Shmunter
Member
At these levels, the diminishing returns are brutalBecause PS4 was >40% stronger on the GPU. If there is only ~10% between XSX and PS5 it won't be noticeable.
At these levels, the diminishing returns are brutalBecause PS4 was >40% stronger on the GPU. If there is only ~10% between XSX and PS5 it won't be noticeable.
Kleegamefan has been around awhile here he in the late 90s working at Electronic Gaming Monthly. (Lower left)
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Hold on....Klee is a black man?!
The lower the numbers, the more each flop is worth.Thats what I am having a hard time understanding. Both Xbox One (only in TFLOP terms) and PS4 have base of 1.0. Then numbers after the base is only a difference of 0.5. But now you guys are saying that if Xsex was 12 TFLOPS and PS5 was 13-14 TFLOPs with the difference in base range of 1-2 is only 10% difference in power. Yes I know there is a lot more that goes into graphics-performance than TFLOPS, but I am a noob.
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No, that’s his wifeHold on....Klee is a black man?!
Thats what I am having a hard time understanding. Both Xbox One (only in TFLOP terms) and PS4 have base of 1.0. Then numbers after the base is only a difference of 0.5. But now you guys are saying that if Xsex was 12 TFLOPS and PS5 was 13-14 TFLOPs with the difference in base range of 1-2 is only 10% difference in power. Yes I know there is a lot more that goes into graphics-performance than TFLOPS, but I am a noob.
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Hold on....Klee is a black man?!
The hell is ReRam? Resident Evil Ram?
Somebody passed this tweets to me. Is it possible that those are Radeon VII devkit specs?Shading Units: 3,328
TMUS: 208
ROPS: 88
Compute Units: 52
L1 Cache: 32 KB (Per CU)
L2 Cache: 4MB
Clock ~ 2.0Ghz
Memory Type: ---
Memory Size: ---
Bus Width: ---
I think ReRAM is virtually ruled out.
The hell is ReRam? Resident Evil Ram?
Think of it this way
if you was a kid and grandma gave you 1 cookie but she gave your brother/sister a cookie & a half you would easily notice that she gave your sibling more than you but now that you're bigger/older you really wouldn't notice much of a difference if grandma gave you 12 cookies & gave your brother/sister 13 cookies.
Resistive RAM; it's a PCM-based non-volatile technology aimed at bridging the gap between DRAM and NAND. Specifically, bringing the non-volatile storage of NAND (meaning data remains when power is off) combined with the flexible alterability of DRAM (bit and byte-addressable write, true random access, DRAM-like speed).
Basically look at stuff like Intel's Optane memory and you have a decent idea of what ReRAM's capabilities could be. Optane is offered in both SSD and DRAM-style variants, the latter called DC Persistent Memory. The former works over an NVMe-compliant memory controller over PCIe 3.0 (and PCIe 4.0) lane connections, and acts like higher-tier NAND memory. The latter slots into a DRAM memory module and is treated like DRAM for performance and NAND for storage, simultaneously.
3D Xpoint/Optane and ReRAM are just two of the emerging memory technologies either on the market or poised to release on the market; there are others like FRAM, NRAM, MRAM etc. but those are finding their places in different niche aspects of the market not aimed at the type of roles 3D Xpoint/Optane is fulfilling (and that ReRAM could potentially compete with if some breakthroughs occur on the R&D side).
Guys please allow me some MisterXMedia-level of speculation. But I'm sure you'll find this interesting.
First, read what a game dev told me about how ReRAM might be used in games.
If you uncompress insane details to ReRAM so it is available quickly then you can stream textures and assets at run-time without ever using your CPU bandwidth and cores for such task. At load-time it doesn't matter but at run-time CPU resources is precious and better used to run your games. Decompression is very demanding and may use entire CPU. It is the present bottleneck in load times, not the SSD bandwidth. Now consider this statement by a dev:
This statement could mean two things. PS5 has a secondary chip dedicated for decompression or the streamed assets are not compressed at all. And then consider this next statement from another dev:
Same loading times as today? 30 seconds - a minute? I don't see that scenario at all with 20GB RAM and 4GB/s SSD with 8-core CPU all being used to decompress AT LOAD-TIME. Even XSX is touting mere seconds of loading times because of their fast SSD and powerful CPU.
The only scenario I see this happening is if the game was made to read from the ReRAM immediately because they are showing insane details in their game. In this scenario, devs may find themselves having to load assets and textures to both main RAM and ReRAM from the "cold storage" (which could be a regular fast SSD) if they do not optimize their content and manage the memory well. If you have to load 16GB of RAM plus another 64GB of memory (assuming that's the amount of memory allocated and needed for the game to run) and you have 4GB/s of SSD, then that would really "lead back into a situation where you have about the same loading times as today".
But that will not happen "if games would stay the same in terms of scope and visual quality it’d make loading times be almost unnoticeable and restarting a level could be almost instant [in PS5 games].
But if devs will take advantage of that ultra-fast "extra storage", then they have to manage their memory again or they will find themselves "having to load much more data, leading back into a situation where you have about the same loading times as today."
Is mister X media still around?Guys can you crush my theory in this post. What am I missing?
So we can get GPU info but not SSD or memory info? Welp, it’s been fun
Is mister X media still around?
And a selective NDA too, can reveal some specs but not others.Yeah makes zero sense for him to give out detailed GPU specs but not anything about RAM/SSD if there is a strong NDA in place. Even then why would it apply to him? He's completely anonymous!
No he's right. Those numbers make no sense.Why, all the numbers are correct for being 52 cus.
At least say what you think is wrong instead of indicating your current level of butthurt.
Somebody passed this tweets to me. Is it possible that those are Radeon VII devkit specs?
No he's right. Those numbers make no sense.
The same L2 cache as RX5700 with way more CU, ROPS and TMUS?
How is the Shader array designed with redundancy in mind?
3 Shader Engines does not match, because it would not be uniform.
Apparently his/her twitter is still going.I'm not sure. I've just recently signed up in this forum but I was a long time lurker. But I hear MisterXMedia's name being thrown around a lot.
That helps a lot, but you still have to persuade the noobs who are going to decide which console to pick this upcoming holiday 2020. If Xsex is 12TFLOPS and PS5 is 13-14TFLOPS, how will Microsoft persuade people that its a better console? Microsoft in my opinion has many hurdles:
1) They have to make their console more powerful than PS5 even if its for bragging rights and also marketing purposes (most powerful console built in the entire milky way galaxy)
2) Show strong software lineup at launch with exclusives.
If they cant do both then I am not sure how they will succeed. For me, it is better to have option 1 then number 2. You can argue all you want that its games that sell consoles (Nintendo switch, PS4 blah blah) but I am looking forward to all the DF videos on how Xsex is *slightly* better on unnoticeable background details that no one pays attention to![]()
The guy in twitter isn't saying there is no L1 cache in RDNA. He is saying that the L1 cache in RDNA is per shader array, not per CU.I'm loving the level of butthurt from a few numbers lol.
RDNA does indeed have level 1 cache.
As shown on the RDNA white paper, page 17.
In actual fact it's GCN that doesn't have any l1 cache.
So your twitter "friend" shoots and misses. Must've got his information from TimDog or MisterXmedia.
Most of the people buying console don't have a clue what TFLOPS even is. don't be fooled into thinking that PS4 outsold Xbox One because of a half of a TFLOPS difference. it just was the console that must people wanted this generation.
No, it definitely mattered to hardcore and early adopters, who were the majority bulk of purchasers in the first year or so. And traditionally, where the hardcore and core go, the mainstream will follow.
The Wii was the only mainstream console in history to subvert that trend, but even that is debatable. More likely the mainstream were just much quicker to adopt it than similar "hot" systems prior to it (even the PS2).
But that's RDNA1, no one knows the technicalities of RDNA2 yet or Sony and MS's customisation....The guy in twitter isn't saying there is no L1 cache in RDNA. He is saying that the L1 cache in RDNA is per shader array, not per CU.
No, it definitely mattered to hardcore and early adopters, who were the majority bulk of purchasers in the first year or so. And traditionally, where the hardcore and core go, the mainstream will follow.
The Wii was the only mainstream console in history to subvert that trend, but even that is debatable. More likely the mainstream were just much quicker to adopt it than similar "hot" systems prior to it (even the PS2).
Resetera Ram.The hell is ReRam? Resident Evil Ram?
After the mods pm'd TF and didn't ban him, I thought he could be somewhat reliable. But this doesn't look good. It could be just GCN based devkit specs, it could be that RDNA 2 is more like GCN in certain ways than RDNA1... but the most simple explanation is he just made it all up.But that's RDNA1, no one knows the technicalities of RDNA2 yet or Sony and MS's customisation....
But that doesn't change the reaction being pretty funny (obvious fan boy twitter account - if it was VEGA64 then everything else would also be wrong, but yeah lets focus on a tiny detail and ignore all the other stuff lol)
(Anyway, I read the papers wrong so that's my bad)
where L0 cache? if you know L1 and L2 caches you should know L0 also exist don't you? seems to me like you're:Shading Units: 3,328
TMUS: 208
ROPS: 88
Compute Units: 52
L1 Cache: 32 KB (Per CU)
L2 Cache: 4MB
Clock ~ 2.0Ghz
Memory Type: ---
Memory Size: ---
Bus Width: ---
Nope he's right you and you pal? are busted big time L1 is not per CU, is per array L0 is per dual CU's(which tommy isn't aware of) this is new thing in RDNA arch which reduces latency and improves performance with these L0 cache's.I'm loving the level of butthurt from a few numbers lol.
RDNA does indeed have level 1 cache. (1 that covers dual CUs, pretty sure on a custom part this could be per cu as mentioned, also this could just be RDNA 2 in physical form, as no one knows a damn thing about it yet)
As shown on the RDNA white paper, page 17.
In actual fact it's GCN that doesn't have any l1 cache.
So your twitter "friend" shoots and misses. Must've got his information from TimDog or MisterXmedia.
Somebody passed this tweets to me. Is it possible that those are Radeon VII devkit specs?
Will the PS5 have a built in safe space?Resetera Ram.
A certification that none of the components were handled by straight white men.Will the PS5 have a built in safe space?
Most of the people buying console don't have a clue what TFLOPS even is. don't be fooled into thinking that PS4 outsold Xbox One because of a half of a TFLOPS difference. it just was the console that most people wanted this generation.
I don't care about their reputation, but is what they are saying in the tweet about L1 cache right? If it's right, Tommy Fisher has some explaining to do.This is just CTEAM /Timdog / misterXmedia
not saying or believing Tommy but when listing the Gpu does he need to offer L0? Isn't navis L0 fixed at 16kb 2 way?where L0 cache? if you know L1 and L2 caches you should know L0 also exist don't you? seems to me like you're:
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Nope he's right you and you pal? are busted big time L1 is not per CU, is per array L0 is per dual CU's(which tommy isn't aware of) this is new thing in RDNA arch which reduces latency and improves performance with these L0 cache's.
It was a 40% difference on top of the whole always online DRM then the 100 dollar price difference. It was a complete disaster you could not try to tank your console worse if you were trying. If they are with in 10% power will play zero into who wins. It will be exclusives, services. Pricing, form factor, noise ect. That 10% won't show up in 3rd party games or digital foundry. They will be basically the same game unlike last generation.
I don't care about their reputation, but is what they are saying in the tweet about L1 cache right? If it's right, Tommy Fisher has some explaining to do.
I think chris 1515 of resetera is our Tommy Fisher. They're basically saying the same things.
And I think he's been using that ssd patent to create misdirection. He's been trumpeting that patent for a long time.
We're in the speculation thread right.![]()
Again. You are speaking of rDNA 1 vanilla, not rDNA 2 custom.where L0 cache? if you know L1 and L2 caches you should know L0 also exist don't you? seems to me like you're:
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Nope he's right you and you pal? are busted big time L1 is not per CU, is per array L0 is per dual CU's(which tommy isn't aware of) this is new thing in RDNA arch which reduces latency and improves performance with these L0 cache's.
Somebody passed this tweets to me. Is it possible that those are Radeon VII devkit specs?
Next stop Carnegie Hall.HeyHandy Fake you on Twitter!