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

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scalman

Member
we need more players on consoles so proces could go lower and games would be better i fyou have enough players .... if you not have enough then you just have product and you dont know any better....but there could be better... we gamers allways wins when players compete
 

DeepEnigma

Gold Member
Look at the PS4's OG Pastebin specs.

 

ethomaz

Banned
Found on ERA.



dSYtfOI.jpg


3840SPs (60CUs) @ 1.68Ghz = 12.9TFs

But it is only tales from his ass lol
 
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LordOfChaos

Member
Look at the PS4's OG Pastebin specs.


Interesting that they were honing in by January, but in some ways were pessimistic. Also what is it with Sony consoles and dual ethernet rumors lol


18th January 2013
Eurogamer release details on the PS Orbis, here are the specifications they give:
*8 Core 1.6ghz AMD processor.
*Radeon HD with 18 compute units at 800MHz.
*4GB GDDR5 Ram with 512mb reserved for operating system.
Info

23rd January 2013
Kotaku receive a leaked email containing information on PS Orbis Dev Kits, thanks to the infamous SuperDaE, here are specifications of the Dev Kit DVKT-KS000K:
*System Memory: 8GB
*Video Memory: 2.2 GB
*CPU: 4x Dual-Core AMD64 “Bulldozer” (so, 8x cores)
*GPU: AMD R10xx
*Ports: 4x USB 3.0, 2x Ethernet
*Drive: Blu-Ray
*HDD: 160GB
*Audio Output: HDMI & Optical, 2.0, 5.1 & 7.1 channels
 

DeepEnigma

Gold Member
Interesting that they were honing in by January, but in some ways were pessimistic. Also what is it with Sony consoles and dual ethernet rumors lol

Probably since the prototype of the PS3 had 2 HDMI and 3 Ethernet ports. Also, a lot of these go off of early dev units that usually have multiple ports.
 
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DeepEnigma

Gold Member
Found on ERA.



dSYtfOI.jpg


3840SPs (60CUs) @ 1.68Ghz = 12.9TFs

But it is only tales from his ass lol


This falls in line for what we have been hearing from the very first leaks, especially the person who was dead on about Sony pulling out of E3, as well as his drop that there would be a soft reveal of it near or a bit before E3, which also happened with Cerny and Wired.

Also the 4GB of DDR4 for the OS may be true, etc., to make a full 24GB. 20GB of high bandwidth GDDR6 solely for games with no OS footprint.
 
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Ar¢tos

Member
They better not waste a single byte of that precious fast memory on the OS
20GB would be 4x the memory in PS4 coupled with fast SSD cache devs should be able to build giant interactive and persistent worlds
Honestly, with a SSD that fast 12-16gb of RAM for games are more than enough. More than that is actually an expensive waste, which might be the reason for Sony to invest in expensive SSD tech, that ends up being cheaper that bulking on even more expensive GDDR6. When it takes 1-2 seconds to fill the RAM cache from the SSD, too much memory is just wasting money, die space, increasing price, heat and power consumption.
 

Fafalada

Fafracer forever
But it is only tales from his ass lol
In all fairness - the speculation about devkit speeds has a ton of historical precedent. It's really uncommon for devkits to be at final (or even close to final) clock-speeds this far out. And these deltas are often bigger than 20%. Ie. the leaks centering on the frequencies being dead on are actually less believable on that note - unless of course we're back on the 2019 launch train...

Not saying anything about the rest of his numbers though...
 

Ar¢tos

Member
This type of logic reminds me off
GI5F9SV.jpg

Fuck it! 4GB should be enough with the magic SSD
But it's true. If you have 3GB/s+ transfer rate to the RAM, you don't need a lot of RAM because you can keep it constantly full compared to the pathetic 50MB/s from previous gen, and you can save $$$ for other parts of the console.
 

Fafalada

Fafracer forever
Fuck it! 4GB should be enough with the magic SSD
In a world with near penalty free Virtual memory (which is what the magic of SSD is bringing us closer to) you need less than 64MB of memory for basically flawless image density (something like pixel sized polygons and a dozen or so texture stages with 1:1 pixel:texel ratio each, on screen) - and that's at 4k resolution.
Granted that's not all the memory usage you need in an application - but the point is that if we actually designed software from ground-up around 3GB/s+ storage being always available, 16GB of Ram is in fact completely unnecessary.
 

LordOfChaos

Member
But it's true. If you have 3GB/s+ transfer rate to the RAM, you don't need a lot of RAM because you can keep it constantly full compared to the pathetic 50MB/s from previous gen, and you can save $$$ for other parts of the console.

DDR4 latencies are measured in nanoseconds. It's typically somewhere under 20ns.

SSD latencies are measured in microseconds. The fastest SSDs are in the region of 25μs.


Fast SSDs help things but they're no replacement for in-RAM working sets. Any asset miss would incur a 1000x latency penalty on NVMe vs plain old DDR4, an eternity for the CPU or GPU. Always streaming in what you need next before you need it is easier said than done, you have to account any user behavior and so many variables.

More telling? RAM is too slow, rather than pay 100 cycles to wait for it we have several levels of cache on CPUs/GPUs, now imagine waiting 100,000 cycles instead.

"Enough" is a hard thing to define, developers will work to the hardware spec, but more RAM is...More.
 
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SonGoku

Member
But it's true. If you have 3GB/s+ transfer rate to the RAM, you don't need a lot of RAM because you can keep it constantly full compared to the pathetic 50MB/s from previous gen, and you can save $$$ for other parts of the console.
Going by this logic you would only use 1GB Vram and 20GB of slow DDR4. Slow 3GB/s nand flash is not a replacement for ram let alone fast ram
PS6 wouln't need more than 16GB either since the SSD has infinite cache.
The implication that developers wouldn't know how to take advantage of 20GB + SSD is ludicrous. You are making the mistake of assuming that a 20GB setup wouldn't have all the advantages of the fast ssd streaming cache, so its even better now.

Another factor in favor of 20GB+ is memory bus for bandwidth.
Granted that's not all the memory usage you need in an application - but the point is that if we actually designed software from ground-up around 3GB/s+ storage being always available, 16GB of Ram is in fact completely unnecessary.
I highly doubt that is the case, PCs already have huge DDR4 caches (16GB-32GB) and yet VRAM is ever growing
If fast DDR3/DDR4 cant replace VRAM why would a puny 3GB/s pull it off? It just doesn't add up.

Also your imagination is limited to current gen game design scope, once you start thinking outside the box with a fast ssd cache and 20gb+ of memory opens up a world of possibilities and new experiences.

btw what's your take on the 8 SE's Navi rumor?
 
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Ar¢tos

Member
DDR4 latencies are measured in nanoseconds. It's typically somewhere under 20ns.

SSD latencies are measured in microseconds. The fastest SSDs are in the region of 25μs.


Fast SSDs help things but they're no replacement for in-RAM working sets. Any asset miss would incur a 1000x latency penalty on NVMe vs plain old DDR4, an eternity for the CPU or GPU. Always streaming in what you need next before you need it is easier said than done, you have to account any user behavior and so many variables.

"Enough" is a hard thing to define, developers will work to the hardware spec, but more RAM is...More.
Sure, but Sony customizations with the sram and other things will help lower latency and games don't use all RAM data instantly. With good management and coding taking advantage of the SSD, 16gb for games should be enough.
 

Fafalada

Fafracer forever
I highly doubt that is the case, PCs already have huge DDR4 caches (16GB-32GB) and yet VRAM is ever growing
Most software today is engineered around 2-3GB of VRam and mechanical drive filling the storage, no other memory caches. And that's basically the high-end.
Is 3GB/s enough to refill 64MB per frame? The math is pretty simple really - but we do need to write solutions that actually utilize it first.

Also your imagination is limited to current gen game design scope
I ran the numbers backwards from physical limitations of a 4k display, and inflated requirements to fully unique data on every pixel-element(about 20x over, to approach 64MB). This is orders of magnitude removed from fidelity we have on display today, though admittedly 'fully unique' data is overkill in 99% of scenarios.
 
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CrustyBritches

Gold Member
For anybody bored here's the pre-launch run up of Polaris from 5/14/2016. They had already sent invites to the premier of Polaris 10 at Computex. Makes me think the Sapphire guy spilled the beans and we will see the 2 Navi 10 variants at Computex, Navi 10 XT(a little faster than 2070) and Navi 10 Pro(a little faster than 2060). They said in the article, "provides 390/390x performance at half the power consumption." In real life it was 282W(R9 390) vs 168W(RX 480), and the RX 480 was ~%5 weaker than the 390.

I'm starting to wonder if the Sapphire rep story is real, and we'll see maybe a lower amount of CUs than expected, improved gaming efficiency, high core speed, high power consumption, and high price. Navi 10 Pro = "2060+" $399/~190W/40CU, and Navi 10 XT = "2070+" $499/~210W/44CU. Polaris 10 power consumption was ~10% higher than listed TDP.
 

LordOfChaos

Member


3080 is ALREADYDEAD.png

 
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Celcius

°Temp. member
I'll be disappointed if PS5 has less than 24GB of memory / RAM. The xbox one x already has 12gb, plus I expect the PS5 OS to require more space reserved and for games to require more memory as well.
 
What i wonder is if they'll have to block external hard drives, if games are to be remade to take full advantage of an SSDs architecture then they'd perform even worse on HDDs than just the increase in size for next gen, which could push load times into unacceptable for them. And what about external SSDs.
They can flag certain games that really need it. Most likely next-gen AAA open world games (like GTA6).

Do 500MB indies (like Resogun) need it? Cross-gen AAA games (like Spiderman) won't require it either.
 

DeepEnigma

Gold Member
Adding this to the other rumors (more RAM cache per terabyte of NAND than normal by double - and now it may be SRAM instead of DRAM, plus PCI-E 4 doubling available throughput, possibly using the Phison E16 controller), and we have the blueprints for a very high throughput SSD indeed, enough that I'd go ahead and call calling it the "broadband" SSD not bullspeak lol.

What i wonder is if they'll have to block external hard drives, if games are to be remade to take full advantage of an SSDs architecture then they'd perform even worse on HDDs than just the increase in size for next gen, which could push load times into unacceptable for them. And what about external SSDs.

I would think those games would just have longer loading times as a side effect of not taking advantage of the SSD setup by the end user.
 

ethomaz

Banned
For anybody bored here's the pre-launch run up of Polaris from 5/14/2016. They had already sent invites to the premier of Polaris 10 at Computex. Makes me think the Sapphire guy spilled the beans and we will see the 2 Navi 10 variants at Computex, Navi 10 XT(a little faster than 2070) and Navi 10 Pro(a little faster than 2060). They said in the article, "provides 390/390x performance at half the power consumption." In real life it was 282W(R9 390) vs 168W(RX 480), and the RX 480 was ~%5 weaker than the 390.

I'm starting to wonder if the Sapphire rep story is real, and we'll see maybe a lower amount of CUs than expected, improved gaming efficiency, high core speed, high power consumption, and high price. Navi 10 Pro = "2060+" $399/~190W/40CU, and Navi 10 XT = "2070+" $499/~210W/44CU. Polaris 10 power consumption was ~10% higher than listed TDP.
Navi 10 has 40 CUs... 8 SEs with 5 CUs each from the rumors.

Full Navi (64CUs) only next year.
 
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If you have a PC than consider your wish granted. But just because YOU don't play it doesn't mean that 50 Million others don't. Microsoft came out on the wrong foot this gen and the previous gen was much better for them. But just because you don't do as great as your competitor selling consoles, doesn't mean you didn't make money selling games. You don't just exit the console market when you have over $10 Billion in revenue in gaming alone.
Brother you seem a bit upset I'm not fanboying over the Xbox One. You alright there? Sip on some Cucumber smoothie, it'll cool you down. It's not like Microsoft is going to change their business plans based on one random person's comment on a forum for your gaming experience to be ruined. Lol.
 

SonGoku

Member
Sure, but Sony customizations with the sram and other things will help lower latency and games don't use all RAM data instantly. With good management and coding taking advantage of the SSD, 16gb for games should be enough.
20GB + SSD should be even better then, why settle for less?
Most software today is engineered around 2-3GB of VRam and mechanical drive filling the storage, no other memory caches. And that's basically the high-end.
Games today are designed around consoles which have 5GB total memory. PCs have huge memory caches faster than any SSD in the form of DDR3/DDR4 and yet there are current gen games that use more than 5GB of vram.
I ran the numbers backwards from physical limitations of a 4k display, and inflated requirements to fully unique data on every pixel-element(about 20x over, to approach 64MB). This is orders of magnitude removed from fidelity we have on display today, though admittedly 'fully unique' data is overkill in 99% of scenarios.
You are thinking only of current gen games running at 4k
When games are designed around 20GB of memory as a baseline with fast SSD cache, they'll build never before seen expansive and persistent worlds, use new effects that consume more memory the possibilities are endless.
Its disingenuous to claim we that we hit the ceiling of 4K memory requirements forever. As long as PS6 targets 4k it shouldn't need more memory either going by that logic.
Is 3GB/s enough to refill 64MB per frame? The math is pretty simple really - but we do need to write solutions that actually utilize it first.
DDR4 is enough to refill 64MB per frame, why use VRAM at at all? The math is simple really ;) GPU manufacturers should only include 1GB VRAM and let DDR4 do the rest.
 
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SonGoku

Member
Brother you seem a bit upset I'm not fanboying over the Xbox One. You alright there? Sip on some Cucumber smoothie, it'll cool you down. It's not like Microsoft is going to change their business plans based on one random person's comment on a forum for your gaming experience to be ruined. Lol.
I’m not even mad. But your comment about how MS should stop making consoles was odd say the least. It would be a pretty dumb move on there part and would reverse everything they worked for to get this far. (edited)
They are midrange 40CU parts, only the high end has 384bit bus

It would be fine, but 20/24GB will produce much more impressive results and have a bandwith advantage

No doubt, but if you aim low, you’ll never be disappointed.
 
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