Too soon to suggest something, when they ship the consoles we'll see what solution works best.Any suggestions for HQ/Lossless audio connection for headphones in consoles, is the quality of wireless headsets like WH-1000XM3 up to par
Do hdmi eArc amps exist or just usb?
That's what been said to you... TTS is the hardware feature, sampler feedback is a software implementation designed to effectively exploit it
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Why, continued: Texture-Space Shading
Sampler feedback is one feature with two quite different, but both important scenarios. Texture-spacing shading is a rendering technique which de-couples the shading of an object in world space with the rasterization of the shape of that object to the final target.
For context, texture-space shading is a well-established graphics technique that does not strictly require sampler feedback, but it can be made greatly more performant by it.
Yes and that would be a standard RDNA2 feature
What in the world are you talking about? Not only do I have no idea what you are talking about, I've fully backed up everything I've ever said. Meanwhile you are trying to dismiss my point without even an attempt at making a credible argument. You are the one talking nonsense, and it sounds like you know it, which is why you are tying to declare victory and slink away.
Oh, and next gen consoles will not have ray tracing. That is a cutting edge technology that can just barely run in that domain. It is definitely not going to work in a mass market device like consoles. Also the mid-gen refreshes are just going to be better versions of the tech already in place. New tech will not be added.
I understand it just fine, even explained it to you a few posts backYou don't seem to realize that just because something is a Direct3D feature doesn't also mean it isn't a hardware enabled feature.
Sampler Feedback is a Direct3D feature for capturing and recording texture sampling information and locations. Without sampler feedback, these details would be opaque to the developer.
The API makes it more effective/performant compared to old implementations and also makes it simpler to implementFor context, texture-space shading is a well-established graphics technique that does not strictly require sampler feedback, but it can be made greatly more performant by it.
TSS is the hardware feature... did you even read the PDF you posted?No, you have it backwards. Texture Space Shading is the software technique, and Sampler Feedback is the hardware feature that makes it way more performant.
Sampler Feedback shares the same philosophy as Variable Rate Shading: work smarter to reduce GPU load and improve performance. It is enabled by a hardware capability in our GeForce RTX architecture called Texture Space Shading.
Calm down Darius he just misunderstand my message, don't start a little war were doesn't exists a reason.
i have not starting anything he was clearly wrong about RT that's what i'm pointing out.Calm down Darius he just misunderstand my message, don't start a little war were doesn't exists a reason.
geordiemp Congrats you are famous
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PS5 Has VRS, Confirms Activision Lead Artist
Despite not having been officially acknowledged, PlayStation 5 will indeed be fully utilizing Variable Rate Shading (VRS) for next-generation games. In asegmentnext.com
GaF>Ree
PS5 will be sold as an extra option to a list of selected household refrigerators from the top manufacturers in the industry. The USB and HDMI ports, as well as the blu-ray reader, will be accessible from the small window where you usually set the temperature. Never again will you need to go all the way to another room to have a snack while you play Call of Duty.I think PS5 will be fanless
Not only him a formerly Principal Software Engineer on PS5 :
The PS5 has VRS probably don't talk much because are using the same or similar as DX12
They talked about prior to that decision to Astro and that they will enable USB Audio for them (if it is only for them is yet to be determined).
Read:
https://www.ign.com/articles/astro-...isting-headsets-compatible-with-xbox-series-x
pretty much astro in a nutshell barely decent quality cans sold as premium top tier audio. I hate them as much as i hate beats audio.Buy your USB to Optical dongle for only $49.95. Preorder now!
No i think Sampler Feedback Streaming is for textures not for primitives.Cerny talks about the Geometry Engine hardware and its capabilities. Is this the hardware feature similar to Sampler Feedback Streaming ?
That's good question why ms need VRS in first place if there's GE in RDNA2? maybe GE is just for sony because MS would be talked about GE long ago if they would have it. but i don't really know just guesing.Or does GE engine provide something more than XSX hw ?
I read somewhere the GE engine does better than XSX because it removes the vertices/triangles from even drawing (with the help of GPU cache scrubbers). Will link it when I find it.
I think PS5 will be fanless
Yeah that doesn't sounds good why just dont have both
Just binaryWindows use both in property.
Seemingly sounds like the workload is culled before it even gets that far. Wonder how many TERRORFLOPS it saves.
In low–order interleaving, consecutive addresses in the memory will beIm talking about the double straw system, its from drkeo twitter and its not how it works in practice
In low–order interleaving, consecutive addresses in the memory will be
found in different memory banks.
Consider a 64–word memory that is 4–way interleaved. This means that
there are four memory banks, each holding 16 words.
If this memory is also low–order interleaved, we have the following
allocation of words to banks.
Bank 0: Words 00, 04, 08, 12, 16, 20, 24, …, 60
Bank 1: Words 01, 05, 09, 13, 17, 21, 25, …, 61
Bank 2: Words 02, 06, 10, 14, 18, 22, 26, …, 62
Bank 3 Words 03, 07, 11, 15, 19, 23, 27, …, 63
If texture data is spread from 00 to 02 addresses, then read/write transactions are accessed in parallel.
From Micron, GDDR6 chip has 16 internal banks, hence XSX has 160 internal banks from 10 GDDR6 chips.
They know that there may be certain scenarios where the PS5 can outperform the XSX. That's how I read those statements.microsoft is not at all serene despite the 12tf.
''I personally think we have...'' that means they're still not sure.
They know that there may be certain scenarios where the PS5 can outperform the XSX. That's how I read those statements.
In any case, the GPU advantage is a lock. They will run demanding games at a higher resolution, when it comes to that.
microsoft is not at all serene despite the 12tf.
''I personally think we have...'' that means they're still not sure.
Yeah that doesn't sounds good why just dont have both
I understand it just fine, even explained it to you a few posts back
TSS: HW
SF: Software API that exposes it making it more effective and easier to implement
The API makes it more effective/performant compared to old implementations and also makes it simpler to implement
TSS is the hardware feature... did you even read the PDF you posted?
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Satisfied?![]()
Microsoft Announces DirectX 12 Ultimate: A New Standard for Next-Gen Games, Supported by GeForce RTX
Ray Tracing, Mesh Shading, Sampler Feedback and Variable Rate Shading, features supported since 2018 on GeForce RTX graphics cards, coming to Microsoft’s DirectX 12 Ultimate API, their new standard for next-gen games.www.nvidia.com
Sampler Feedback
The final marquee feature for Direct X 12 Ultimate/feature level 12_2 is sampler feedback. This is a very new feature that has only recently been exposed, and has received very little publicity so far; though like everything else here, the hardware capabilities first showed up in Turing.
Previously demoed by NVIDIA as texture-space shading, sampler feedback is a broader feature with a few different uses. At a very high level, the idea behind sampler feedback is to allow game engines to track how the texture samplers are being (or will be) used – thus, the samplers give feedback to the engine – allowing the engine to make more intelligent decisions about how the samplers are used and what resources are kept in VRAM.
The principle use case for this, Microsoft envisions, will be in improving texture streaming. By using sampler feedback, game engines can determine what texture tiles are actually going to be needed, and thus only loading up the necessary tiles. This keeps overall VRAM pressure down, ultimately allowing developers to use higher quality textures overall by losing less VRAM to unneeded tiles. Fittingly for the Xbox Series X, this is especially handy when your games are stored on a high speed SSD, as it means the necessary tiles can be pulled in from storage incredibly quickly (almost in a just-in-time fashion), instead of having to stage them in RAM or take measures to mitigate the long access time of a HDD.
Meanwhile texture-space shading is the other major use for this feature. Another efficiency technique, texture-space shading allows for the shading of an object to take place without actually rasterizing it. Microsoft’s example here involves lighting – where an object has its lighting calculated once instead of repeatedly as a rasterized object would require. Ultimately, the central idea behind this feature is to be able to cache and reuse shading results, freeing up GPU resources for other, more important tasks.
Nowakowski specifies that the next-gen version of Cyberpunk 2077 is only confirmed for Xbox Series X at the moment, pointing to Microsoft's Smart Delivery program, which makes select next-gen versions of current-gen games free to anyone who bought the current-gen version. Cyberpunk 2077 will work with Microsoft's Smart Delivery program, but Sony has yet to announce a comparable system to support cross-gen releases.
Putting aside all the argument about games still running on One, it's way too optimistic to think that MS will deliver great exclusives from now on. Teams are teams, Eidos Montreal did Deus Ex Mankind Divided but also Tomb Rider and now is on Avengers.![]()
I want PS5 over Xbox Series X — and it has nothing to do with specs
PS5 will have exclusive games that the Xbox Series X won’twww.tomsguide.com
Yeah that doesn't sounds good why just dont have both
Interesting. Surely those into hardware are finding all this extraordinarily interesting.
If PS5 ends up pushing more pixels than XsX on top of the massive data streaming advantage, shit will be spicy. If true, MS will be tinkering with clocks prior to launch.
He will be under strict NDA and as such he is covering his back, he cant talk anything Ps5 until its the right time. Cant read anything into what he says yet.
See the usual suspects on here cut and pasting DX12 to be the savior lol YAWN....
All hardware features of the AMD silicon will have a driver for boths sides.
No clue, I'm not that much of an audiophile, it's just that when I want to buy something I do a lot of research so that I know I buy the best possible product for my price range.Any suggestions for HQ/Lossless audio connection for headphones in consoles, is the quality of wireless headsets like WH-1000XM3 up to par
Do hdmi eArc amps exist or just usb?
Soo.. am i going crazy? Putting aside the '...after a console shutdown' part of the xbox's multi-game resume....
...I was under the impression that Sony confirmed multi-game resume for PS5 before xbox announced theirs? Now though, I'm having trouble finding this info for myself.
Putting aside all the argument about games still running on One, it's way too optimistic to think that MS will deliver great exclusives from now on. Teams are teams, Eidos Montreal did Deus Ex Mankind Divided but also Tomb Rider and now is on Avengers.
Can MS deliver great exclusives? YES.
MS will deliver those? Eh...
What Sony is doing from a team management point of views is almost unique, it can't be underestimated, MS simply didn't prove to be even close to that ability. Also, they would start with new IPs, instead of sequels, meaning the development will likely be more difficult and produce less effective results. Sony teams knows where to go and have fucking good baselines, the sequels will rock.
Side note: I find difficult to place Lockhart anywhere, considering they also want to include One in the equation. But they discontinued Xbox One X, and this really make me think they want to replace it with an entry level next gen console while letting One do the old gen work. Also, the point of calling "SERIES X" a console seems illogical if Xbox One X is discontinued and there is no other fucking X around. Needless to say, if we have One>Lockhart>Series X, MS is counting on transforming their console ecosystem is something comparable to a PC ecosystem, and regardless of how easy could be to scale for Lockhart I still don't like it. Let consoles be consoles.
Let's see anyway.
Don't really understand this memory talk, but have you read this updated article ?
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Analyse This: The Next Gen Consoles (Part 10) - Comments
Last time I got some quite in-depth comments that required a long response. I figured that I'd give a proper blogpost over to the an...hole-in-my-head.blogspot.com
I see Senjutsu Sage is posting another turd of his. How many times can you be wrong and still not give up.
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Official Xbox Series X video counters Sony PS5 specs assault
New official video shows off the technology behind Xbox Series Xwww.t3.com
"3rd person adventure games" it's a fucking big pool, for starters. GoW is one game, Horizon is another game, Uncharted another game again, and while both Uncharted and (to some extent) Horizon works as TPS like Days Gone, in how their systems are handled they really share very little. Even R&C is basically a TPS, yet is a completely different game as well. You could argue as well Spiderman and GoW are very similar because you play in 3rd person and use a melee combat style, but still...Yes, games are the most important part of both systems. and playstation have some great exclusives, but what if someone doesn’t like 3rd person adventure games? Are there any IPs worth mentioning outside of these type of games on PS4? I love FPS, RTS, aRPG and arcade racers.
Well, arguing is what these guys like to do, so...you guys are still arguing about this?