Sosokrates
Report me if I continue to console war
PS5 DE does not have gamepass.Series S doesn't have one either, but what a remarkable little machine it is at 299
PS5 DE at 399? nahhh
PS5 DE does not have gamepass.Series S doesn't have one either, but what a remarkable little machine it is at 299
PS5 DE at 399? nahhh
Read the context of my posts before replying with (for this discussion useless) general information and claiming I spread misinformation.Tim Sweeney Explains Exactly Why the PS5’s SSD and I/O Architecture Is Way More Efficient Than PC’s
Systems integration and whole-system performance. Bringing in data from high-bandwidth storage into video memory in its native format with hardware decompression is very efficient. The software and hardware stack go to great lengths to minimize latency and maximize the bandwidth that's actually accessible by games.
Those PC numbers are theoretical and are from drive into kernel memory. From there, it's a slow and circuitous journey through software decompression to GPU driver swizzling into video memory where you can eventually use it. The PS5 path for this is several times more efficient. And then there's latency.
On PC, there's a lot of layering and overhead. Then you have the issue of getting compressed textures into video memory requires reading into RAM, software decompressing, then calling into a GPU driver to transfer and swizzle them, with numerous kernel transitions throughout.
Even Nvidia and Microsoft with RTX IO and Direct X Storage realized this.
Difference with the PS5 is it has dedicated hardware for decompression.
I don't get why both of you spread misinformation for no reason.
We are primarily talking textures streaming requirements to the VRAM pool though which that comment does not cover. I have not seen anyone actually trying to gauge what the peak SSD->VRAM texture stream requirement is when moving fast and to what extent that is rate limiting for frame rate when for example moving fast through the city scape.300 mb/s was confirmed to DF for the Matrix demo. For the 2020 demo, we have the PC version which rarely exceeds even 200 mb/s. There have also been statements saying that Nanite generally doesn't use that much bandwidth, which one could basically consider a feature of it.
Oh yes, there it is. Because we were talking about subscription services, not the performance : price parity of consoles in this threadPS5 DE does not have gamepass.
300 mb/s was confirmed to DF for the Matrix demo. For the 2020 demo, we have the PC version which rarely exceeds even 200 mb/s. There have also been statements saying that Nanite generally doesn't use that much bandwidth, which one could basically consider a feature of it.
The point is that it is more complex than that as well.
Take the example that the UE5 utilises the CPU through nanite for each frame. This principle also applies if you use procedurally generated graphics (e.g. clouds, water etc). The CPU calculation output ends up in the CPU cache.
On a PC this output then needs to be moved/copied to the VRAM to be accessible by the GPU. The calculation as such is mostly not even close to the CPU performance limit so the bottle-neck is the transfer of the information to the GPU for utilisation.
On consoles this is much faster since the CPU is on the same piece of silicon as the GPU. However, from what we can assess there is an important difference between the XSX and the PS5 here. On the XSX the CPU cache is not addressable by the GPU so the CPU output needs to me moved/copied to the GPU cache to be utilised while on the PS5 the GPU can (seemingly) utilise information directly in the CPU cache.
The point is that the I/O pieces are critically important but does not make for easy marketing outside of performance benchmarks.
Did he? Source?
Notice how far we are getting from the original discussion, latched on the “cheaper” adjective and derail . We also got another GamePass plug of course.Oh yes, there it is. Because we were talking about subscription services, not the performance : price parity of consoles in this thread
Oh yes, there it is. Because we were talking about subscription services, not the performance : price parity of consoles in this thread
Notice how far we are getting from the original discussion, latched on the “cheaper” adjective and derail . We also got another GamePass plug of course.
PS5 DE does not have gamepass.
Don't you get Astrobot free with PS5? What about the PS+ Game collection?You enjoy a console with no games?
Ok who let the out.
That 300MB/s comes from loads and asset streaming during game play.300 mb/s was confirmed to DF for the Matrix demo. For the 2020 demo, we have the PC version which rarely exceeds even 200 mb/s. There have also been statements saying that Nanite generally doesn't use that much bandwidth, which one could basically consider a feature of it.
Oh yes, there it is. Because we were talking about subscription services, not the performance : price parity of consoles in this thread
Thing is that we were not talking about what makes you buy a console or the other (with similar performance for example I am swayed by the DualSense features, but it is also orthogonal to what we were discussing).Yes but it doesn't have disc drive.
Sorry for focusing on one point.
They are both very good hardware. I dont think its really lobsided in either direction. I would not put hardware performance at a point of contention when deciding which one system to get. Overall the seriesX does seem to be performing better now, the last several digital foundry comparisons have shown the majority of games performing better on the seriesX, but we do get some games performing better on PS5 so for me its a game by game basis, but other things influence my decision more as a multi console owner
We were talking about performance, what are you talking about? Ok, maybe you want to go back to the tools being lost again or some other way to discuss why about a year AFTER launch Epic had to call a MS team in to optimise the demo on XSX|S that actually makes the state of the platform look good .We were talking about Unreal Engine 5 in this Unreal Engine 5 topic, not performance : price parity before you shoehorned it in here either.
The palpable is ironic
I think it was definitely XSS...So your point is that a year after the XSX|S have launched in stores that the XSX and XSS tools got lost again / taking advantage of them is troublesome or… what?
This an odd flex to make… scaling down to XSS is trivial, XSX being much faster than PS5, GDK allowing to treat XSX as a PC which for a PC developer like Epic should be a dream come true… where did all of that go?
TC has been working with UE5 code access for over a year and they know the engine well. Still, I think were called in to optimise the Xbox version, but something tells me it was more for the XSS than the XSX (far more for the former than the latter).
If you think that their help was needed to get the XSX up to speed with PS5… well, it might be true, but it is a point I would expect a Sony fanboy to make… it does not make the state of XSX tools and GDK’s ease to extract performance out of the console (or the ease of actually tapping all of the on paper theoretical performance of the machine, theoretical vs actual) look that good or make their competitors’ plan look even better.
Considering engine used in games tend to lag the most up to date version (like the one TC optimised for this demo), you are stating that most devs on UE5 were working with tools that favoured PS5.
So, you are stating that the cheaper console (yet breaking even for a while), that had its dev kits sent out earlier, that had better yields and more units sent to market (I guess if it is true that MS is using a good number of XSX SoC’s for Xcloud we know where their priorities lie), the one with supposedly much lower sustained performance but in reality is going toe to toe (and in some cases pulling ahead) in most games with the faster monster XSX… this is also the console with a non PC like custom console graphics API that got earlier support by one of the biggest multi platform engines without requiring the first party teams to optimise the engine for Epic… and you think this happen on its own without planning? Interesting praise for Cerny here .
Because the HW is cheaper and for all intents and purposes for most people (are we going to count the PS+ Collection too now?) and it is cheaper without the company taking a bath in it… which is a good indication of a good architecture and product design and execution (which is the job of the platform architecture team).It was you who brought up the "cheaper" adjective...
Thing is that we were not talking about what makes you buy a console or the other (with similar performance for example I am swayed by the DualSense features, but it is also orthogonal to what we were discussing).
The best defense of the XSX and XSS in this demo is apparently that a year after the console launch the biggest multiplatform Engine maker needed one of MS best developers to optimise the engine to achieve parity with PS5 (for XSX) while Epic could handle PS5 on its own with a lot less help as Sony was able to give them a good stable SDK very early on. This sounds like praise for Cerny’s team more than anything (it is the result you observe if you have good system architecture).
This has to be the lamest console warring fight in a long time. Holy shit some of you have been repeating the same garbage like 6 pages now lol
And not just in this thread.
This has to be the lamest console warring fight in a long time. Holy shit some of you have been repeating the same garbage like 6 pages now lol
I agree, but I have to say that the only way this does not look good for the PS architecture/delivery team is if you think this is all a conspiracy because of Sony’s earlier investment… .They definitely could have brought Sony in to help with the PS5 but it's interesting that they didn't. Not saying that bringing in TC was a bad thing but it's just curious that something similar wasn't done with the PS5. Really wished Epic would share that information with us.