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

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jonnyp

Member
Microsoft uses apis(like DirectStorage) to help mitigate(but not eliminate) certain I/O bottlenecks. But the thing is, an api acts as an interface (a middle man) between the hardware and the OS(plus it's applications) and there's only so much you could do with an api before you eventually hit a brick wall and are unable to move forward. Microsoft can bring the world's forefront algorithm experts and software engineers and even after writing tens of thousands of lines of code, they still wouldn't be able to do what dedicated hardware(like the I/O block) can do on its own. That's like telling me that if you take an RTX 2080TI and reprogram it to perform only matrix operations and complex floating point operations to do cryptocurrency mining exclusively it would be able to have the same speed and efficiency in mining as a dedicated ASIC(application specific integrated circuit) like the antminer S9 which was purpose built for that specific workload, it doesn't really work that way, at all. Microsoft made a big fuzz about their ssd until Sony broke their silence and ever since it has turned into nothing more than a d!¢k measuring contest where one goes "hey i have this piece of hardware that was purpose built for that job and the other goes, but mine is also pretty fast). If Microsoft wants to convince gamers that the Xbox series X is using more than just fancy buzzwords for its hardware, then they'll have to stop taking fancy terms and slamming imaginary multipliers (like the 2-3x multiplier of sfs) next to them that to me sounds like tales from the corporate butthole and borders on astroturfing. The series X has a decompression block, that's it. That decompression block is, according to Microsoft, capable of handling more than 6GB/s at its peak. That 6GB/s is where you draw the line, it's your bottleneck and your inherent limit and no matter how hard you code, you won't be able to bypass and circumvent that limit no matter how much black magic you use. So, no, SFS won't give you 9.6 or 14.4GB/s when you utilise it because you'll then be going over the limit of the decompression block and you just can't do that, some people think that Microsoft managed to do what sony did with the I/O block, by countering it with software and APIs that according to tales from a fanboy's ass can defy the laws of physics and engineering when that couldn't be any further from the truth. You can't get with software what dedicated specialised hardware gives you and that's a fact and you certainly can't emulate lanes and priority levels through software no matter how hard you try. If Microsoft wants attention, stop with the fancy buzzwords and show the games, only then will they convince people and do what fancy terms could absolutely never do.

I agree with most of that but....

iu
 

DeepEnigma

Gold Member
Maybe the spec sheets were performance targets of the complete package when all is said and done. I still believe the early devkits for Jan 2019 were Vega, since they did not even have RDNA 1 let alone 2 in the wild to work with that early. Either way, my gut was always less than 12 and I believe I was guessing 10.5-11.5.


I am going to be conservative. 10.5-11.5TF, 16-18GB w/ DDR4 for OS, $399-$499 tops.
 

B_Boss

Member
MS HQ after they saw Mark Cerny's presentation.



What an amazing post/clip 🤣. It immediately brought to my mind this article:


I honestly believe Spence felt too “good” “too early” and frankly I’m not sure I believe he really understood what he had witnessed or viewed concerning Cerny’s presentation (the dude is bright as hell, much more than myself and this is solely my opinion). His good feelings may have been perhaps premature and based on a simple metric (teraflops). I think many of us to this day are still going back and re-watching it, learning more. Either way, I’m sure Sony/Cerny felt good after viewing that UE demo lol.
 
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I talked to him on several occasions at length and while what he was telling me was spot on about iterations of devkits (design wise) his number was always wrong to what I was being told.

I still to this day believe he really believed his numbers.

I do not believe he intentionally set out to basically ruin any credibility he had.

These are just my feelings though speaking with him directly.

Who knows, possible he is connected/got connections to Xbox but the PS5 info was wrong/made up. Frustrating he stopped posting after reveal day, that's weird.
 

yewles1

Member
I am quite curious as to where people got that number as well and like you said so many of them.

I talked to several people here and they told me their sources and I would never reveal that but so many people were just way off.

I was legit told over 13 by a few people and telling me how far off I was.

I dunno.
Well... to be fair, if going by Cerny's 58 PS4 CU's to equal 36 PS5 CU's, it'd take possibly 16.55TFLOP/s PS4 to match 10.28TFLOP/s PS5.
 

Dee_Dee

Member
What I find really weird is 'insider' OsirisBlack hasn't posted here since the reveal. Like it was 'job done' spreading misinformation or something. After the reveal he left that dramatic post and that's it after being involved heavily in the thread. This is only my interpretation and I'm quite paranoid after learning about the Xboxera Discord misinformation group!

You always sounded more believable whereas he was talking about being behind the scenes watching next gen games and going mad with the hype about Series X games and acquisitions and all kinds of OTT crap.
If OsirisBlack randomly appears talking about PS5 pro specs I really hope people on here don’t fall for it again....
 

SirTerry-T

Member

DeepEnigma

Gold Member
If OsirisBlack randomly appears talking about PS5 pro specs I really hope people on here don’t fall for it again....

Pretty sure he was the first to leak the PS4Pro's existence and even the codename (Neo), but some of his specs were right, and some were wrong. The CPU mainly, but it was also rumored by others in the industry and even admitted by Cerny I believe that they toyed with the idea of an upgraded CPU but instead opted for the Jaguar and to keep it in the $399 price bracket. Some of the same reasons MS stuck with Jaguar as well a year later at their 1X launch.
 
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xacto

Member
For me that's what's interesting and exciting about the differences between these two beasts. We kind of know what to expect from an extra 18% GPU compute. It's good to have and will deliver the same way it always has done over the years, except with the delta this time being significantly smaller than what exists now between PS4 Pro and Xbox One X at 43% difference. As I've said previously, I'm glad Microsoft has this going for them this time around. I want them to do well and not head off to compete with Google and Amazon.

But we have no idea what roughly twice the SSD bandwidth will end up delivering over the next 7 years now that games can lean harder on streaming from storage. Will it be seen as a masterstroke a few years from now? Will it be seen as not really having much of an impact over more modest speeds? There are compelling arguments both ways, and that's what I find interesting.

I was watching earlier this DF video on Mafia 2 Remastered performance, where they stated that Xbox One X has problems streaming the world during car chases; PS4 Pro has problems rendering the interiors, where the FPS will plummet to 25-26 instead of the targeted 30 PFS.

And we're still wondering what good the PS5 SSD will do to this generation? We're still thinking it's over-kill? Nah, I will take over-kill any given day over some stupid stuttering we had to deal this whole past generation, thank you very much.
 
You don’t get dedicated fixed-function hardware accelerators for IO without having first analysed and removed bottlenecks on the software side.
This kind of hardware gets spun out of the already existing software pipeline when there isn’t any more room for removing bottlenecks (of bandwidth AND latency) in software.
You don’t just go to the hardware chip store and buy random bits of IO silicon as an alternative to optimising your APIs. What these accelerators do is very specific, they fill in gaps of the software pipeline that aren’t fast enough when run on a programmable CPU. Also it’s as much about opening up bandwidth as it is about reducing latency.
Bandwidth isn’t the only concern if it takes too long for the initial request to be fulfilled, and data won’t arrive until too late into the current frame.
There’s more to it than measuring up peak sequential read speeds.
A reason hardware acceleration is typically found in routers and switches isn’t for throughput, but latency.
Think old-school geostationary satellite broadband at 10MB/s versus a DSL connection at 10MB/s. Both will stream Netflix fine. Both will download a movie in the same time. One is useless for an application that depends on latency, like gaming or VoIP.

What Sony is targeting is being able to load in whatever is in view for one frame from the SSD. They felt the traditional route of file check-in to RAM added too much latency for that and have created a DMA controller so it can go straight from the SSD to where the game needs it. That smells of hunting latency more than bandwidth. It’s trying to eliminate a hop in the chain.

fucking finally got the gist of the matter, latency is the essence in the real 'streaming' situations (all the textures and meshes of 1s after the frame on screen), that is why 16GB RAM for one console can REALLY be enough while the other -already suffering from compartmentalized approach- is hitting the hard limits of the RAM and need to lower streamed texture sizes especially with much lower BW and higher latency, maybe even going lower resolution target rendering than what the GPU is capable of with its CUs and ROPs! Listen to Cerny again talking about needing to stream into RAM only 1s after and not 30s worth of assets - this is during top down view of flashlight walking around blueprint house- possibility of this capability combined with sub-pixel geometry game engine solutions like Nanite might even void the need to do VRS which lowers texture quality of assets on the edges of the screen ;) And ofc the other method is cheating with VRS.
 
I was watching earlier this DF video on Mafia 2 Remastered performance, where they stated that Xbox One X has problems streaming the world during car chases; PS4 Pro has problems rendering the interiors, where the FPS will plummet to 25-26 instead of the targeted 30 PFS.

And we're still wondering what good the PS5 SSD will do to this generation? We're still thinking it's over-kill? Nah, I will take over-kill any given day over some stupid stuttering we had to deal this whole past generation, thank you very much.

At the same time, 40x faster is significant. Why did Sony feel the need to target 100x faster? Why not 50x? 80x? This is what I hope we get definite answers on soon.
 

xacto

Member
At the same time, 40x faster is significant. Why did Sony feel the need to target 100x faster? Why not 50x? 80x? This is what I hope we get definite answers on soon.

After all the noise generated around Sony's SSD solution, I am almost completely sure they will deliver the goods. I tend to believe that Sony's engineers, and Cerny ran that system through its paces long and hard, otherwise promising and not keeping it real, that will be a tremendous shot in their own foot. And I don't think Sony will do that, they're not exactly the type.

Stranger things have happened though. In other words...

BRING IT ON, CERNY!
 

ethomaz

Banned
I doubt that, and I'll talk about it extensively later. 12 Channels vs 4 Channel, 6 priority level vs 2 P.L. It's physical, can't be fixed with software or even black magic.
You will use 7GB/s SSDs on PS5 after launch and it will probably improve performance over the default SSD that come with PS5.

Sony choice for 12 lanes is due to use cheaper NAND modules to reach 5.5GB/s.

All the key custom hardware IO Sony did is inside the APU with the I/O controller, cache, co-IO controllers and de decompression units.

BTW all new 7GB/s M.2 SSD to be released this year (that will be compatible with PS5) uses NVMe protocol version 1.4.

 
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xacto

Member
Well if it leads to much better I/O performance than the competition i would say yes. But if they did all this work for barely an upgrade than I would say no.

Like for example if games load in under a second on the console compared to 8-10 seconds with the competition.

Might have been that Sony didn't EXACTLY know about Microsoft's SSD architecture and they went all out, balls to the wall? I mean, barring a mid-gen refresh in 3 to 4 years (IF it will happen this time around), what you come up with at the beginning of a new generation will be defining your sales; go half-cocked, you might regret it deeply down the line.

No idea, I am just shooting in the dark here. But as Microsoft went with the TF count, it's not crazy to think that Sony's team decided to put their eggs in a different basket.
 
You will use 7GB/s SSDs on PS5 after launch and it will probably improve performance over the default SSD that come with PS5.

Sony choice for 12 lanes is due to use cheaper NAND modules to reach 5.5GB/s.

All the key custom hardware IO Sony did is inside the APU with the I/O controller, cache, co-IO controllers and de decompression units.

The 7GB/s NVMe was said to be needed because of the difference in architecture between their proprietary flash controller with 6 levels of priority and the NVMe standard which has 2.
It makes sense you’d want extra margin if you don’t have as fine control over what data gets fetched and when.
 
Might have been that Sony didn't EXACTLY know about Microsoft's SSD architecture and they went all out, balls to the wall?

It could also be that Microsoft thought their I/O was good enough without really knowing what Sony would do.

Whats interesting about the PS5s I/O system is the amount of space that it takes up on the APU plus all the custom hardware that comes with it.

This actually helps prove the theory that each company had a different focus for next gen. With Microsoft they probably wanted to win the TF war and with Sony they wanted to change game design with their really fast I/O.
 

ethomaz

Banned
The 7GB/s NVMe was said to be needed because of the difference in architecture between their proprietary flash controller with 6 levels of priority and the NVMe standard which has 2.
It makes sense you’d want extra margin if you don’t have as fine control over what data gets fetched and when.
It is needed due the speed.
BTW I added to my post all future 7GB/s SSDs will use NVMe protocol version 1.4.

7GB/s SSDs will probably even give a little boost on PS5 storage streaming due the combination with the Sony custom hardware I/O.
 
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It is needed due the speed.
BTW I added to my post all future 7GB/s SSDs will use NVMe protocol version 1.4.

7GB/s SSDs will probably even give a little boost on PS5 storage streaming due the combination with the Sony custom hardware I/O.

I couldn’t see any relevant changes in 1.4? Is there something I’m missing?
 
Microsoft uses apis(like DirectStorage) to help mitigate(but not eliminate) certain I/O bottlenecks. But the thing is, an api acts as an interface (a middle man) between the hardware and the OS(plus it's applications) and there's only so much you could do with an api before you eventually hit a brick wall and are unable to move forward. Microsoft can bring the world's forefront algorithm experts and software engineers and even after writing tens of thousands of lines of code, they still wouldn't be able to do what dedicated hardware(like the I/O block) can do on its own. That's like telling me that if you take an RTX 2080TI and reprogram it to perform only matrix operations and complex floating point operations to do cryptocurrency mining exclusively it would be able to have the same speed and efficiency in mining as a dedicated ASIC(application specific integrated circuit) like the antminer S9 which was purpose built for that specific workload, it doesn't really work that way, at all. Microsoft made a big fuzz about their ssd until Sony broke their silence and ever since it has turned into nothing more than a d!¢k measuring contest where one goes "hey i have this piece of hardware that was purpose built for that job and the other goes, but mine is also pretty fast). If Microsoft wants to convince gamers that the Xbox series X is using more than just fancy buzzwords for its hardware, then they'll have to stop taking fancy terms and slamming imaginary multipliers (like the 2-3x multiplier of sfs) next to them that to me sounds like tales from the corporate butthole and borders on astroturfing. The series X has a decompression block, that's it. That decompression block is, according to Microsoft, capable of handling more than 6GB/s at its peak. That 6GB/s is where you draw the line, it's your bottleneck and your inherent limit and no matter how hard you code, you won't be able to bypass and circumvent that limit no matter how much black magic you use. So, no, SFS won't give you 9.6 or 14.4GB/s when you utilise it because you'll then be going over the limit of the decompression block and you just can't do that, some people think that Microsoft managed to do what sony did with the I/O block, by countering it with software and APIs that according to tales from a fanboy's ass can defy the laws of physics and engineering when that couldn't be any further from the truth. You can't get with software what dedicated specialised hardware gives you and that's a fact and you certainly can't emulate lanes and priority levels through software no matter how hard you try. If Microsoft wants attention, stop with the fancy buzzwords and show the games, only then will they convince people and do what fancy terms could absolutely never do.
Mate, i know you have something interesting to say but just quickly glancing at this wall of text puts me off majorly and my post is not intended in any way as disrespect.
 
Pretty certain Tommy was never vetted, but allowed to act a fool and be laughed at after all was said and done.
Nah, Tommy was a fraud from the get-go (in addition to never being vetted) which didn't help his credibility case whatsoever.

Every post from him turned out to be nonsense.

You would think every single time (and there are heaps of posts) that Tommy got things wrong, people would wise up and disregard what he had to say. Just like people keep posting Tidux tweets in next gen threads despite people knowing he is not credible in any way.

Its like there is an obsession here with fake insiders.

What I find really weird is 'insider' OsirisBlack hasn't posted here since the reveal. Like it was 'job done' spreading misinformation or something. After the reveal he left that dramatic post and that's it after being involved heavily in the thread. This is only my interpretation and I'm quite paranoid after learning about the Xboxera Discord misinformation group!

You always sounded more believable whereas he was talking about being behind the scenes watching next gen games and going mad with the hype about Series X games and acquisitions and all kinds of OTT crap.
Count me in as one of the people that found OsirisBlack's lack of posts super weird after Road to PS5 GDC.

I was looking at him and other insiders to explain why i was looking at a 10TF PS5 GPU (in Cerny's video) rather than 12TF+

Also (and i didn't give much thought to this) but is it really true that there was an Xbox discord group created to spread false information in these forums ???
 
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Thirty7ven

Banned
Anybody knows of a game podcast that isn’t lead by caffeine charged Debbie Downers? Was hearing the Jeff grub one or whatever his name is, and I was losing my mind.
 
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Ptarmiganx2

Member
Yes, I thought that priority level hasn't been given its deserving time to break it down, and thankfully Marchitect does it all you just need to point it out.

Think of other SSD's as normal people with 2 arms, you can grab a drink and a plate. While PS5's 6 priority levels is 6-armed human, or beast. So you can grab 4 more things with the extra hands/arms you got.

main-qimg-9db220bf2f49fbdb85e07882923ac82a
I can only imagine where people’s minds went with this reference...😂
 
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Been thinking about this since the PS5 GDC video.

There is no way so many sources could get the TF number so wrong on so any occassions. When Road To PS5 video happened i was half asleep when i unlocked my phone and checked the news at 4am in the morning. That 10TF number was such a shock to me. I was legit like 'Holy Shit, what happened'.

Something is just off about this 13TF number and I can't really say what it is. I mean i'm no insider, i just follow the news and posts of people who may know. I just don't and probably will never understand why we were led to believe that 12-13TF is where PS5 will land up with.
Perhaps the TF number is total system performance rather than brute force power, I have no idea, but like i say its just super weird. how it was all done and i suspect many here on GAF at the time of the GDC video was shocked to see the final TF figure.

I don't get why people are so focused on these TF numbers lile its some magical shit defining the entire power of a system.

Also beeing "shocked" because of that number? Seems like you really got into that console warfare power battle rabbithole.
 
I don't get why people are so focused on these TF numbers lile its some magical shit defining the entire power of a system.

Also beeing "shocked" because of that number? Seems like you really got into that console warfare power battle rabbithole.
No I didnt get into any console warfare power battle.

I said many times before, I don't care if PS5 ended up at 10TF or 13TF. I just wanted the absolute most power Sony could squeeze into an affordable box and in this case we were told 12-13TF. There is nothing wrong with hoping for 13TF when most of the insiders led us to believe that that was what we were getting.
I don't care about Xbox or what Series X is at TF wise as i was going to pick up a PS5 regardless if its at 6TF or 50TF. I have too much money invested in the platform from 100+ games currently to switch to Xbox or Nintendo.

Me being shocked was the fact that every conceivable rumour from insiders was WRONG. Hence why i wondered why the insiders seemingly disappeared from these forums after Road To PS5 because i wanted these guys to answer why we're looking at 10TF instead.

Like i said before, every insider saying more or less the same thing (12-13TF) led me to believe that this was what were were likely getting.

EDIT: Reading your posts also kind of pisses me off because you can check my post history. Its not about console war TF numbers for me. It never was so don't assume i'm that kind of a member. I always follow the games. Had to decide between One X and PS4 Pro and i ended up with Pro because it has the games i'm interested in playing. I'm missing Horizon and Gears on Xbox but i'm not going to spend over $800 New Zealand dollars on a console just for 2 games.
 
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T

Three Jackdaws

Unconfirmed Member
I don't get why people are so focused on these TF numbers lile its some magical shit defining the entire power of a system.

Also beeing "shocked" because of that number? Seems like you really got into that console warfare power battle rabbithole.
Truth is, a lot of us did. It's hard to say but the next-gen tech really exposed a lot of our ignorance on gaming architecture and systems, a lot us Sony fans fell for the teraflop power narrative a long time ago thinking it was the only metric for performance, it's why so much of us were adamant on jumping on the 13 TF train (hype train memories lol). I remember so many people on this thread went into a meltdown because the PS5's tf was lower than the Series X. it was so bad I actually took a break from this thread for a few weeks until things cooled down.

Luckily we've had so many respected developers, tech analysts, trusted insiders and journalists come out and tell us that the PS5 is actually a more than capable console and more importantly that it would be a game changer in how games are designed. I remember one game designer even reacting to the UE5 trailer and saying that this sort of capabilities will actually change the workflow of game studios since they won't be wasting time on creating LOD's, maps and solving sufficient data stream problems, all of which are mostly caused by slow hard disk drives. It's actually going to cause small shifts in the gaming industry.

EDIT: I would just like to add, regardless of what spec sheets say, the developor praise for the PS5 is enough for me, I fell in love with Playstation first party games and if the creators of those games are highly praising the PS5 than who am I to complain. I'm sold on it already.
 
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Games Dean

Member
I talked to him on several occasions at length and while what he was telling me was spot on about iterations of devkits (design wise) his number was always wrong to what I was being told.

I still to this day believe he really believed his numbers.

I do not believe he intentionally set out to basically ruin any credibility he had.

These are just my feelings though speaking with him directly.

The other weird thing about him though were the games he said he saw. After the Road to PS5 reveal he didn't even acknowledge them. That's what makes me think it was an all an act. If you're that wrong on the numbers then how could you also have access to games like he was describing? It just seemed fishy to me.
 
I remember one game designer even reacting to the UE5 trailer and saying that this sort of capabilities will actually change the workflow of game studios since they won't be wasting time on creating LOD's, maps and solving sufficient data stream problems, all of which are mostly caused by slow hard disk drives. It's actually going to cause small shifts in the gaming industry.

An example of this would be Playstation 1. If you want to know what a shift looks like, when the PS1 suddenly allowed developers to
create a triangle (polygon) and manipulate it in real time as easily as it did, that changed who could make games and how quickly
how much it cost to make games in manpower and tools and essentially you had a ton of software. A lot was just average software
but when the team didnt have to sweat the small stuff you got a TON of insanely good games because they were able to focus on making
the game not finding ways AROUND the hardware. I think Cerny talked about this essentially when he talked about how they departed
from that with PS2 and PS3- And with PS4 they came back to making it easy- but it still had the bottlenecks in question.

Now yeah there is a graphical ceiling on both new consoles but if youre talking about getting assets ON SCREEN, if youre talking about finding out
how to make your WORLD happen- thats become a whole lot easier. Yes a ton of this applies to the new Xbox too. It does feel like Sony
leaned more into that but I am sure most of the benefits will be seen on both. You must ask yourself - given the complexity and speed of the Sony
machine's I/O , doesnt it seem like Microsoft got wind of this early on and began to create their own solution? If they hadnt they'd be in trouble even with
a TF advantage... so we probably have Sony/Cerny to thank for this being bigger than a consumer SATA SSD in a drive bay, which would also function but
not be nearly the same kind of advantage for development...
 

ethomaz

Banned
I couldn’t see any relevant changes in 1.4? Is there something I’m missing?
To games? Indeed nothing... the changes are more for data migration/backup, information log, QoS and better memory buffer.

But my point was to counter that new SSDs won’t use NVMe like some are trying to say.

They will use NVMe 1.4.

BTW you can update the firmware on SSD and host to support NVMe 1.4.
 
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The other weird thing about him though were the games he said he saw. After the Road to PS5 reveal he didn't even acknowledge them. That's what makes me think it was an all an act. If you're that wrong on the numbers then how could you also have access to games like he was describing? It just seemed fishy to me.

I know the game he described and simply can’t say anymore then that.

I will admit he told me a couple of things about games I hadn’t heard yet and since have indeed had what he said confirmed by someone I without a doubt trust.

I hope we see a couple of new games with this eventual PS5 showcase.

Late night guesses and all.
 

Well that makes sense, lines up with the current state of PlayStation. Reveal PS5 games just after they've been heavily promoting their last big PS4 games, also it's been years since they announced a brand new game. Their last heavy hitter was announced in 2017! it was Ghost of Tsushima which is finally releasing in less than 2 months and after that we still don't know what's next for them or to what other first party games be excited about
 
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