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Next-Gen PS5 & XSX |OT| Console tEch threaD

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draliko

Member
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?
Too soon to suggest something, when they ship the consoles we'll see what solution works best.
 
That's what been said to you... TTS is the hardware feature, sampler feedback is a software implementation designed to effectively exploit it


rMCOiDc.png

You don't seem to realize that just because something is a Direct3D feature doesn't also mean it isn't a hardware enabled feature. Tiled Resources is also a Direct3D feature, but it's hardware related with tiers.

And you have it backwards. Texture Space Shading is the software technique, and Sampler Feedback is the hardware feature that makes it way more performant.


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.

From now on it's probably just best to assume any new features mentioned as part of RDNA 2 and Turing and DirectX12 Ultimate is OBVIOUSLY hardware enabled or backed and thus hardware accelerated. If they weren't they wouldn't be mentioned as new features of the GPU, much less feature level features. Sampler Feedback is the hardware feature that makes Texture Space Shading worth it.
 
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Yes and that would be a standard RDNA2 feature

No, you have it backwards. Texture Space Shading is the software technique, Sampler Feedback is the hardware feature that makes it more performant. Sampler Feedback is a standard RDNA 2 feature, but Sampler Feedback Streaming, according to a Microsoft Graphics Optimization R&D and Engine Architect says is not a standard part of RDNA 2. That's actually custom made and designed for Series X with custom hardware on the GPU to further support the feature.

 

Darius87

Member
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.
giphy.gif

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.
 

SonGoku

Member
You don't seem to realize that just because something is a Direct3D feature doesn't also mean it isn't a hardware enabled feature.
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
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.
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.
The API makes it more effective/performant compared to old implementations and also makes it simpler to implement

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.
TSS is the hardware feature... did you even read the PDF you posted?

GANBYwE.png

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.
Satisfied?
 
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Vae_Victis

Banned
I think PS5 will be fanless
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.
 

Vaztu

Member
Cerny talks about the Geometry Engine hardware and its capabilities. Is this the hardware feature similar to Sampler Feedback Streaming ? 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.

Full Cerny talk about this starts from 28:25 to 29:50. Timestamped relevant bit.
 

Shmunter

Member
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

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.
 

Darius87

Member
Cerny talks about the Geometry Engine hardware and its capabilities. Is this the hardware feature similar to Sampler Feedback Streaming ?
No i think Sampler Feedback Streaming is for textures not for primitives.
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.
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.
 

Vaztu

Member
Seemingly sounds like the workload is culled before it even gets that far. Wonder how many TERRORFLOPS it saves.

And rumour has it the Virtual Memory / Velocity Architecture is just XSX getting on the narrative first, knowing Sony has it.

Again, take it with a huge grain of salt, just a rumour. Timestamped and its written on video. About the narrative, he comments on it at 6:45 of the video.

 

rnlval

Member
Im 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.
 
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Vaztu

Member
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.

Don't really understand this memory talk, but have you read this updated article ?

 

FranXico

Member
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.
 
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.


I'm guessing the SSD with the PS5 will be the main advantage that it has. I'm not sure about the audio chip or geometry engine though.
 


Yeah that doesn't sounds good why just dont have both

Some people are surely extrating non-existent infos from these posts, from BGs "he has seen 20 GB/s" to this. It goes backward also of course, like "custom RDNA2 means RDNA 1.5" and such.
Moral of the story: demostrating you can correctly reading is more important than falsely demostrating your console is better, imho.
And at the end of the day, practice is always better. All this discussions that makes the diffferences looks so big will translate in overall minor differences in games, at least this is what I believe.
 

Fdkenzo

Member
NexT generation will be only about Games, there will be no diferences in multyplatform Games (minor resolution only). The only diference will be in the exclusives Games and how they are designed.
And, i dont understand Why people compare the hardware from a console with the hardware from a PC!? You can compare only in terms of power, but the Performance will be a huge diference and will difer (i say this because DF make this comparations). Sorry for my language, is not my native.
 
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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?

GANBYwE.png


Satisfied?

You don't seem to be getting what's actually taking place. It's all hardware accelerated, Sampler Feedback is the foundational hardware feature, texture space shading is just a technique using that hardware, which does make it a now hardware feature even though it was traditional not before. Nvidia when they talk about texture space shading they mean sampler feedback. They simply named it based on the technique they were using it for. Texture Space Shading can be done, and has been done before without Sampler Feedback. Software VRS is already used I believe on current gen consoles in a Call of Duty title. But when you talk about VRS on RDNA 2 or Turing, it's hardware accelerated.

The hardware feature behind everything is sampler feedback, not TSS. TSS is just a technique utilizing sampler feedback, taking advantage of its capabilities. Nvidia, rather than call it sampler feedback, just called it based on the technique, but that's not the entirety of what's going on. Just because it's the name of the feature in the DirectX API doesn't mean hardware isn't in place to make that possible.

I'll just show you anandtech to make the point.

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.

Every last thing you see on this list for DX12 U isn't just some software, it's actually a hardware feature that needs to be supported by the GPU. They all are.


06sKvVx.jpg





Tiled Resources Tier 2, Bindless Resources Tier 2, Conservative Rasterization, Raster Order Views, Typed UAV Load, VRS tier 2, Ray Tracing DXR 1.1. Especially the tiers, do you know what qualifies something as a certain tier? The underlying hardware and what it's capabilities are. Texture Space Shading is a technique that's a beneficiary of the benefits of the hardware that makes Sampler Feedback possible, but it isn't the actual hardware, though it's now hardware accelerated thanks to Sampler Feedback. I know what Nvidia said about it, but you seem to have it confused. Even when I mentioned it initially, I didn't intend for you to entirely confuse Sampler Feedback as just an API extension and nothing more. It's an api extension that only works if the hardware is there that allows it to do the thing that makes texture space shading perform faster, or that makes Sampler Feedback Streaming work for Series X. Although Microsoft went ahead and did a few extra things to support the feature. They're all hardware features, but between texture space shading and sampler feedback, it's sampler feedback that is the most important, which is why it's the one with the dx12 Ultimate feature name, not texture space shading, which is just a technique using the hardware.
 

pasterpl

Member


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.
 
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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.
 
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geordiemp

Member
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.



Oh and Sony have a VRS patent around foveated rendering where you are looking, probably to enhance VR in particular as it needs very fast frames and more detail in your immediate eye field of view. They may have a new fancy name for it....

They will probably present it with the latest Playstation VR when they are ready, not before.
 
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Shmunter

Member
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 wonder Chill Spencer during the big IGN interview stated he’s no fan of Secret Sauce. It was funny at the time, but things are getting more interesting all the time.
 

ksdixon

Member
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.
 
D

Deleted member 775630

Unconfirmed Member
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?
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.

I use my QuietComfort 35 II when gaming, bought a separate wire for it to connect to my controller. But this headset wasn't bought for gaming, that was purely for work and travel, so I don't know what would be best when it comes to sound. I wouldn't buy the WH-1000XM3 though, in September the M4 will be released and that will be a big step up from the M3.

There definitely exists amplifiers with HDMI eARC, you should check out What HIFI. It's my go to source for anything audio related.
 

Gudji

Member
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.

They didn't give any details like that, expect that stuff when they do a big reveal.
 

pasterpl

Member
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.

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 buy ps consoles mostly for games like wipeout, and I have finished all uncharted titles etc. But uncharted 4 didn’t impress me, spent like 1h with Spider-Man and got bored, DStranding similar to Spider-Man )? I love FPS, RTS, aRPG and arcade racers.
 
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joe_zazen

Member
Don't really understand this memory talk, but have you read this updated article ?


that is where i got the idea that whenever x goes over 7.5 GB for games (with 2.5 reserved for OS), that the xsx memory speed would be below ps5. SonGoku SonGoku says it will still be higher. Idk enough to know for sure.
 
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.
"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...
The variety of PS exclusives is not expressed simply with "3rd person adventure games" even if, as a very broad classification, they are. Like saying one company does "only cars" when they actually design cars for races, rally, cities and freaking monster trucks, it's a hell of a company then.
In any case, if you don't like all these games, try some minor exclusives. EDF is pretty different (also on PC, but we are arguing about Xbox/PS here), The Last Guardian is pretty different as well as Alienation, or Gravity Rush, or WipeOut, or Until Dawn, Shadow of the Colossus remake, Resogun, Bloodborne (yeah ok, 3rd person adventure game, but c'mon), on Xbox you can't find a single Atelier for starters and Yakuza Kiwami is arriving only now, if you want to play the entire saga Xbox is not the right place.
For arcade races, I guess you could try Driveclub, but I don't like the genre so no idea how it is.
Another side note: VR has the potential to become a thing in the next gen, at that point Sony could secure a vast number of big VR exclusives compared to MS. Sony already started doing this, it's a generation ahead MS like for "normal" games.
 
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