T
Three Jackdaws
Unconfirmed Member
That'll be 250 million dollars please!

That'll be 250 million dollars please!
wow! what a loser!
That'll be 250 million dollars please!
Lol as a lurker at the time, I highly enjoyed those discussionsThe fp16 stuff was right from the start I told people PS4 Pro was 8.4TF fp16 before Cerny did but people are childish & attack what they don't understand.
Lol as a lurker at the time, I highly enjoyed those discussions
In some implementations, the vertex parameter values include parameter values of all three vertices of a triangle primitiveHold up, I may be reading it wrong, but you can use Rapid Packed Math to compress geometry Nanite style? Please correct me if I'm wrong, I'd love for the clarification.
I'll just pretend to know what on Earth you have just said lolIn some implementations, the vertex parameter values include parameter values of all three vertices of a triangle primitive
In some implementations, compressing the vertex parameter values includes storing two floating point numbers together as one value having twice as many bits as each of the two floating point numbers.
In some implementations, compressing the vertex parameter values includes storing two 16-bit floating point numbers together as one 32-bit value.
In some implementations, the method further includes performing pixel shader computations on the interpolated parameter values.
In some implementations, the method may include, before compressing, modifying the parameter values with the vertex shader.
After trying to decipher the wall of text.....
I can say the vertex can include all 3 vertices for a primitive triangle which can be calculated at fp16 with RPM but also can be modified in the vertex shader, and the pixel shader can actually start shading the calculation of the vertex even as the vertex shader is being modified.
This is some rapid on the fly geometry! And I can definitely see it needing a robust geometry engine to continuously keep a hold of the continuous changing sequencing.
This is why the cache scrubbers are needed in the GPU because if the geometry map of vertices and shaders are saved on cache, it needs to be constantly updated of the constantly changing render parameters, deleting all unwanted data but keep necessary stuff and saving wastage in the render pipeline as the GPU rasterizes...
My God... This is definitely customisation heavy if it's true. Because it's definitely CPU intensive normally. And I dropped out of MSCE class like 20 years ago.
Well it's not really paid 250 million if with it, Sony is buying an percentage of Epic for that price.Can't believe Epic's getting paid just to tell the truth.
Even my own brain can't fully comprehend.I'll just pretend to know what on Earth you have just said lol
Although I do remember a remark by Mark Cerny about how the "Primitive Shaders" are great for synthesising geometry on the fly!
I imagine that they want their E3 2013 moment when Sony announced a more powerful console for 100 dollars less.According to Xbox fandom that I was reading halo infinite delay will have no impact on the Xbox’s launch this year and Ps5 will also be 600 dollars while the series x will be 500. Like, imagine being that guy who types something like that out and hits send or post or whatever.
Manage to snag it from the cache.
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Not really, Boon is right but also the problems in 343 are more than just a decision in the framerate.This partly explains issues with "Halo Infinite". Obsession over the frame rate at the cost of visual lustre.
Not really, Boon is right but also the problems in 343 are more than just a decision in the framerate.
Agree but even now exists titles like Doom which looks much more better in current console with hardware of 2013, so yeah its toolsI understand. Should've elaborated further. Assumption I was making is that they are building Halo Inf. on the current gen engine.
Trying to brute force fps where engine is not optimised for Zen2 CPU. Just speculating of course.
Regards
You have no idea... But I can't even tell that story.Sony has so much control over their stuff it's hard to have an insider.
60fps is not the problem by itself but it’s part of a series of bad executive decisions each of which make the game harder to develop for: not only does it need to be optimized for native 4K, both 60fps and 120fps, with split screen co-op, but also optimized for 4 different consoles hitting a vast range of performance levels, all the while being an open-world with dynamic time of day. Add to that having a revolving door for a studio and you get the halo infinite gameplay demoAgree but even now exists titles like Doom which looks much more better in current console with hardware of 2013, so yeah its tools
are big part of the problem but also the chiefs in Xbox should say when they saw the version they were going to show that day and
say "we cannot share that".
There are many problems with Halo presentation and a huge part of them is Microsoft targeting a wide variety of hardware. First of all, they say that Xbox Series X has many advanced features (let's put them together under RDNA2 name). However, for some reason they don't work with their advanced hardware, instead they show games off PCs. This means, those advanced features have to be software emulated because RDNA2 cards aren't out there (there's a chance Microsoft has access to them but I don't know if they do).I understand. Should've elaborated further. Assumption I was making is that they are building Halo Inf. on the current gen engine.
Trying to brute force fps where engine is not optimised for Zen2 CPU. Just speculating of course.
Regards
Sell your body. We have a lot of demand for fish before Christmas here. I could help.
If you think about it you are always biting human teeth.Goodness can you imagine eating some good fish and then bite on some damned human teeth!?
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The fp16 stuff was right from the start I told people PS4 Pro was 8.4TF fp16 before Cerny did but people are childish & attack what they don't understand.
I think it looks awesome too, but I don't think it'll be a launch game. If they felt confident in a date, I think they would have said "Holiday 2020" or something. They didn't even feel confident saying early 2021Do you guys think destruction all stars will be a launch game for PS5? it looks really fun, it reminds me of Vigilante 8/Twisted Metal.
becuase PS4 is currentgenSo why AestheticGamer is twitting about PS4 huge problems with 60fps @ 1080p while XSX can reach 60fps @ 4K without big issues?
He has so many good leaks that I believe he is saying the truth.
So why AestheticGamer is twitting about PS4 huge problems with 60fps @ 1080p while XSX can reach 60fps @ 4K without big issues?
He has so many good leaks that I believe he is saying the truth.
I hope it is. I think it looks like a lot of fun too. Could be a sleeper hit imo.Do you guys think destruction all stars will be a launch game for PS5? it looks really fun, it reminds me of Vigilante 8/Twisted Metal.
Because his source would be someone that observed it without any direct understanding of the context of what they were looking at. The ps5 version may have been compiled for the first time that day vs XsX version having months of work. Etc, that’s just a guess as good as any, but an educated guess.So why AestheticGamer is twitting about PS4 huge problems with 60fps @ 1080p while XSX can reach 60fps @ 4K without big issues?
He has so many good leaks that I believe he is saying the truth.
There are many problems with Halo presentation and a huge part of them is Microsoft targeting a wide variety of hardware. First of all, they say that Xbox Series X has many advanced features (let's put them together under RDNA2 name). However, for some reason they don't work with their advanced hardware, instead they show games off PCs. This means, those advanced features have to be software emulated because RDNA2 cards aren't out there (there's a chance Microsoft has access to them but I don't know if they do).
You can notice in the Halo demo that, for example, VRS makes a lot of distant textures look bad, people pointed out 720p textures. It's a result of software emulation of that particular feature on a PC which doesn't have any other way to do it. But VRS is quite simple, can be software emulated.
Now let's think about Geometry Engine. It's a hardware solution to drastically increase rendering power. Can you emulate it somehow? Well, of course, you can. But to do that, you'll actually decrease the speed of rendering many times, instead of improving it. A game which uses that feature, ported directly from PS5 to PC, would crawl on even the fastest GPUs provided they don't have those hardware components. Current HZD PC port is a good example of that.
Now imagine you're Microsoft and Game Pass is your song. You need to make a game for Xbox last gen, Xbox Series X/S and actually TWO kinds of Windows platforms: those with Nvidia GPUs and those with AMD GPUs. There are also Intel discrete GPUs but you can just set specs higher and say it won't work (even though Intel is trying to up their GPUs now). Can you use specific RDNA2 features in your games? No, either Xbox original will suffer or it's possible that Nvidia cards in PCs won't be able to handle those. They may have similar features but done in a different way because of, for example, patents. But then it means a lot more work for your devs.
We're going to witness a vicious circle: Xbox Series X/S launches with no exclusive games -> few people buy the console -> Microsoft first-party face the inevitable: most of their customers are PC users with two different GPU platforms -> they don't use advanced features of their own 9th gen consoles -> Xbox games look far worse than PS5 games -> Xbox still doesn't sell... and so on, at nauseam.
And this is their own studios, if you think about third-party: so many platforms to code for, small install base and the competition of GP games being more attractive than your brand new $60 offer. I think most of them will just pass and not release the Xbox version. Only the biggest publishers with sure sales of millions (EA, Activision, Take 2) will bite that bitter sandwich.
All this is simple industry logic. Microsoft not seeing this means they are pretty stupid, ignorant, call it as you like. Showing Halo in its current state to gamers was an offence. They thought people would just accept how it looks. That's a whole new level of arrogance.
Holy fucking shit...
Cerny: Finally, there's better support of variables such as half-floats. To date, with the AMD architectures, a half-float would take the same internal space as a full 32-bit float. There hasn't been much advantage to using them. With Polaris though, it's possible to place two half-floats side by side in a register, which means if you're willing to mark which variables in a shader program are fine with 16-bits of storage, you can use twice as many. Annotate your shader program, say which variables are 16-bit, then you'll use fewer vector registers.
Cerny: Multiple wavefronts running on a CU are a great thing because as one wavefront is going out to load texture or other memory, the other wavefronts can happily do computation. It means your utilisation of vector ALU goes up," Cerny shares.
Anything you can do to put more wavefronts on a CU is good, to get more running on a CU. There are a limited number of vector registers so if you use fewer vector registers, you can have more wavefronts and then your performance increases, so that's what native 16-bit support targets. It allows more wavefronts to run at the same time.
learn to differentiate what is just information and what is opinion.
There is malice when he is projecting his opinions.
He and Grubb started to side MS a few days ago. They were just leakers before.
Thread within the tweet
Is an indies, yes it is but at least I can see it and play it this year.
I agree.Holy fucking shit...
Also, that FP16 part goes perfectly along with what Cerny’s been saying since the PS4 Pro’s release.
If you place two half-floats together instead of one full-float on the vector registers, it literally means more wavefronts running on the CUs.
THIS is the reason why he decided to keep the CU count the same for PS5, it’s easier to get close to that peak TFLOPs number (10.28 TFLOPs) with way less CUs clocked at an insane frequency and by also running a lot more wavefronts on those CUs. (Extracting more performance out of them and VALU utilization goes up, AKA the amount of TFLOPs used goes up)
You don’t need 32-bits of storage for storing vertex values every frame, that can be achieved with way less precision like FP16.
This is some truly insane stuff, can you imagine the type of games we’re gonna see once devs master the hardware?
Cerny’s a fucking genius and Sony’s honestly super lucky to have him.
They'd have one nice exclusive at launch, happy hardcore fanbase with hopes for the same games formula as always (Forza, Fable) plus some nice prospects for new IPs in the future. Honestly, I had believed that would be the case. Not my thing but a lot of people just like those games and I feel sorry for them.Thought exercise:
What would Xbox Series X, Microsoft and the landscape in general look like if Halo Infinite had been designed as an Xbox Series X exclusive? How different would things be right now?
Yeah also FP16 is much more suited to warped GPGPU atomics. Basically lots of filtering and eye candy that previously cost lots of frame time before can be done in much quicker times/more frequently, now running in more-parallel, half precision wavefronts. This is like using GPU actually more like what it really does for graphics but now for non-graphics general purpose computing more so than ever before. And this way you magically double some of the bandwidth available from the RAM, as you double the operation per clock, you also halve the memory print. The trouble in the past was the coherency across RAM and (order of magnitude faster) cache memory inside the GPU itself. But PS5 solves that with cache scrubbers inside the GPU and actually use FP16 in all software.Holy fucking shit...
Also, that FP16 part goes perfectly along with what Cerny’s been saying since the PS4 Pro’s release.
If you place two half-floats together instead of one full-float on the vector registers, it literally means more wavefronts running on the CUs.
THIS is the reason why he decided to keep the CU count the same for PS5, it’s easier to get close to that peak TFLOPs number (10.28 TFLOPs) with way less CUs clocked at an insane frequency and by also running a lot more wavefronts on those CUs. (Extracting more performance out of them and VALU utilization goes up, AKA the amount of TFLOPs used goes up)
You don’t need 32-bits of storage for storing vertex values every frame, that can be achieved with way less precision like FP16.
This is some truly insane stuff, can you imagine the type of games we’re gonna see once devs master the hardware?
Cerny’s a fucking genius and Sony’s honestly super lucky to have him.
And thats the reason why we didnt see anything on XSX.What i found :
(06-26-2018)
(10-17-2019)
- Added a new secret NDA-ed platform.
(02-17-2020)
- Added initial support for a new secret platform. Contact Mitch for details.
(06-03-2020)
- Added a new secret platform. ( i think its the same platform as 10-17-2019 )
- Updated to PS5 SDK 1.0. ( i think its 6-26-2018 NDA-ed platform)
- Updated to secret platform 2020-05. ( i think its the same platform as 10-17-2019 and 02-17-2020)
My conclusion :
- Cerny said they switch to Kraken back in 2017 , Kraken is another RAD tool beside BINK and it was LAST MOMENT decision
- Bink have supported PS5 from 06-26-2018
- they never mention XSX so a new secret platform is just XSX
- Bink support for XSX started in 02-17-2020
- PS5 game development had almost 2 year headstart, and we know for sure that devkits of PS5 could have such a headstart
Jason Schreier was on the money once again, now it is confirmed Xbox was considering releasing Halo Infinite in sections at different dates.
In some implementations, the vertex parameter values include parameter values of all three vertices of a triangle primitive
In some implementations, compressing the vertex parameter values includes storing two floating point numbers together as one value having twice as many bits as each of the two floating point numbers.
In some implementations, compressing the vertex parameter values includes storing two 16-bit floating point numbers together as one 32-bit value.
In some implementations, the method further includes performing pixel shader computations on the interpolated parameter values.
In some implementations, the method may include, before compressing, modifying the parameter values with the vertex shader.
After trying to decipher the wall of text.....
I can say the vertex can include all 3 vertices for a primitive triangle which can be calculated at fp16 with RPM but also can be modified in the vertex shader, and the pixel shader can actually start shading the calculation of the vertex even as the vertex shader is being modified.
This is some rapid on the fly geometry! And I can definitely see it needing a robust geometry engine to continuously keep a hold of the continuous changing sequencing.
This is why the cache scrubbers are needed in the GPU because if the geometry map of vertices and shaders are saved on cache, it needs to be constantly updated of the constantly changing render parameters, deleting all unwanted data but keep necessary stuff and saving wastage in the render pipeline as the GPU rasterizes...
My God... This is definitely customisation heavy if it's true. Because it's definitely CPU intensive normally. And I dropped out of MSCE class like 20 years ago.
It COULD, we will need to wait for ND next game to show everybody why SONY is the only truly nextgen on the market.Maybe that's a stupid question, but does that mean the GPU really only has to calculate what is necessary, because what is not needed is sorted out beforehand?
Would that mean the PS5 GPU needs fewer TFlops to compute the same as a GPU with more TFlops?
You too slav? "Serny", which due to origin of his name which comes from here, which means "black", but English people call him basically "shitter"....FP16 is as useless for games as SSDs
SERNY LIES