Bo_Hazem
Banned
Nice explanation of why Sony went with 825GB SSD
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Wonderful read, thanks a lot. I was confused myself about why 825GB.
Nice explanation of why Sony went with 825GB SSD
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Right. It REALLY feels like people are just talking past each other. (I'm also looking at youBo_Hazem , maybe drop the spam a little?)
Both PS5 and XsX have an audio chip but both appear to be for very different purposes. Now remember we do not have the full story for both!
The PS5 chip called the Tempest Engine is a modified RDNA2 (I assume) CU that works similar to a PS3 SPU. Cerny says it is as powerful as all eight Jaguar cores of the PS4 CPU combined. The goal is to process hundreds of audio sources with HRTF, head related transfer functions. This is a method to simulate how our ears change the incoming sounds so that we can pinpoint the location of their source. This works best with simple stereo headphones where the Tempest Engine will convert mono audio from all directions and locations into a combined stereo mix where you should be able to hear the direction and feel the presence (3D audio or binaural audio). However, this does not have anything to do (at least from what has been currently shared) with sound reflections and reverb in rooms.
The Xbox solution already exists and is called project Acoustics. The XsX appears to have a new hardware block meant to work on this solution. The goal of project Acoustics is to calculate the reflections, absorptions and wave interactions of sounds waves in a particular room by means of voxels and the Azure cloud compute servers. These calculations are then simplified by using probes and interpolation for the actual game so that the full calculations do not have to be used. This should give a good representation of actual sound behaviour in rooms and worlds. However, this does not have anything to do with how we perceive 3D audio or binaural audio. The resulting mix will be a "simple" stereo, 5.1, 7.1 or Dolby Atmos signal.
TL;DR
PS5 Tempest Engine
- DOES provide real 3D audio simulation of our ears (sounds direction, locality, presence, PSVR)
- DOES NOT provide room reflections, reverb (indoor, outdoor, caves, etc)
XsX project Acoustics
- DOES provide room simulation for reflections, reverb, etc (indoor, outdoor, caves, etc)
- DOES NOT provide real 3D audio simulation of our ears (sounds direction, locality, presence)
I think the XsX solution can be considered a replacement of raytracing for audio.
Hope this clears some stuff up. If anybody has some more insight please let me know!
It will be a massive leap in details and also geometries= how complex a object can be. Photogrammetry will probably be a thing, games like Witchfire and Starfield will use it. That tech is a huge leap in fidelity just by itself.SO fellas, i dont care much for console war etc, but what type of graphical leap are we looking at with ps5 specs? can we expect photo mode level graphics?
NaturaNonFacisSaltus said:I think MS was dishonest as well. Mark Cerny from Sony was very truthful in mentionning dynamic clocks and AMD SmartShift. Somehow, people thought this was a very negative statement.. (?) The communication on MS's end was the opposite "constant clocks", "fixed clocks" that ended up being "designed to be constant" in recent ads. It's straight up bs to tell people to expect static clocks from any modern system, and it's just not how RDNA and Zen2 work.
People say Sony might have a very hard time running 2.23GHz clocks on their iGPU, but considering they spare a lot of power on the CPU, with clocks and SMT and also run a better binned part with 44% lower CU counts, it's not completely ridiculous.
I believe it is as ridiculous as to expect 1825MHz constant clocks on a massive 52 CUs chip sharing die space with a 16 thread Zen2 CPU, 100MHz higher, or without SMT 300MHz higher clocks than what the PS5 uses. The APU does share its vapor chamber coldplate with 10 GDDR6 ICs and also most of the VRM power stages, I'm not expecting XSX iGPU clocks to hold up as announced.
They confirmed they will still be compatible on series x
Uh, was not it about controller theoretical maximum throughput? (to stress there is no bottlneck in controller)its from cerny in the road to PS5 for the 22gb/s figure
We don't know a single scenario in which throughtput difference matters.I dont understand the rest of your sentence sorry.
no he said for some tasks like OS it will hit 22gb/s (ofcourse not for gaming related as those are 5.5 and 9 gb/s). this has nothing to do with 3rd party or 1st party devs. PS5 leverages its own SSD for Operating System. meaning it leaves more ram available to devs for games.Uh, was not it about controller theoretical maximum throughput? (to stress there is no bottlneck in controller)
That's the way I remember it (watched it once).
Actual SSDs are:
PS5 - 5.5GB/s (uncompressed, can use Zlib/Kraken, Kraken is about 10% better than zlib)
XSeX - 2.5GB/s (uncompressed, can use Zlib/Something specific for texture compression).
We don't know a single scenario in which throughtput difference matters.
The way Cerny presented it, it allows to design levels differently (avoid including filler transition areas, and instantly load another room, when you turn around).
Now, if that concept doesn't work with XSeX, it will most likely mean that developers would not use this feature at all, (bar Sony develoeprs) because nobody is going to develop levels twice, once separately for Sony (besides, again, Sony exclusives)
Uh, was not it about controller theoretical maximum throughput? (to stress there is no bottlneck in controller)
That's the way I remember it (watched it once).
Actual SSDs are:
PS5 - 5.5GB/s (uncompressed, can use Zlib/Kraken, Kraken is about 10% better than zlib)
XSeX - 2.5GB/s (uncompressed, can use Zlib/Something specific for texture compression).
We don't know a single scenario in which throughtput difference matters.
The way Cerny presented it, it allows to design levels differently (avoid including filler transition areas, and instantly load another room, when you turn around).
Now, if that concept doesn't work with XSeX, it will most likely mean that developers would not use this feature at all, (bar Sony develoeprs) because nobody is going to develop levels twice, once separately for Sony (besides, again, Sony exclusives)
That's not my talk, people who have knowledge said that. Devs or tech YouTubers.I can't find reason in your statements.
Where does that 22GB/s SSD come from?
How is 2.5GB/s (uncompressed) not enough to dynamically load assets?
Why would anyone with 14GB budget (at most) use more than 10GB for graphics assets?
There is no such thing, that can eliminate "any" bottleneck.
All SSD does in Cerny's presentation is drop the need to pre-load graphics assets, since you can load them so quickly and hence it is reducing the size of RAM games need.
Both consoles will have SSD and we have yet to see a use case, when one SSD will work, while the other won't.
Talk about 'dreaming wildly', imagine what people could do with Dreams 2 that utilized the streaming speed of PS5's SSD. People could go for whole different level.
Dunno, they really revealed every fucking thing of the hardware right now?
Woah, it's not like they have games or nothing, what they will do now? Videos about swapping games for all 2020?
No but srly, I guess they took their time to engineer this, for instance they probably tested that RAM solution thousands times I suppose. Probably there are other differences, it's still a console.
ROPs are known so I don't know why it's in Xbox favor??
Shot in the dark: could explain why it takes 5 seconds to swap between old games with a 40x SSD?I think that resuming thing is using that 3.5GB of 336GB/s, don't you think?
And then (bipolarly) start complaining about the underpowered PS5 limiting graphics on any platform. It's cool because I already saw this scene twice, with PS3 (which to be honest had some problems, but also had some nasty power) and PS4 (XB1's higher CPU clock and ESRAM were cool, but c'monnnnnn), and I know it goes on with Sony showing the games and the narrative changing, at least starting from media outlets. When we'll have to compare for two years higher resolution cross-gen games running on a 12 TFs machine, against purely next-gen games made by first party Sony developers (many times kings of graphics since Uncharted: Drake's Fortune), the only (vegan) crow they'll eat is the one they cooked with their hands.
Not even minding PS5's custom hardware, or the fact that probably XSX is an aguament console (beside rumors, there's and X after Xbox Series, and Microsoft clearly said that Series X is one of the models in the series family), so games would target Lockhart as a base, and PS5 PRO is almost guaranteed.
What would anybody think about just upselling his console instead of downplaying others? I won't buy an XSX since the games are going to be released on PC, and I want Sony to win by a wide margin, but having Microsoft doing nice sales and games is not bad for anybody. But all this narrative is just..... Vomit inducing.
And I laugh at media outlets buying into this..... If I speak the truth, and we are really comparing a base console to an aguamented one... Well, it must be really time to wake up then!
Everybody, have fun and play what you want!
I honestly think Sony's custom handling of the SSD and Tempest are going to be exceptional and well thought, but there's almost no freedom of speech about those... We got to the point where (the probably fake) rumors say the SSD is going to make games slower... URGH... And if there's no Lockhart, and XSX is more expensive than PS5.... Then goodnight to the musicians, we say in Italy (the party is over).
Uh, was not it about controller theoretical maximum throughput? (to stress there is no bottlneck in controller)
That's the way I remember it (watched it once).
Actual SSDs are:
PS5 - 5.5GB/s (uncompressed, can use Zlib/Kraken, Kraken is about 10% better than zlib)
XSeX - 2.5GB/s (uncompressed, can use Zlib/Something specific for texture compression).
We don't know a single scenario in which throughtput difference matters.
The way Cerny presented it, it allows to design levels differently (avoid including filler transition areas, and instantly load another room, when you turn around).
Now, if that concept doesn't work with XSeX, it will most likely mean that developers would not use this feature at all, (bar Sony develoeprs) because nobody is going to develop levels twice, once separately for Sony (besides, again, Sony exclusives)
Shot in the dark: could explain why it takes 5 seconds to swap between old games with a 40x SSD?
I guarantee an Xbox fan wrote that. lol
What would be the impact be on streaming textures and stuff like that for the game if it's also running as RAM for the OS?no he said for some tasks like OS it will hit 22gb/s (ofcourse not for gaming related as those are 5.5 and 9 gb/s). this has nothing to do with 3rd party or 1st party devs. PS5 leverages its own SSD for Operating System. meaning it leaves more ram available to devs for games.
Because they designed the PS5 and its cooling solution on a fixed power budget. That means they know 100 percent what power the cooler must be able to handle and will probably result in a very quiet PS5.if it's 10.08TF under most extreme situations then why didn't cerny locked the clock the GPU to get 10.08TF ? Fixed clocks will always be better for consoles than variable clocks
Bo_Hazem I dont have a PS2 or PS3. I invested a LOT of money on those systems and its games, just to realize that its not going to carry over. That is a GOD DAMN shame. I vowed myself I will never let that happen to me ever again. For fucks sake, the original Xbox uses an Intel CPU and NVIDIA GPU, and still managed to cross over to next gen and ENHANCED.
Example.
It is quite old, but it can be used by those who have doubts about the nextgen quality.
When you reach these levels other things start to be relevant, like creativity and stories.
This should be the base quality of ThirdParty games for both of them.
PS. I know, I haven't responded to many quotes. I keep them in mind. It will be easier for me from the PC when it is recovered and calm than from the phone these days.
On MS side, yes, maybe, I'm not sure.
But Sony I think had a large part to play in the creation of RDNA. Is that true?
Cerny said it here: (timestamped)
Edit: nevermind, I see what's going on now, sorry
Does anyone here really thinks that, even though Microsoft has dedicated audio hardware on the XSX, there'll be a 20% performance impact on games? I just can't believe anyone believes this. lol
Sony's approach is better in this sense, yes, the Tempest Engine is awesome. But this narrative that the XSX will lose a lot of performance just to have decent audio is just idiotic.
That video is basically "what if Death Stranding was made on PS5".Yup, even Death Stranding managed some of that with only PS4/Pro, imagine with the huge difference between PS4 and PS5 baselines! Exciting times.
Post from Ree.
What clocks does the XsX really run at? Is it actually a 11 tf console possibly?
That video is basically "what if Death Stranding was made on PS5".
The similarities in scenario and colors are absurd, it really gives you the idea of that game.
The baseline is actually a 1TF console, not much difference, ya know.you forgot about the audio, that will take another 20%, so xbsex is 9tf. At this rate I think it will end up being 1tf console before launch.
Example.
It is quite old, but it can be used by those who have doubts about the nextgen quality.
When you reach these levels other things start to be relevant, like creativity and stories.
This should be the base quality of ThirdParty games for both of them.
PS. I know, I haven't responded to many quotes. I keep them in mind. It will be easier for me from the PC when it is recovered and calm than from the phone these days.
Post from Ree.
What clocks does the XsX really run at? Is it actually a 11 tf console possibly?
Because they designed the PS5 and its cooling solution on a fixed power budget. That means they know 100 percent what power the cooler must be able to handle and will probably result in a very quiet PS5.
The power is not constant at constant clocks, it is very much dependent on the load. So the variable clocks are useful to make sure the CPU and GPU combination always stick to the power budget.
Don't mistake this solution for thermal throttling because it's a completely different design philosophy!
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Anyone who doesn't believe that photorealism is unachieveable will be shocked severely, and this is not a good timing because we need more beds for coronavirus patients. Those were "HEAVILY" downgraded for PS4/Pro. Just wow! I spent so much time enjoying the sceneries along with the intelligently implemented music of barely known singers/musicians on youtube, especially Low Roar!
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People, just consider PS5 as a 3.2Ghz CPU +10.28 TFlops GPU, with a 2.3x faster SSD and no one will get disappointed.
This is probably the most common scenario in-game.
PS5 is clearly a FASTER
SeriesX is clearly more POWERFUL
Now you just need to make your bet on what will represent a better approach for the nextgen gaming development.
If this isn't bias shit then I don't what it is.
1. Yeah it doesn't matter, that what some devs & digital foundry said (Teraflop isn't metric)
2. 1.7Tf isn't far off, which is right, we're talking about 16%, if this staggering to you then what would you call it when the difference is 40%??
3. Who needs CU?? That's depend on what you're aiming for, high speed like Sony? Or raw power like MS?
4. Audio king, indeed I can't play games without Audio, anything improves audio is welcoming. No need to downplay it.
5. Then what you say to people who are saying "I'm getting a few pump in resolution"???
I don't expect much from someone who replays to Timdog.
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Imho, Death Stranding is a masterpiece that redefined traveling, multiplayer and narrative in videogames.
Imho, Death Stranding is a masterpiece that redefined traveling, multiplayer and narrative in videogames. One of the most significant piece of art that use videogames' language as actual comunication instead of only entertainment, since MGS2. I played the fuck out of this, 70 hours of bringing packages seems crazyness but it's real and "it just works". That man is on another level.
digital foundry has already debunked the myth that ps5 is a “faster” system.
the ssd itself is faster but yet wont yield noticeable difference in-game
1. it does matter or no one would ever mention it. face it, it mattered A WHOLE lot when ps4 had the upperhand. Now, go compare benchmarks between gpus with different Tflops, yea they perform different.
2. the difference is closer to 30% considering ps5’s 10.2 number is the theoretical max (while you are reducing the cpu clocks to offset). In the majority of games devs will opt for stability. in the real world its a 9.2 system
3. less CUs also means less ray tracing capabilities and forces higher loads per CU. dude come on, stop it. you fell hard for Cerny’s PR spin
4. hes referencing the fact that no one talked about audio until Cerny and fanboys were forced to in order to distract from everything the ps5 is behind on
5. not sure what you are even saying
And to add to this:Imho, Death Stranding is a masterpiece that redefined traveling, multiplayer and narrative in videogames. One of the most significant piece of art that use videogames' language as actual comunication instead of only entertainment, since MGS2. I played the fuck out of this, 70 hours of bringing packages seems crazyness but it's real and "it just works". That man is on another level.
People, just consider PS5 as a 3.2Ghz CPU +10.28 TFlops GPU, with a 2.3x faster SSD and no one will get disappointed.
This is probably the most common scenario in-game.
PS5 is clearly a FASTER
SeriesX is clearly more POWERFUL
Now you just need to make your bet on what will represent a better approach for the nextgen gaming development.
So if the XSX has 64 ROPs as well as PS5, then the PS5 has an advantage due to clock speedNo we dont, very likely does not.
80 rops, 52 CUs would be one packed a very expensive GPU, and would push the Series X price past $450.
Dunno what to say, I guess your cousin is easily bored.I guess you are just easily amused, my cousin told it was unbearably boring.
Can we please talk about ray tracing for a minute. we know the xsex has around 17-19% faster gpu but how much faster and better is its raytracing compare to the ps5 that can also impact visuals in 3rd party game in favor of xbox series x can some people in the know explain how much of a difference we will see in terms of performance can we expect only 15-20% or maybe 40-50% or better raytracing in games on xsex compared to ps5?