Apollo Helios
Member
Feel the need to reiterate that portion:![]()
PlayStation 5: Does the new Sony console deliver the next-gen dream?
Yes, we finally saw the console, we know what it looks like and how gigantic it is - but crucially, yesterday's PlaySta…www.eurogamer.net
Lots more interesting nuggets in the article, I recommend giving it a read.
Elsewhere, another aspect of the Cerny presentation paid off spectacularly. One of the key features of the new GPU is the Geometry Engine, giving developers unprecedented control over triangles and other primitives and easy control over geometry culling. There's nothing new in terms of principles here - it boils down to removing the need to render triangles that end up being invisible in the final frame. The less geometry you process, the less work there is for the GPU, meaning that resources can be used elsewhere. The immense richness in detail seen in idTech 7 and Call of Duty Modern Warfare's IW8 engine owes much to culling. However, the next-gen geometry engine does this at the hardware level, while opening the door to primitive shaders, which helps to streamline the entire process.
Now to the crux of whole VRS debacle and PS5's inherent hw efficiency that voids the need to use VRS in the first place
Remember Matt Hargett ex Sony principle software engineer on Playstation when he tweeted this gem:
and also this thread where someone working at MS gets in on the discussion and says MS also have GE (but from GCN μArch, then Matt retorts and says what PS has is specific to their platform and what MS has is generic version - and MS employee deletes his tweets after breaking NDA and making a fool of himself in the meanwhile)
Let me try to explain it to you guys, GE - Geometry Engine is not something one and done, it has versions just like GCN, RDNA 1, RDNA 2, and what MS didn't work on with their consoles were primitive discards right on the primitive shaders, which unsurprisingly what Sony was working on for during last gen, both in PS4 and then later on PS4 Pro consoles. Their efforts were mostly unused because of some reason that are not clear, but it is safe to say they botched that aspect up until now. However on PS5, with their past mistakes, they implemented the correct hw to discard geometry that is
1 - not in the FoV of the screen with some safety margins, (++ perf gain)
2 - in the screen but behind objects thus are unseen (+++++ perf gain)
#2 is important because up until now, the objects behind were still being calculated in the GPU (before GE) but then later on discarded, since they are not drawn on the screen anyway, however as you can see even some calculation for those unseen/behind objects are completely unnecessary. PS4 Pro botched the implementation of this step (did the #1 very well and you can see HZD documentary for it - timestamped for exact visualization and explanation to #1)
Back then it was (trade marked) called as frustum culling which lead to the no loading, no cut open world designs like the ones found in God of War, HZD etc.
Now at this point they could do #2 as well but not on hardware, and not before whole lot of calculations were done on the object that will end up non-drawn anyway. Doing it in software not only loads CPU, but also not all GPU cycles were freed for those occluded objects, only a portion of it (and most likely very small one).
Now GE on PS5 is capable of doing it in hw and freeing up those precious cycles for other things, and on the next gen consoles only PS5 has the new version while MS gone ahead with the old one (but instead they went with VRS way).
There's a patent deep dive in a post if you want to read further

Primitive Shader: AMD's Patent Deep Dive
Primitive shader was mentioned in The Road to PS5 video, many suspected it was just another term for Mesh Shader, some said they are different concepts and thus PS5 would not support mesh shader. AMD's own marketing did not help clear the confusion, so I decided to take a look at their patent...
Bonus points for Death Stranding
EDIT: You know what watch the whole thing
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