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

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Rossco EZ

Member
Dynamic WHAT??


ehehehehehehehehehehehe series S :messenger_tears_of_joy: :messenger_tears_of_joy: :messenger_tears_of_joy:

MudwDC4.jpg
 

Bojanglez

The Amiga Brotherhood
I don’t think the Cold War size is right.
The official account just tweeted out how to pre-load the game on every console and PC and this is the file sizes they listed. They said you can make the overall size smaller by uninstalling different parts of the game.
VBrso9S.jpg

Why would series S&X have the game size downloads? If the S if only targeting 1080p you would think it could use lower quality assets and 'smart delivery' could ensure it is delivered differently?
 

inflation

Member
Why would series S&X have the game size downloads? If the S if only targeting 1080p you would think it could use lower quality assets and 'smart delivery' could ensure it is delivered differently?
Well, it all depends on the developers, whether they have the mercy to implement such thing
 
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The fact the people were ever tricked into thinking this is hilarious. People want everything to be perfect for the PS5, even if it makes no sense.
They're not being tricked, there's nothing nefarious here. It is the standard operating procedure people are used to and unless if they've looked into it, they'd be following the status quo to think that.
 

How Big is Black Ops Cold War?

To pre-load Black Ops Cold War, players will need to ensure they have the right amount of available storage to launch the game. Here are the storage space numbers required for each system.
  • PS4: 95GB
  • PS5: 133GB
  • Xbox One: 93GB
  • Xbox Series X|S: 136GB
  • PC 125GB (Full Game on Ultra Graphics), 82GB (Full Game), 35GB (Multiplayer Only)
 

How Big is Black Ops Cold War?

To pre-load Black Ops Cold War, players will need to ensure they have the right amount of available storage to launch the game. Here are the storage space numbers required for each system.
  • PS4: 95GB
  • PS5: 133GB
  • Xbox One: 93GB
  • Xbox Series X|S: 136GB
  • PC 125GB (Full Game on Ultra Graphics), 82GB (Full Game), 35GB (Multiplayer Only)

136GB for the S too huh
 
T

Three Jackdaws

Unconfirmed Member


RedGamingTech says he was contacted by a developer who works in a studio and has a PS5 developer kit, he gave some information however RGT did state that this was not one of his regular "AMD and Sony" sources so take it with a grain of salt! However RGT did say a lot of the things he was told by this developer corroborated with stuff he heard from more reliable sources.

  • Why was Sony hesitant on revealing a lot of deep technical information about the PS5? Apparently this was because Jim Ryan wanted to focus less on the technical side of the PS5 and instead focus more on showing the games and experiences of the PS5. They believe that most customers don't really care about the technical aspects of the console but rather focus on games and pricing
  • Is it difficult to code for the PS5? they said no, according them it only took a few weeks to get code up and running on the PS5 despite the lack of initial optimisation. The developers also saw significant rises in frame rate when they made use of the CPU's SMT
  • PS5 is capable of the same lower precision operations as the Series X and would be capable of upsampling techniques in line with RDNA 2 dGPU's and Series X
  • With the game the developer was coding, the GPU was hitting it's maximum clock frequency 95% of the time with the more demanding sections dropping to around 2.1 Ghz however this only happened with very intense CPU usage and the frequencies could shift within a single frame multiple times.
  • Developer thinks devs will optimise their code better in the future when more tools are available and the architecture is understood better
  • Developer says CPU is Zen 2 based however the cache is 8MB and unified the same as Zen 3
  • There is NOT an additional cache pool on the GPU (infinity cache) however there is a lot of cache coherency which mitigates a lot of bandwidth issues
  • Memory addressing is much faster on the PS5 compared to the PS4
  • The Geometry Engine is the "Pièce de résistance" of the console and is totally custom, the developer states that the graphics pipeline strength of the PS5 comes from the GE
  • The developers are being actively encouraged to investigate the Geometry Engine with robust code samples and demos as well as information on how it functions
  • Very few games right now leverage the Geometry Engine to it's fullest potential because it does take a long time to learn. It's going to be most likely second and third wave games when developers start fully utilising it (this includes 3rd party)
  • VR and open world games will benefit heavily from the GE as well
  • The functionality of the Geometry Engine closely emulates a mesh shader of the DX12 U, however it's better in some ways because it allows the geometry to be culled much earlier and allows more control than a mesh shader, this is through a compute based primitive shader. However it is slightly more tricky to code for than a DX12 Mesh Shader, although this is from the perspective of this developer only
  • VRS is handled with the PS5's Geometry Engine and is handled much earlier in the pipeline, VRS with GE allows very high levels of accuracy
I havent quoted everything verbatum because it's way to long so just check out the video for yourselves. I might have missed 1 or 2 things. Again take this information with a grain of salt, take it or leave it. The developer said that more information "might" be revealed in the coming days because most of the NDA's will be lifted however this is not certain and will depend on how open developers want to talk about it.
 
Last edited by a moderator:
Each Xbox backward-compatible game has taken 16-24 hours of testing, from a team of more than 500 people

 

Lort

Banned


RedGamingTech says he was contacted by a developer who works in a studio and has a PS5 developer kit, he gave some information however RGT did state that this was not one of his regular "AMD and Sony" sources so take it with a grain of salt! However RGT did say a lot of the things he was told by this developer corroborated with stuff he heard from more reliable sources.

  • Why was Sony hesitant on revealing a lot of deep technical information about the PS5? Apparently this was because Jim Ryan wanted to focus less on the technical side of the PS5 and instead focus more on showing the games and experiences of the PS5. They believe that most customers don't really care about the technical aspects of the console but rather focus on games and pricing
  • Is it difficult to code for the PS5? they said no, according them it only took a few weeks to get code up and running on the PS5 despite the lack of initial optimisation. The developers also saw significant rises in frame rate when they made use of the CPU's SMT
  • PS5 is capable of the same lower bit operations as the Series X and would be capable of upsampling techniques in line with RDNA 2 dGPU's and Series X
  • With the game the developer was coding, the GPU was hitting it's maximum clock frequency 95% of the time with the more demanding sections dropping to around 2.1 Ghz however this only happened with very intense CPU usage, this happens multiple times within a frame.
  • Developer thinks devs will optimise their code better in the future when more tools are available and the architecture is understood better
  • Developer says CPU is Zen 2 based however the cache is 8MB and unified the same as Zen 3
  • There is NOT an additional cache pool on the GPU (infinity cache) however there is a lot of cache coherency which mitigates a lot of bandwidth issues
  • Memory addressing is much faster on the PS5 is much faster compared to the PS4
  • The Geometry Engine is the "Pièce de résistance" of the console and is totally custom, the developer states that the graphics pipeline strength of the PS5 comes from the GE
  • The developers are being actively encouraged to investigate the Geometry Engine with robust code samples and demos as well as information on how it functions
  • Very few games right now leverage the Geometry Engine to it's fullest potential because it does take a long time to learn. It's going to be most likely second and third wave games when developers start using it (this includes 3rd party)
  • VR and open world games will benefit heavily from the GE as well
  • The functionality of the Geometry Engine closely emulates a mesh shader of the DX12 U, however it's better in some ways because it allows the geometry to be culled much earlier and allows more control than a mesh shader, this is through a compute based primitive shader. However it is much more tricky to code for than a DX12 Mesh Shader, however this is from the perspective of this developer only
  • VRS is handled with the PS5's Geometry Engine and is handled much earlier in the pipeline, VRS with GE allows high levels of accuracy
Again take this information with a grain of salt, take it or leave it. The developer said that more information "might" be revealed in the coming days because most of the NDA's will be lifted however this is not certain and will depend on how open developers want to talk about it.


Infinity cache for ps5 is dead.

Clocks unpredictable not 100% gpu clocks even when in non cpu intensive sections.

Mesh shaders better now, may change later.

No confirmation of higher throughput of custom low bit code.

No confirmation of vrs 1.2

No confirmation of sfs

Some ridiculous statement that they didnt want to be too technical when the main reveal was a super technical talk .. obviously this is PR BS and they have nothing more to announce technically.

Once again redtechgaming walking back his predictions ..
 

geordiemp

Member


RedGamingTech says he was contacted by a developer who works in a studio and has a PS5 developer kit, he gave some information however RGT did state that this was not one of his regular "AMD and Sony" sources so take it with a grain of salt! However RGT did say a lot of the things he was told by this developer corroborated with stuff he heard from more reliable sources.

  • Why was Sony hesitant on revealing a lot of deep technical information about the PS5? Apparently this was because Jim Ryan wanted to focus less on the technical side of the PS5 and instead focus more on showing the games and experiences of the PS5. They believe that most customers don't really care about the technical aspects of the console but rather focus on games and pricing
  • Is it difficult to code for the PS5? they said no, according them it only took a few weeks to get code up and running on the PS5 despite the lack of initial optimisation. The developers also saw significant rises in frame rate when they made use of the CPU's SMT
  • PS5 is capable of the same lower bit operations as the Series X and would be capable of upsampling techniques in line with RDNA 2 dGPU's and Series X
  • With the game the developer was coding, the GPU was hitting it's maximum clock frequency 95% of the time with the more demanding sections dropping to around 2.1 Ghz however this only happened with very intense CPU usage, this happens multiple times within a frame.
  • Developer thinks devs will optimise their code better in the future when more tools are available and the architecture is understood better
  • Developer says CPU is Zen 2 based however the cache is 8MB and unified the same as Zen 3
  • There is NOT an additional cache pool on the GPU (infinity cache) however there is a lot of cache coherency which mitigates a lot of bandwidth issues
  • Memory addressing is much faster on the PS5 is much faster compared to the PS4
  • The Geometry Engine is the "Pièce de résistance" of the console and is totally custom, the developer states that the graphics pipeline strength of the PS5 comes from the GE
  • The developers are being actively encouraged to investigate the Geometry Engine with robust code samples and demos as well as information on how it functions
  • Very few games right now leverage the Geometry Engine to it's fullest potential because it does take a long time to learn. It's going to be most likely second and third wave games when developers start using it (this includes 3rd party)
  • VR and open world games will benefit heavily from the GE as well
  • The functionality of the Geometry Engine closely emulates a mesh shader of the DX12 U, however it's better in some ways because it allows the geometry to be culled much earlier and allows more control than a mesh shader, this is through a compute based primitive shader. However it is much more tricky to code for than a DX12 Mesh Shader, however this is from the perspective of this developer only
  • VRS is handled with the PS5's Geometry Engine and is handled much earlier in the pipeline, VRS with GE allows high levels of accuracy
Again take this information with a grain of salt, take it or leave it. The developer said that more information "might" be revealed in the coming days because most of the NDA's will be lifted however this is not certain and will depend on how open developers want to talk about it.


The interesting bit is the GPU dropping to 2.1 Ghz when CPU is intense - that is a good thing, GPU helping out the CPU when it needs it for that millisecond. I would of expected it the other way but hey...

Before funsocks gets excited, the GPU is helping the CPU when CPU is busy - the GPU will NOT be busy when the CPU is very busy in fractions of a frame

So this sharing of power will likely not affect shading performance. Just shifting power where its needed from where its not needed during that millisecond.

Rest is as expected, except I would think as Naughty Dog helped on some of these patents, I believe Sony first party will be using GE fully before others.
 
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Kerlurk

Banned
  • Developer says CPU is Zen 2 based however the cache is 8MB and unified the same as Zen 3

This is good. Much better to have a single pool than multiple. Much better than the XSX, as it has the split pool just like the regular Zen 2 processors.

Some reason I doubt this is accurate though.

  • There is NOT an additional cache pool on the GPU (infinity cache) however there is a lot of cache coherency which mitigates a lot of bandwidth issues

Not surprising that there is no infinity cache, as others have indicated.

Amazing amount of info in that post.
 
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T

Three Jackdaws

Unconfirmed Member
The interesting bit is the GPU dropping to 2.1 Ghz when CPU is intense - that is a good thing, GPU helping out the CPU when it needs it for that millisecond. I would of expected it the other way but hey...

Before funsocks gets excited, the GPU is helping the CPU when CPU is busy - the GPU will NOT be busy when the CPU is very busy in fractions of a frame

So this sharing of power will likely not affect shading performance. Just shifting power where its needed from where its not needed during that millisecond.

Rest is as expected, except I would think as Naughty Dog helped on some of these patents, I believe Sony first party will be using GE fully before others.
It's hard quoting/writing that stuff because RGT was phrasing it in a weird way but here's the full quote on the CPU/GPU frequencies.

"I was told that the GPU hits a clock frequency of maximum 95% of the time with the more demanding sections dropping the frequency to about 2.1 Ghz however this only happens with incredibly intense CPU loads however this happens less than one frame, I was told that multiple times per frame the CPU/GPU can go up and down shifting power".
 

BlueHawk357

Member

How Big is Black Ops Cold War?

To pre-load Black Ops Cold War, players will need to ensure they have the right amount of available storage to launch the game. Here are the storage space numbers required for each system.
  • PS4: 95GB
  • PS5: 133GB
  • Xbox One: 93GB
  • Xbox Series X|S: 136GB
  • PC 125GB (Full Game on Ultra Graphics), 82GB (Full Game), 35GB (Multiplayer Only)
Wonder why XSX Is 3gb extra? Perhaps slightly better textures for the better resolution?
 

geordiemp

Member
It's hard quoting/writing that stuff because RGT was phrasing it in a weird way but here's the full quote on the CPU/GPU frequencies.

"I was told that the GPU hits a clock frequency of maximum 95% of the time with the more demanding sections dropping the frequency to about 2.1 Ghz however this only happens with incredibly intense CPU loads however this happens less than one frame, I was told that multiple times per frame the CPU/GPU can go up and down shifting power".

Yes it was not the best wording, the important point is he said GPU was not downclocking when GPU was busy, that would be performance loss.

GPU downclock when CPU is busy, thats power sharing, so infers no performance loss if done fast enough (ms).
 
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