RowdyReverb
Member
Next it will be whether or not 1800p and checkerboarding is distinguishable from native 4KThis its kinda funny to see the similarities, FP16 vs Esram readwrite Bandwidth etc.
Next it will be whether or not 1800p and checkerboarding is distinguishable from native 4KThis its kinda funny to see the similarities, FP16 vs Esram readwrite Bandwidth etc.
Next it will be whether or not 1800p and checkerboarding is distinguishable from native 4K
I...think that's all that needs to be said?Go on
We already know that Scorpio will pretty much run everything in 4K other than some 720p titles which will be checkerboard 4K, as stated in this article.
That's proof in the pudding that this thing is more powerful than the Pro...
Say what you want but MS is absolutely genius. They took "Gaf/Reddit" mainstream. They threw napalm on a simmering oil fire. All this chip deep dive architecture shared memory bus DCC jargon although valid is the new this vs that. I don't ask my Doctor how certain chemicals in my prescriptions bind to particular receptors. I just know it works. Can't wait till E3!
It's not a secret. It's an undeniably useful capability that the PS4 Pro has, and the Xbox One does not. It doesn't magically make the PS4 Pro stronger than Scorpio (and no-one in this thread is suggesting that)... but it does help.
Maybe fp16 doesnt matter, maybe it does. We will see when we get to compare gears to los2, forza to gt etc
The lack of proper FP16 support is one of a few areas that Scorpio falls a little short in, but it's not going to be a big deal for this generation.
Next it will be whether or not 1800p and checkerboarding is distinguishable from native 4K
Happy easter everyone!
Next it will be whether or not 1800p and checkerboarding is distinguishable from native 4K
Of course. I was just being anally retentive.Ok, my post wasn't entirely correct, but neither is just comparing the mantissa and forgetting the expoent, and the extra bits of the fp32 expoent also gives it way more decimal places specially for larger numbers.
True. Then again, at the top end of the exponent fp32 represents 128 binary digits, of which only the leading 24 digits can be anything else than zero, so its humungous range is rather irrelevant for most graphics purposes, and more practical ranges are limited to about 20-26 binary (integer) digits. In comparison, fp16's meaningful top end goes to 8-12 binary (integer) digits, so I'm not sure a factor of 64K or beyond from there would get us anything particularly meaningful in fp32 in the context of graphics.But to be completely correct: going fp32 to fp16 reduces the range of the numbers you can represent by a factor of over 65k
I think if FP16 was good for gaming a solution would have been made at least a decade ago.
Whats all this about color compression? How are they compressing color?
DX12 optimizations are the same of XB1 and XB1S... it is nothing different from what low level PS4/Pro API does (or any low level API does... even the customized command processor is already there to any dev or publish use).The FP16 instructions requires devs to code specifically for it. Microsoft had the option to choose hardware customizations and went for the DX12 instruction optimization since it would improve the already existing catalogue and any future titles built on DX12. Scorpio will most likely have a huge advantage on multi platform titles built on DX12, more than the regular 30% in TF difference. However Sony exclusives that take advtage of the FP16 instructions could close the visual gap.
Basically Sony is pulling the special sauce now. We'll see how it goes. During the PS3 era first party titles managed to take advantage of the cell.
3) Try 32-bit floating point depth buffer formats (D32F) instead of 16-bit (D16) for better performance.
D32Fs actually may compress smaller than D16s when used as shader resources, and compress exactly the same way when not shader compatible. They are only different in allocation size and bandwidth when decompressed, which typically isnt too frequent (but may happen when a dense mesh with many micro-triangles is rendered into a small screen-space area). D32F also allows you to use reverse Z for added precision, so that can be leveraged for nearly free. Keep in mind that on GCN, theres no such thing as a real 24-bit depth target. Under the hood, those are handled as 32-bit, just with 8 bit of precision thrown away so theres no cost in switching from D24 to D32 targets.
This is old based in GCN FP32 and FP16 delivering the same performance.Interesting tidbit on DCC
I seriously doubt that. Most of figures in range of +50% come from people describing the speed up they got from using FP16 for some specific part of code so this is basically a best case scenario. When it is added to the rest of code which remains FP32 it will result in a lot smaller overall gain. People should really be expecting no more than 25% overall here.I think it'll likely head higher towards 50% as devs gain more familiarity in how to handle it. From what I've read 2xFP16 will see worth while usage as time goes on, especially for console devs.
I was talking about the Pro's memory bandwidth which is only 218GB/s compared to Scorpio's 326GB/s which is basically 50% more. This difference will mean much more for Scorpio than its flops advantage as this difference specifically is what makes native 4K possible for example.I could easily have misunderstood, but I thought what you describe is the effect of using FP16 at all, regardless of rate. What then is the difference between using FP16 and using packed FP16?
This is old based in GCN FP32 and FP16 delivering the same performance.
With GCN 5.0 FP16 is twice faster than FP32 and that change everything... so it not about memory and bandwidth only anymore but performance included which the link didn't cover because it is something new in the hardware.
- GCN 5.0 FP16 give you 2x performance, 1/2 memory and bandwidth use.
- GCN 4.0 or below give you 1/2 memory and bandwidth use.
This is old based in GCN FP32 and FP16 delivering the same performance.
This thread man. Scorpio needs to release so people can stop hating so much..
Or hate more lol
Read the link before get close to your keyboard lolJust step away from the keyboard.
Then we can hate it for having no games.
Of course you are using two instructions instead of one... the memory use will be the same lolInternal processing precision have nothing to do with memory bandwidth or use or surface formats for the matter.
Moreover, GCN5 FP16 won't give you 2x performance.
But even if the above was correct, you wouldn't be able to get both 2x performance and 1/2 bandwidth use as 2xFP16 = 1xFP32 in bandwidth use.
Both console didn't hit the power for 4k.So we should start seeing native 4K games from PS4 Pro right? I mean that's elephant in the room concerning Pro's performance. If 1st and 3r party AAA titles like Horizon continue to be checkerboarded then obviously FP16 isn't changing that narrative.
Of course you are using two instructions instead of one... the memory use will be the same lol
Using the same memory and bandwidth to execute 2 instructions instead one in FP16 means you are using half of the memory and bandwidth if you use 2 instruction in FP32.
Memory and bandwidth consumption has no relation to shader math precision. Usage of FP16 improves on chip latency as you can perform two operations instead of one (same instruction for both, btw, so no, not "2 instructions") but the result written from the pipeline to memory will be the same as with FP32 since this is what you're gunning for in the first place. You're confusing two different things - internal shader processing precision and external data storage format.
No... I'm not.Memory and bandwidth consumption has no relation to shader math precision. Usage of FP16 improves on chip latency as you can perform two operations instead of one (same instruction for both, btw, so no, not "2 instructions") but the result written from the pipeline to memory will be the same as with FP32 since this is what you're gunning for in the first place. You're confusing two different things - internal shader processing precision and external data storage format.
Exactly... FP16 uses less memory and bandwidth than FP32.No, no, we're blitting our shader microcode to DCC encoded RTs so that its losslessly encoded and we get major bandwidth savings on the fetches, reducing I$ stalls, which is how we get to 12 TFLOPS.
No, no, we're blitting our shader microcode to DCC encoded RTs so that its losslessly encoded and we get major bandwidth savings on the fetches, reducing I$ stalls, which is how we get to 12 TFLOPS.
No that is not true, the X1 doesn't have all of the DX12 optimizations. For Scorpio, Microsoft added more hardware baked shortcuts after identifying common instructions in current engines. DX12.1 wasn't even used when the X1 shipped. The XB1 has some but Scorpio will have additional ones, which is why the scaling of 900p games to 4K is possible. Unless new game engines are made in the next two years, those optimizations will be beneficial.DX12 optimizations are the same of XB1 and XB1S... it is nothing different from what low level PS4/Pro API does (or any low level API does... even the customized command processor is already there to any dev or publish use).
DF tried to make it something new and amazing but it is not.
Even using DX12 the dev at end will need to optimize to low level PS4 API that will give the same beneficies/advantages of DX12 (or even more because DX12 needs to prove itself yet).
Source about these new DX12 instructions?No that is not true, the X1 doesn't have all of the DX12 optimizations. For Scorpio, Microsoft added more hardware baked shortcuts after identifying common instructions in current engines. DX12.1 wasn't even used when the X1 shipped. The XB1 has some but Scorpio will have additional ones, which is why the scaling of 900p games to 4K is possible. Unless new game engines are made in the next two years, those optimizations will be beneficial.
Also, not all devs will optimiza for FP16. If an effect cannot be computed in FP16, it won't be rewritten to fit in. The precision gap between FP16 and FP32 is not just twice, it is an order of maginute. A shader that looks good in FP32 would look pixelated or perform much slower in FP16. Shaders have to be designed to fit FP16.
So here is what we know so far.
Scorpio has a 6 inch penis with decent girth.
PS4 Pro has a 4 inch penis with not as much girth.
However during certain scenarios PS4 Pro can double it's length to 8 inches.
So here is what we know so far.
Scorpio has a 6 inch penis with decent girth.
PS4 Pro has a 4 inch penis with not as much girth.
However during certain scenarios PS4 Pro can double it's length to 8 inches but when it does it get's even thinner, like a pencil or stretch armstrongs fist.
So here is what we know so far.
Scorpio has a 6 inch penis with decent girth.
PS4 Pro has a 4 inch penis with not as much girth.
However during certain scenarios PS4 Pro can double it's length to 8 inches.
Why are we milking the FP16 thing so hard? Is it a game changer?
No, no, we're blitting our shader microcode to DCC encoded RTs so that its losslessly encoded and we get major bandwidth savings on the fetches, reducing I$ stalls, which is how we get to 12 TFLOPS.
Source about these new DX12 instructions?
The improvements from XB1 to Scorpio are the same found from GCN 1.0 to GCN 4.0 (these are included on PS4 to Pro too).
Where you saw a exemple of 900p game on XB1 being 4k on Scorpio?
[UPDATE 7/4/17 20:44: Microsoft's Andrew Goossen has been in touch to clarify that D3D12 support at the hardware level is actually a part of the existing Xbox One and Xbox One S too. "Scorpio builds on the Command Processor capability present in the original Xbox One," we're told. "Our implementation of D3D12 supports all Xbox Ones, and games have already shipped that use it. When a game using D3D12 starts up, we reprogram the GPU's Command Processor front-end. The 50 per cent CPU rendering overhead improvement was reported by shipping games. The amount of win is dependent on the game engine and content, and not all games will see that size of improvement. Scorpio's Command Processor provides additional capability and programmability beyond what Xbox One/Xbox One S can do. We plan to take advantage of this in the future."]
Scorpio doesn't have the TF to brute force 900p games running at 4k but they have achieved it thanks to the additional customizations they added to the hardware as a whole.But the proof of the pudding is in the eating. Specs are one thing, but Microsoft is promising that both 900p and 1080p Xbox One games should be able to run at native 4K on Project Scorpio. We needed to see validation of this, meaning we needed to see software - a tough call so many months out from release.
The quote just shows except the improvements from GCN 1.0 to GCN 4.0 everything is exactly like XB1 and XB1S.Here:
The 900p games scaled to 4K is a promise seen only on their profiler.
Scorpio doesn't have the TF to brute force 900p games running at 4k but they have achieved it thanks to the additional customizations they added to the hardware as a whole.
Not in gaming space to be fair.No its not , not in the console space