ruler, to measure all sub blocks, yes I'm crazy haha.
So I think that I need to raise some points from my "estimated" die shot for XsX:
  • I think I have not really found all the ROPs, I need to have a closer look also on XsS to verify the pattern, seems I have missed half of them !! I will update that.
  • The part I have rounded in green puzzles me, don't know if it is linked to Command processor and GE part, or to I/O because the layout in this part is so different.
  • Le multimedia HW Accel part on XsX is a monster
  • For the (Shader Proc + Prim Units + ... part) + (ROPs part) + (Command Proc. + GE +... part), the total area for these three parts seems clearly bigger on PS5 than XsX (if the rounded part is not include in the Command/GE part, it by more than 20% and 10 % if it is include).
Let me share your advice (and to tell me if I have done a big mistake !)

edit : Do not forget that it is done with obviously relative precision due to the resolution of the screens

2KFZnmh.jpg
Wow... Thank you very much for spending time and effort on this friend! Now sadly i am not the one who can give you advice because i don't have the slightest experience about the matter. But i am sure that other more capable members will help in no time. Great contribution. :) 👍
 

DeepEnigma

Gold Member
Bear with here, unlike the rest of you I know little to nothing about cpu design.

First we have a die shot of a 6800 and infinity cache.

die-shot-color-front.jpg

Then the low res PS5 die shot, with similar outline around the GPU section
Eu-M4-XEWYAYKn-Mk.jpg

And now the latest higher res shot showing there are things present in these seemingly empty channels.
50947289326-07f4ba7345-o.jpg

Of note to me are the little uniform rectangles that look similar to those in the 6800 die shot that appear on alternating sides of the "infinity cache"

Any experts know what these are.

It is very strange when space is at a premium to have these channels in my opinion at first I thought they were empty with the image the other day, but there is clearly stuff there.

Anyway here to be enlightened by someone more knowledgable.
We know shit at the moment, but they’re going to pretend to. We need a betting pool on what is or isn’t correct from select people analyzing it.
 

kyliethicc

Member
Your issue is your are holding the 2 companies to different standards. Both are implying things but you see one as fine and the other as bad.
Everything you have heard from Sony or ms about these consoles has been with the intent to make the most money full stop. One isn't better then the other. You just can't smell your shit when you shit beside another pile of shit.
Nah. Here's why thats different.

I do agree both companies market these systems to get our money. Fact.

First, I don't think Microsoft really lied when they said the "Xbox only console with full RDNA2" shit. It's technically true, just dishonest in spirit because they are effectively skating by on the technicality that the PS5 doesn't use DirectX, the Microsoft owned PC APIs. Of course not. Its like if Sony was saying PS5 is "only RDNA2 console with full support for Knack." No shit.

Sony isn't being dishonest when they say that "PS5 is not PS4 cause DualSense and 3D audio and fast loading SSD." You don't have to care about those features, but its true. PS5 is a new gen system. Sony built a new UI for PS5, next gen games, etc. They never said anything implying no cross gen games. And those games have legit PS5 versions that are noticeably better.

The we believe in generations thing has been something Cerny has said for like 10 years. He literally said that when asked why the PS4 Pro had the same Jaguar CPU and did NOT have a 4K Blu-ray drive and had the same controller. Why? Because they believe in generations. The PS4 Pro is just a PS4. They had the DualSense haptic feedback ready in 2016, but held it for PS5 because of their philosophy on console gens. Thats why the PS5 has a new controller, new UI, new architecture and SoC, new design, new 100 GB discs, 4K UHDBD drive, new SSD, etc.
 
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FranXico

Member
Definitely agree that marketing was overblown for the XSX. If it came out and destroyed the PS5 I wouldn't think badly of it. But since the opposite happened it does seem a bit deceiving to me. Maybe things will change in the future but at the moment both systems seem really close to each other.
So, dihonesty is justified as long as the end result goes in their favor.

Gotcha.
 
So, dihonesty is justified as long as the end result goes in their favor.

Gotcha.

It wouldn't be dishonest if it was true. Like when they said the Xbox One X was the most powerful console it proved that the day it released.

When they were marketing the XSX that way I assumed they already knew the results from multiplatforms. But it appears that it wasn't the case.
 
Nah. Here's why thats different.

I do agree both companies market these systems to get our money. Fact.

First, I don't think Microsoft really lied when they said the "Xbox only console with full RDNA2" shit. It's technically true, just dishonest in spirit because they are effectively skating by on the technicality that the PS5 doesn't use DirectX, the Microsoft owned PC APIs. Of course not. Its like if Sony was saying PS5 is "only RDNA2 console with full support for Knack." No shit.

Sony isn't being dishonest when they say that "PS5 is not PS4 cause DualSense and 3D audio and fast loading SSD." You don't have to care about those features, but its true. PS5 is a new gen system. Sony built a new UI for PS5, next gen games, etc. They never said anything implying no cross gen games. And those games have legit PS5 versions that are noticeably better.
See I'm fine with both so you don't have to convince me but don't try and act like one is better.
Now I don't know for certain but the article you posted seems to be the original story for that. Correct me if I'm wrong
In that article this is what is said right before the generations stuff
"One way to keep PS4 users engaged would be to make upcoming PS5 games playable on the older machine, just like Microsoft is proposing with its Xbox Series X games being playable on Xbox One. Yet Ryan says that's not something PlayStation is interested in doing."
Really implies it was asked or that is very much what he meant.
 

Clear

CliffyB's Cock Holster
The big diff is that MS need to cover Xbox and PC, all Sony had to do was build out from PS4.

That's the thing about MS using DX12 cross platform, their hands are somewhat tied unless they want devs to use different renderpaths for both XBox and PC. Hence they opted for a much more orthodox approach; their experience with One X worked out a lot better than the original Xbox One with its modifications.
 

kyliethicc

Member
See I'm fine with both so you don't have to convince me but don't try and act like one is better.
Now I don't know for certain but the article you posted seems to be the original story for that. Correct me if I'm wrong
In that article this is what is said right before the generations stuff
"One way to keep PS4 users engaged would be to make upcoming PS5 games playable on the older machine, just like Microsoft is proposing with its Xbox Series X games being playable on Xbox One. Yet Ryan says that's not something PlayStation is interested in doing."
Really implies it was asked or that is very much what he meant.
Are PS5 games playable on PS4? No. So thats true. Thats why PS5 games have their own discs, own box art, etc. And no Smart Delivery.

Same with how we can't play PS5 games with DualShock 4s. DualSense doesn't work on PS4, etc.

If anything, its just that there are some PS4 games that are also on PS5 (with new versions), but never the other way around.

I get that Jim Ryan is a slimy marketing suit fuck. He wants our money. 100%. But the whole "Sony lied" shit is false.
 
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cosmicom

Banned
"The long-term strategic relationship between Xbox and AMD over the past 15 years, beginning with the Xbox 360, is at the heart of the Xbox Series X and Xbox Series S. With the upcoming launch of the Xbox Series X|S on November 10, together we are ushering in the next generation of gaming delivering a level of power, performance and compatibility never before seen in console gaming, powered by AMD’s latest “Zen 2” and RDNA 2 architectures. Xbox Series X|S are the only next-generation consoles with full hardware support for all the RDNA 2 capabilities AMD showcased today."

 
"The long-term strategic relationship between Xbox and AMD over the past 15 years, beginning with the Xbox 360, is at the heart of the Xbox Series X and Xbox Series S. With the upcoming launch of the Xbox Series X|S on November 10, together we are ushering in the next generation of gaming delivering a level of power, performance and compatibility never before seen in console gaming, powered by AMD’s latest “Zen 2” and RDNA 2 architectures. Xbox Series X|S are the only next-generation consoles with full hardware support for all the RDNA 2 capabilities AMD showcased today."


Does that include infinity cache?

Seems to be a pretty big deal with RDNA2.
 
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wardener89

Neo Member
Is it something that needs to be reported out to Sony for this missing feature in PS5? based on this missing feature do you think that would impact on performance and visual quality of many games on PS5? Such as running in lower resolution or not running in both native 4k and 60fps together? If the problem does actually exist do your think a new system update would resolve it or new chip needs to be installed by sending PS5 back to Sony? Not sure since I am not an expert much in the hardware components of PlayStation.
 
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Lysandros

Member
I took some time with pixel ruler, to measure all sub blocks, yes I'm crazy haha.
So I think that I need to raise some points from my "estimated" die shot for XsX:
  • I think I have not really found all the ROPs, I need to have a closer look also on XsS to verify the pattern, seems I have missed half of them !! I will update that.
  • The part I have rounded in green puzzles me, don't know if it is linked to Command processor and GE part, or to I/O because the layout in this part is so different.
  • Le multimedia HW Accel part on XsX is a monster
  • For the (Shader Proc + Prim Units + ... part) + (ROPs part) + (Command Proc. + GE +... part), the total area for these three parts seems clearly bigger on PS5 than XsX (if the rounded part is not include in the Command/GE part, it by more than 20% and 10 % if it is include).
Let me share your advice (and to tell me if I have done a big mistake !)

edit : Do not forget that it is done with obviously relative precision due to the resolution of the screens

2KFZnmh.jpg
Now that i tried to analyse a little, the rounded part looks to have a clearly different layout to me also, i don't think it's a part of the CP+GE cluster. In that case this complex seems indeed bigger on PS5.

Edit: I think i see a more clearly defined bigger square within PS5's central blue cluster - top-right- (in Road to PS5 Geometry Engine was shown as a square) maybe that's the very GE (in that case we can measure it in isolation i guess)? But i can't see anything alike in XSX's cluster. Edit 2: This has the potential to confirm that PS5's GE and XSX's GE are indeed different at hardware level based on size and layout.
 
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cosmicom

Banned
Is it something that needs to be reported out to Sony for this missing feature in PS5? based on this missing feature do you think that would impact on performance and visual quality of many games on PS5? Such as running in lower resolution or not running in both native 4k and 60fps together? If the problem does actually exist do your think a new system update would resolve it or new chip needs to be installed by sending PS5 back to Sony? Not sure since I am not an expert much in the hardware components of PlayStation.

Xbox has RDNA2 because they waited to the end, because AMD endedn this cutting edge technology in may, that´s why the developer kits of xbox were not ready until the last day, and because of that first games were poor optimized for xbox series.


---"In our quest to put gamers and developers first we chose to wait for the most advanced technology from our partners at AMD before finalizing our architecture."

Microsoft waited for AMD to end RDNA2, sony didn´t.
 
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skit_data

Member
Is it something that needs to be reported out to Sony for this missing feature in PS5? based on this missing feature do you think that would impact on performance and visual quality of many games on PS5? Such as running in lower resolution or not running in both native 4k and 60fps together? If the problem does actually exist do your think a new system update would resolve it or new chip needs to be installed by sending PS5 back to Sony? Not sure since I am not an expert much in the hardware components of PlayStation.
Dont worry about it, nothing is missing.

Its just people being intellectually dishonest in order to push narratives to bolster their agenda.
 

Loxus

Member
Bear with here, unlike the rest of you I know little to nothing about cpu design.

First we have a die shot of a 6800 and infinity cache.

die-shot-color-front.jpg

Then the low res PS5 die shot, with similar outline around the GPU section
Eu-M4-XEWYAYKn-Mk.jpg

And now the latest higher res shot showing there are things present in these seemingly empty channels.
50947289326-07f4ba7345-o.jpg

Of note to me are the little uniform rectangles that look similar to those in the 6800 die shot that appear on alternating sides of the "infinity cache"

Any experts know what these are.

It is very strange when space is at a premium to have these channels in my opinion at first I thought they were empty with the image the other day, but there is clearly stuff there.

Anyway here to be enlightened by someone more knowledgable.
This is what I was thinking too.
So far I see nothing to discredit Unified and Infinity Cache.
Even the guy that did this said he needs higher res die shot.
oyOpkt1.jpg
 
Are PS5 games playable on PS4? No. So thats true. Thats why PS5 games have their own discs, own box art, etc. And no Smart Delivery.

Same with how we can't play PS5 games with DualShock 4s. DualSense doesn't work on PS4, etc.

If anything, its just that there are some PS4 games that are also on PS5 (with new versions), but never the other way around.

I get that Jim Ryan is a slimy marketing suit fuck. He wants our money. 100%. But the whole "Sony lied" shit is false.
Then by that logic neither did ms or Phil. I think both knew they were stretching the *truthness?* Of their statements, and I expect no less from them haha.
I can just never understand when someone sees 2 people perform the same actions but receive them differently.
 
It's kind of a weird statement since Mesh shaders have no direct bearing/association with VRS. Two separate but complimentary features.

I dont think so

this as a guess, but in shaders with opengl(wich is my only experience more/less related to this) we have the vertex shader(the shader for each vertex of the triangle/object) and the fragment shader(the shader for each pixel of the triangle/object surface) the vertex shader passes the data for the fragment shader to work, VRS gives the ability of drawing a designated part of geometry with less quality than other parts so is like changing your fragment shader(for one of less quality or as it seems it lower the resolution(repeating result?)) for certain parts of the object instead of using one for the entire object(as you do in opengl,dx or similar api with no VRS use ) but for designate a group of triangles to render with a lower quality it requires to be determined wich quality uses each triangle where you prepare the geometry/mesh(or before), by the time you are calculating pixels colors you are supposed to know the quality you are going to use It would be innecesarily complex to determine the quality to use in that stage of the render pipeline so for me at least it makes perfect sense to do the VRS heavy lifting where you designate geometry
 
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DaGwaphics

Member
I dont think so

this as a guess, but in shaders with opengl(wich is my only experience more/less related to this) we have the vertex shader(the shader for each vertex of the triangle/object) and the fragment shader(the shader for each pixel of the triangle/object surface) the vertex shader passes the data for the fragment shader to work, VRS gives the ability of drawing a designated part of geometry with less quality than other parts so is like changing your fragment shader(for one of less quality or as it seems it lower the resolution(repeating result?)) for certain parts of the object instead of using one for the entire object(as you do in opengl,dx or similar api with no VRS use ) but for designate a group of triangles to render with a lower quality it requires to be determined wich quality uses each triangle where you prepare the geometry/mesh(or before), by the time you are calculating pixels colors you are supposed to know the quality you are going to use It would be innecesarily complex to determine the quality to use in that stage of the render pipeline so for me at least it makes perfect sense to do the VRS heavy lifting where you designate geometry
don't get it canadian GIF by CBC


Literally no capability to understand what you said there. I just didn't draw any connection since VRS launched first and doesn't seem to require Mesh shaders to function.
 
Asset streaming is the future and, beyond a certain GPU performance threshold, due to what they saw on Unreal Engine 5, every engine developer and their dogs are going to be focusing on exactly that.

Even the Metro dev team 4A, who were among the first developers implementing raytracing on PC and now have a large plethora of RT features in their engine, are saying asset streaming is the future and they'll need to keep up with it:



I would really like to see a more in-depth analysis of the I/O block on the PS5's SoC. How big is that ESRAM? And the Kraken decompressor capable of 22GB/s output?
That could also tell us how soon and for how much can we put something similar on PC hardware?

At this point I think analysing the I/O might be more important than measuring FPU sizes, but I guess it's also a lot harder to discern within the pictures.





Having the full RDNA2 ISA compatibility for DX12 Ultimate features on the SeriesX is important for Microsoft because of their strategy for doing simultaneous DX12 PC <-> XBox game releases.

It's not important for Sony, who have their own sandboxed and fully controlled environment. They aren't dependent on DX12's reference process for foveated rendering, geometry culling and others.
I.e. they're not dependent on what amounts to a consortium where Microsoft, AMD, nvidia, Intel and others have their say on how to process these features (and where nvidia probably pulls a lot more weight than the others).
It was AMD who had to adapt their hardware to Microsoft's DX12 specs for Navi2x and the Series SoCs, not the other way around.

Just like RDNA1 before it, RDNA2 is defined by a range of versions for WGP, ROP, Geometry Engine, etc. It's not defined by its supported features on DX12 Ultimate. Some games won't even use DX12, like the ones using idtech and Source engines.
Besides, AMD is so relaxed on their naming conventions that at some point they even called Vega to what amounts to a Polaris chip glued to a HBM chip.
Personally I don't think any one thing alone is the future of embedded system designs or certainly gaming; asset streaming will be very important but it's only a part of the picture. And eventually, for truly efficient data streaming in real-time processing environments (like games) where you have more granular and precise control of the data as it's streamed in, some type of NVRAM is going to have to enter the picture as standard. Although it seems like the current future for any commercial NVRAM (Optane memories, particularly DC Persistent Memory, but also Micron's 3D Xpoint) is in the data and enterprise markets, maybe in a few years once the limits of NAND are more readily obvious we will see NVRAM make a strong comeback in the commercial sectors and maybe also into 10th-gen console systems as another level of the memory hierarchy.

Aside of that (NVRAM) the other crucial things going forward are going to be on-chip memory & bandwidth, and embedded hardware accelerators. I think that's the future of embedded and discrete system designs going deeper into the decade. SSDs will be standard by a couple more years, but I don't see them serving as the bedrock/lion's share of focus for improving aspects of I/O and data pipeline/data locality for a particularly long time. Once we start getting mid-range/upper low-range SSDs hitting around 12 - 16 GB/s raw bandwidths on say NVMe Gen 5 or Gen 6 (we're probably still around 4-5 years from that happening) and things like DirectStorage are standard (and equivalents for other OSes like Linux are established), that's going to be more than good enough for anything 10th-gen consoles require, because there will be other areas needing more focus that SSDs (NAND) simply isn't really a part of.

This is what I was thinking too.
So far I see nothing to discredit Unified and Infinity Cache.
Even the guy that did this said he needs higher res die shot.
oyOpkt1.jpg

There's definitely differences in how the GPUs are designed between PS5 and Series X, but I'm not seeing where there's room for the IC to fit. Keep in mind the 128 MB IC on RDNA 2 GPUs is pretty hefty in die size, and PS5's GPU die isn't large enough to have that or from the looks of it even 32 MB IC embedded, going by the area simply 2 MB of L2$ takes up.

I'm kind of surprised the L2$ for GPU is only 2 MB tho; I thought it was at least 4 MB. Likewise I though the CPU L3$ would be 8 MB, same as the Series systems. That said I guess like Microsoft, Sony would have had their reasons. Looks like an up to 8 GB/s expansion SSD should work here tho, that's good future-proofing.
 
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ethomaz

Banned
I took some time with pixel ruler, to measure all sub blocks, yes I'm crazy haha.
So I think that I need to raise some points from my "estimated" die shot for XsX:
  • I think I have not really found all the ROPs, I need to have a closer look also on XsS to verify the pattern, seems I have missed half of them !! I will update that.
  • The part I have rounded in green puzzles me, don't know if it is linked to Command processor and GE part, or to I/O because the layout in this part is so different.
  • Le multimedia HW Accel part on XsX is a monster
  • For the (Shader Proc + Prim Units + ... part) + (ROPs part) + (Command Proc. + GE +... part), the total area for these three parts seems clearly bigger on PS5 than XsX (if the rounded part is not include in the Command/GE part, it by more than 20% and 10 % if it is include).
Let me share your advice (and to tell me if I have done a big mistake !)

edit : Do not forget that it is done with obviously relative precision due to the resolution of the screens

2KFZnmh.jpg
Thanks for share.
 
This feels like when everyone was freaking out about 9.2flops or something. Yet there literally nothing on the Xbox that would sway my interest. Unless you think Medium is a system seller. And you buy games at gamestop then sell them for -10 net, game-pass is for you.
 

John Wick

Member
he doesn't know what him saying ....is just angry ...I'm scared for him coz less feautures the ps5 will have more he will get angry ahahah
And you do? Less features? Remember that Sony software engineer you love to reference? You know the one? He said the PS5 has more features and less one. So how can it have less? Using your source here so it must be true like you said.
 

longdi

Banned
strange feels that some just hand wave ps5 lack of hw accelerator for cpu avx256 and gpu vrs&ge?

so they can be done on gpu through sw, but afaik, having real hw acceleration is never a bad thing especially for a constrained console bom?
 
And now the latest higher res shot showing there are things present in these seemingly empty channels.

50947289326-07f4ba7345-o.jpg

It's the interconnect linking the CPU to the rest of the system, but yes, all those transistors in the middle of the memory connectors are suspicious.
Despite that if this was IF the PS5 should be performing even better, but it's not.
 
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RaySoft

Member
I dont get why every other post here are crying about missing infinitycache? Do you know what happens when any data that resides in that cache is invalid? The whole cache gets flushed, resulting in a latency "tank" when the data needs to be read from ram instead, affecting all code paths elsewhere as well. Having a bigger unified cache wont help you, it will just make it worse.

If only RDNA2 had cache scrubbers this scenario would be void, since only the outdated data gets scrubbed from the cache, leaving the other data intact ready to be consumed. Its a night and day difference.

This is such a clutch feature that AMD would be nuts not incorporating it into RDNA3.
 
I dont get why every other post here are crying about missing infinitycache? Do you know what happens when any data that resides in that cache is invalid? The whole cache gets flushed, resulting in a latency "tank" when the data needs to be read from ram instead, affecting all code paths elsewhere as well. Having a bigger unified cache wont help you, it will just make it worse.

If only RDNA2 had cache scrubbers this scenario would be void, since only the outdated data gets scrubbed from the cache, leaving the other data intact ready to be consumed. Its a night and day difference.

This is such a clutch feature that AMD would be nuts not incorporating it into RDNA3.

It makes a lot of sense because a lot of the same data gets used in the very next frame. I think infinity cache was done so you can store so much data so that a cache flush isn't needed as often. With a very small cache it will get flushed more often so cache scrubbers might be a very good idea to have. That's why I think the PS5 uses them.
 

Loxus

Member
Bear with here, unlike the rest of you I know little to nothing about cpu design.

First we have a die shot of a 6800 and infinity cache.

die-shot-color-front.jpg

Then the low res PS5 die shot, with similar outline around the GPU section
Eu-M4-XEWYAYKn-Mk.jpg

And now the latest higher res shot showing there are things present in these seemingly empty channels.
50947289326-07f4ba7345-o.jpg

Of note to me are the little uniform rectangles that look similar to those in the 6800 die shot that appear on alternating sides of the "infinity cache"

Any experts know what these are.

It is very strange when space is at a premium to have these channels in my opinion at first I thought they were empty with the image the other day, but there is clearly stuff there.

Anyway here to be enlightened by someone more knowledgable.
This is for you DJ12.
I highlighted the areas to see it better.
LhpXQDN.jpg


P.S. Before anyone come at me for adding in Infinity Cache, this is just all speculation.
Could be not in the PS5 at all.
 
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