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

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Could you imagine if some of these are to be announced for PS5:

- Next infamous. (1+2 were amazing, the latest one I just despise the protagonist!)
- New Killzone.
- New Horizon.
- New God of War.
- New Spider-man.
- A new Naughty Dog game (space game?).
- Of course with the long-awaited Gran Turismo 7, with some insane physics.
I would already be thankful for the next generation if I knew all these games were coming for sure + a few surprises.
 
Ex Respawn Founder: Next-Gen CPU Power, I/O Speed Open Up Opportunities We Haven’t Had Before

“We have built nothing but AAA games and we don't want to stop. And the transition to next-gen, Xbox Series X and PlayStation 5 is really exciting. It dovetails with our desire to find new spaces that people haven't explored.

While this new generation feels like an iteration of what we've already seen, I think that things like the amount of CPU power and I/O speed actually opens up opportunities that we haven't had before. Even when the Xbox One and PS4 were in development, what we were screaming at platforms to do was give us faster I/O, please. I am excited to see where we can get to with it.”


I really do not trust that website. Putting fake interviews is something I would expect from them even this one might be legit. Whenever I see that name I just don't click and make them money with ad revenue.


You guys realize Osiris all but admitted he'd been bullshitting the whole time right?. Check the Cerny PS5 presentation thread, before the show started. He said something like' You know you guys shouldnt listen to what every insider tells you right?....including me! ha ha. Now onto the show!'. He then vanished from the forum.
What about the 52CUs crap, was that also extrapolated? :messenger_tears_of_joy:

It was all fake info: TFs, CUs count, clock speed.

A trolling game for months here in this thread.
Yup. At least he was man enough to confess after having his fill with trolling. There's another who didn't cop to his asshole-ness and still around answering ppl even though being on ignore as I'm told. The same trolling attitude but zero remorse since what, it is not his fault? People here should just ignore him. You know who.
 
Talking about SSD's though...I just saw these official images from the Xbox website and noticed the SSD is depicted as what looks like a ~30mm x 42mm form factor and you can clearly see a 'half moon' shape screw hole like on PC cards? You can also see a ribbon cable that goes to the I/O board with the expandable storage slot in the other image. I would've thought it would be flash chips soldered direct to the PCB but maybe not?

xbox-series-x-ssd-mobo.jpg
One thing I note in there too is that on the X the SSD feeds the controller that is on the SOC, Sony's approach seems to almost completely bypass this (obviously there needs to be some orchestration made by the CPU and or GPU to request the relevant data).
iu


How much work are those I/O processors doing, do they cut latency beyond that the extra lanes do? and why did Cerny bother mentioning that they can move around 21GB/s when he stated that the data compression allowed for 8-9GB/s bandwidth?

I probably need to re-watch with a few drinks in.
 
There are a few things you got wrong and I have to keep on telling some people on this forum the same things:
1.) MSFT's approach to eliminating I/O bottlenecks is through HW & SW. PS5's is primarily through hardware. Sony doesn't want any CPU overhead. And that's the clear advantage with the PS5 approach; zero CPU overhead. The advantage with MSFT's is they can continuously improve their algorithm runtime and actual performance to lower the CPU overhead while improving the actual I/O performance. MSFT is using their software expertise to do some impressive stuff.

For example: The PS5 has two I/O co-processors for transferring data into RAM. The XSX from what we know, uses the DirectStorage API and the hardware decompression block to do the same exact thing while only using 10% of a zen 2 core. But as it is with Algorithm design, it's likely MSFT created an algorithm to handle this task that was unoptimized(Say with an exponential run time). Meaning that for large increase in input size, the load on the CPU would be huge. Then they optimized the algorithm to a lower run time, say quadratic or linear and that's how they achieved only a 10% of a zen 2 core CPU overhead. The PS5 doesn't need to do this at all because the CPU does nothing. All the work is offloaded to the I/O co-processors. These co-processors are most likely not programmable and will only need a few firmware updates here and there. The advantage to MSFT though is that they can continue improving their algorithms to provide for example better mapping than what's possible on the PS5 co-processor in charge of mapping. But again will they even need to do that? So you see how the two approaches are different and have advantages over the other?

2.) The PS5 doesn't need a whole software stack to eliminate bottlenecks it's all being done by the hardware. They'll likely have firmware updates here and there but nothing to improve the actual performance of the co-processors.

3.) Looking at how it's being done by either side, there is no overall advantage over the other, both remove bottlenecks.
What do you mean by mapping? Isn't that what the coherency engine do?
 
One thing I note in there too is that on the X the SSD feeds the controller that is on the SOC, Sony's approach seems to almost completely bypass this (obviously there needs to be some orchestration made by the CPU and or GPU to request the relevant data).
iu


How much work are those I/O processors doing, do they cut latency beyond that the extra lanes do? and why did Cerny bother mentioning that they can move around 21GB/s when he stated that the data compression allowed for 8-9GB/s bandwidth?

I probably need to re-watch with a few drinks in.
Main reason I can think of is, although there are 12 lanes between Custom Flash Controller and the NAND flash chips themselves, there is still the interface of that Controller with the Main Custom Chip aka APU. Most likely it is 2 lanes of PCIe 4.0, but still there might be some more custom design, since in the graphic there is a direct pathway between the Controller and System Memory aka RAM through the APU's I/O Complex, and there might be more interconnects than just 2 PCIe 4.0 lanes.

Edit: Looking at later image, there are 4 PCIe 4.0 lanes between APU and Flash Controller, plus possible specialized custom interconnects RAM.
 
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Bo_Hazem

Banned
Since I am not going to get a 4K monitor too soon (I never played games on TV, probably since I was once a PC gamer), I wonder if the good people at Ubisoft will cater also to lower resolutions (like 1080p) for instance with 60 FPS? Or is this thing really locked at 30 FPS no matter what? (even though the article mentions that will run at "at least 30 FPS").

My friend, buy something similar to this recliner chair:

beige-micro-fiber-re11beimafaf-flipkart-perfect-homes-original-imaf8xqajtrnxz6y.jpeg


And you'll regret spending your part time on monitors. :messenger_winking_tongue:

I would already be thankful for the next generation if I knew all these games were coming for sure + a few surprises.
Despite the list being the crazy imagination Bo_Hazem Bo_Hazem always display (with two IPs for studio), I’d love a Killzone that goes back to its roots instead a Horizon because that way they can show what the SSD can do.

I think most of them are pretty reasonable to happen, not necessarily at launch, but sometime along the road. And yes, a hardcore Killzone shooter game would benefit Sony a lot and give it some of the COD/BF pie. Heck, try inventing your own free shooter like fortnite and PUBG.

I would die for another Days Gone 2 myself, not gonna say why (spoilers).
 

Radical_3d

Member
My friend, buy something similar to this recliner chair:

beige-micro-fiber-re11beimafaf-flipkart-perfect-homes-original-imaf8xqajtrnxz6y.jpeg


And you'll regret spending your part time on monitors. :messenger_winking_tongue:




I think most of them are pretty reasonable to happen, not necessarily at launch, but sometime along the road. And yes, a hardcore Killzone shooter game would benefit Sony a lot and give it some of the COD/BF pie. Heck, try inventing your own free shooter like fortnite and PUBG.

I would die for another Days Gone 2 myself, not gonna say why (spoilers).
All of this is too new. I need comebacks from the Psygnosis glorious days. G-Police, Colony Wars, MotorStorm...
 

LED Guy?

Banned
WOW!! This tweet I made definitely EXPLODED!!

I made this tweet because it really highlights the problem that Microsoft has, I mean, Naughty Dog has a 1.8 TFLOPS console, and look at the results, while 343 industries has 12 TFLOPS RDNA 2 GPU and look at those Halo Infinite graphics, I'm not saying that Microsoft won't improve, they will, but man, when Naughty Dog, Sony Santa Monica, Guerrilla Games and many other Sony studios begin developing on that 10.3 TFLOPS with Zen 2 CPU and 5.5 GB/s SSD, I feel they will make Microsoft games look like jokes in comparison.



BEWARE!! DO NOT READ THE REPLIES! THERE ARE SPOILERS FROM TLOU 2 POSTED BY XBOX FANBOYS BECAUSE THEY ARE ANGRY!
 
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Shmunter

Member
What do you means, that 9 zen2 cores is equivalent of PS5 texture decompression unit?
Apparently 11 cores equivalent for the entire I/o on PS5. That’s for moving data in/out of ram and decompression. All data is compressed, not just textures to save space and that’s why a raw 5.5gig/s drive is able to be rated at 9-20gig/s.

On pc to sustain a data stream At that performance most CPU’s would be maxed not leaving much for the actual game.
 

ANIMAL1975

Member
There are a few things you got wrong and I have to keep on telling some people on this forum the same things:
1.) MSFT's approach to eliminating I/O bottlenecks is through HW & SW. PS5's is primarily through hardware. Sony doesn't want any CPU overhead. And that's the clear advantage with the PS5 approach; zero CPU overhead. The advantage with MSFT's is they can continuously improve their algorithm runtime and actual performance to lower the CPU overhead while improving the actual I/O performance. MSFT is using their software expertise to do some impressive stuff.

For example: The PS5 has two I/O co-processors for transferring data into RAM. The XSX from what we know, uses the DirectStorage API and the hardware decompression block to do the same exact thing while only using 10% of a zen 2 core. But as it is with Algorithm design, it's likely MSFT created an algorithm to handle this task that was unoptimized(Say with an exponential run time). Meaning that for large increase in input size, the load on the CPU would be huge. Then they optimized the algorithm to a lower run time, say quadratic or linear and that's how they achieved only a 10% of a zen 2 core CPU overhead. The PS5 doesn't need to do this at all because the CPU does nothing. All the work is offloaded to the I/O co-processors. These co-processors are most likely not programmable and will only need a few firmware updates here and there. The advantage to MSFT though is that they can continue improving their algorithms to provide for example better mapping than what's possible on the PS5 co-processor in charge of mapping. But again will they even need to do that? So you see how the two approaches are different and have advantages over the other?

2.) The PS5 doesn't need a whole software stack to eliminate bottlenecks it's all being done by the hardware. They'll likely have firmware updates here and there but nothing to improve the actual performance of the co-processors.

3.) Looking at how it's being done by either side, there is no overall advantage over the other, both remove bottlenecks.
1. Where did i say that XSX doesn't have dedicated hardware too?... Didn't i mentioned Velocity Architecture!? (The name that Ms gave to the combination of both hardware and software features support to the SSD complex).
And i was talking about performance in general, not just about eliminating bottlenecks _ wasn't that the topic of your post that i quoted, and of the discussion you were engaged with: decompression, number of lanes of the controller, priority channels...
You missed the entire point of my post, maybe read it again?
Yes, ps5 has custom hardware to support the entire process, and yes XSX has custom hardware and software to compensate where it lacks on hardware
...but software doesn't close the gap and ps5 will have a dedicated software API too that we haven't heard of yet! Hell for what we know it could even wider the gap lol
Which brings us to your number 2:

2. Again, wasn't talking about bottlenecks and WRONG! it's not just firmware updates, there will be a new dedicated API:
There's low level and high level access and game-makers can choose whichever flavour they want - but it's the new I/O API that allows developers to tap into the extreme speed of the new hardware. The concept of filenames and paths is gone in favour of an ID-based system which tells the system exactly where to find the data they need as quickly as possible. Developers simply need to specify the ID, the start location and end location and a few milliseconds later, the data is delivered. Two command lists are sent to the hardware - one with the list of IDs, the other centring on memory allocation and deallocation - i.e. making sure that the memory is freed up for the new data.With latency of just a few milliseconds, data can be requested and delivered within the processing time of a single frame, or at worst for the next frame.
Source
That's just a little bit of information Cerny gave us on GDC, it's not much, it's not the full picture, but it's proof of existence! So stop spreading bull of "no API just firmware updates" _ there is a dedicated API to the SSD and I/O complex, to improve processes and to improve the hardware performance, just like Direct Storage... we don't know nothing about it because it wasn't yet officially revealed.

3.
There are a few things you got wrong and I have to keep on telling some people on this forum the same things:
You didn't tell me shit that i didn't already know, and the rest was just conjecture and guesstimates of yours _ without proof to back it up until benchmarks and tech dives after launch reveals the all picture, you're just speculating like everyone else...
so cut that crap that you "have to keep telling people things"...
you are not an authority on nothing! And you don't 'tell' anyone nothing! Lol rolleyes.gif
 

Radical_3d

Member
BEWARE!! DO NOT READ THE REPLIES! THERE ARE SPOILERS FROM TLOU 2 POSTED BY XBOX FANBOYS BECAUSE THEY ARE ANGRY!
The thing is Sony reached CG level with only 1,8TF. But there is no level beyond. You are looking at the same wall Apple after the iPhone 7 were looking at. There is no gain in trading computational power visible to the user. Same as my father needing only an SSD and a poor CPU to use Word and browse the web until the end of times. The way to sell iPhones now is not speed but the camera. And the way to sell consoles now will be the loading times. And I’m sure they are already thinking what could they built in the PS6 to make it attractive to the main public.

So, the industry lagged behind Sony and not all were capable of doing that with 1.8TF. So what. When they’ll do it with 10.3TF the average Joe will say “how is this different from my movie-like Resident Evil 3?” And you can’t explain them that the illumination is more correct because RT and such. I recommend everyone to watch the last Digital Foundry video. It’s eye opening how in many cases you can’t tell which solution is “better” without looking at the label. And arguably the fake illumination has more visual impact than the correct one.

PS: I only quoted the warning because I think it’s very important. I haven’t spoiled myself yet.
 
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DrKeo

Member
In your scenario with the XsX memory controller setup, how and why do they wire 5 Memory Controller Units (MCUs) to the Zen2 for a lackluster 336GB/s of typical CPU access?

The 4C/8T modules used in the Zen2 typically have 1x L3 Cache and 1x64bit MCU per module. Your scenario more than doubles the wire count for the CPU to MCUs, to result in a 10GB unified fast access, and a 6GB unified slow access. That doesn't even factor in the headache of how to fully wire 5 MCUs to a very large CU count GPU. Typically AMD GPUs are even counts for MCUs 256bit or 384bit AFAIK -. 4xMCUs/2x128bit gangs or 6xMCUs/3x128bit gangs. In your scenario it looks like a lot of additional layers for wiring - and more heat with more layers IIRC , but certainly more cost and complexity-with minimal benefit over the setup I suggested for running PC ports at Ultra High settings.

The setup you described will still have normal amounts of memory contention (for each pool) and still have the headache of scheduling those asymmetric accesses that cost more bandwidth for the same time slice. From an engineering standpoint the complexity versus the benefit of unified memory doesn't add up IMHO. They've already set their stall out that all games should be GPU bandwidth top heavy for texturing and shading.,Why would they not stick with that analysis? They can save on complexity, and on BOM , and still get to write 560GB/s on the spec sheet as though it was a spec win.
You are aware that on X1X both the CPU and GPU are connected to all 6 memory controllers and the same goes for every console APU ever, right? On PC Zen 2 the CCX are separate chi[plets that are connected using infinity fabric, on consoles it's monolithic, a single die. It's not a PC, it's an APU built for a dedicated console, the CPU and GPU sit on the same die as the memory controllers.
 
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Bo_Hazem

Banned
All of this is too new. I need comebacks from the Psygnosis glorious days. G-Police, Colony Wars, MotorStorm...

Those are some glorious titles, but are they owned by Sony? I doubt that. Some of those studios might even disappeared. The Colony Wars with the new SSD would be SICK! MotorStorm might clash with The Crew title.

WOW!! This tweet I made definitely EXPLODED!!

I made this tweet because it really highlights the problem that Microsoft has, I mean, Naughty Dog has a 1.8 TFLOPS console, and look at the results, while 343 industries has 12 TFLOPS RDNA 2 GPU and look at those Halo Infinite graphics, I'm not saying that Microsoft won't improve, they will, but man, when Naughty Dog, Sony Santa Monica, Guerrilla Games and many other Sony studios begin developing on that 10.3 TFLOPS with Zen 2 CPU and 5.5 GB/s SSD, I feel they will make Microsoft games look like jokes in comparison.



BEWARE!! DO NOT READ THE REPLIES! THERE ARE SPOILERS FROM TLOU 2 POSTED BY XBOX FANBOYS BECAUSE THEY ARE ANGRY!


First, it's unfair, and you know I'm a hardcore Sony fan, firstly that TLOU is a PS4 Pro 4.2TF screenshot. Secondly Halo Infinite is WAY more sharper and cleaner, it has some crappy assets but it's native 4K without a doubt unlike TLOU. Would it compare to TLOU? Can't even dream for that, in my opinion, only speaking from a visual point of view. By the way, that Halo will release on 1.3TF, so it's most likely built around it.

See here a screenshot not that blurry crap, still with artificial lens blur:

image_halo_infinite-40538-4092_0005.jpg


Halo-Infinite-confirmed-as-a-Microsoft-Project-Scarlett-launch-game.jpg


screenshot.halo-infinite.3840x2160.2018-06-12.4.jpg


It could get downgraded for XSX though, as it's not representative of XSX. It's a PC build.
 
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HAL-01

Member
The thing is Sony reaches CG level with only 1,8TF. But there is no level beyond. You are looking at the same wall Apple after the iPhone 7 were looking at. There is no gain in trading computational power visible to the user. Same as my father needing only an SSD and a poor CPU to use Word and browse the web until the end of times. The way to sell iPhones now is not speed but the camera. And the way to sell consoles now will be the loading times. And I’m sure they are already thinking what could they built in the PS6 to make it attractive to the main public.

So, the industry lagged behind Sony and not all were capable of doing that with 1.8TF. So what. When they’ll do it with 10.3TF the average Joe will say “how is this different from my movie-like Resident Evil 3?” And you can’t explain them that the illumination is more correct because RT and such. I recommend everyone to watch the last Digital Foundry video. It’s eye opening how in many cases you can’t tell which solution is “better” without looking at the label. And arguably the fake illumination has more visual impact than the correct one.

PS: I only quoted the warning because I think it’s very important. I haven’t spoiled myself yet.
You mean the Ghostrunner raytracing demo? In the video itself they explained how given these are static stages with ambient occlusion, light bounce and shadows already baked-in, ray tracing would be mostly redundant. Ray tracing shines in dynamic environments.

TLOU2 may look great but there's plenty to be done yet in real time graphics, the ceiling's quite a ways off. Take another look at the Hellblade 2 reveal, it clearly looks significantly ahead of whats possible in current gen. I believe its a good benchmark for what to expect in the coming year
 

LED Guy?

Banned
Those are some glorious titles, but are they owned by Sony? I doubt that. Some of those studios might even disappeared. The Colony Wars with the new SSD would be SICK! MotorStorm might clash with The Crew title.



First, it's unfair, and you know I'm a hardcore Sony fan, first that TLOU is a PS4 Pro 4.2TF screen shot, second the Halo Infinitie is WAY more sharper and cleaner, it has some crappy assets but it's native 4K without a doubt unlike TLOU. Would it compare to TLOU? Can't even dream for that, in my opinion, only speaking from a visual point of view. By the way, that Halo will release on 1.3TF, so it's most likely built around it.

See here a screenshot not that blurry crap, still with artificial lens blur:

image_halo_infinite-40538-4092_0005.jpg


Halo-Infinite-confirmed-as-a-Microsoft-Project-Scarlett-launch-game.jpg


screenshot.halo-infinite.3840x2160.2018-06-12.4.jpg


It could get downgraded for XSX though, as it's not representative of XSX. It's a PC build.
Yeah you are a 100% correct, I was just pointing out how Sony's 1st party exclusives are really pushing the console to its limits, but I get your point.

I think Halo Infinite from what we saw was running at on XSX, because it can easily run these graphics, no doubt about it.
 

Gavin Stevens

Formerly 'o'dium'
What if it was just poorly extrapolated info? I get the feeling that the sincere people that gave bad info unwittingly might have only had sources with solid numbers for XsX, and because in their testing with the PS5 (for the same software) it was more performant(IO Unit/Geometry engine backface fulling) they extrapolated numbers that were higher, only to find out the number was less.

No, to be fair he gave me pretty much bang on info the first time around, that it was 10.5ish, andhas heat problems. That was true, as that sits in the ballpark reported (a little higher) and goes with the reported heat problems. He told me this and I passed it on, before anybody else even mentioned anything to do with heat. Then it became a thing. Sadly afterwards he got a little worried at the attention I was getting from posting and fed me some BS figures. Nothing more to it. I still saw some concrete stuff though, and still have dates of things, among others, which were correct. The pigeon thing was all me, for fun, and it was just that... fun. The info was wrong, but it was still fun.

Regardless, he ended up apologising. And I ended up learning a valuable lesson. But either way, I’m still here, posting away, and not hiding, unlike others. ;)
 

Bo_Hazem

Banned
Yeah you are a 100% correct, I was just pointing out how Sony's 1st party exclusives are really pushing the console to its limits, but I get your point.

I think Halo Infinite from what we saw was running at on XSX, because it can easily run these graphics, no doubt about it.

Not sure, it was announced in 2018, way before XSX. Could it handle it? I think so, but let's wait for actual XSX gameplay.
 
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HeisenbergFX4

Gold Member
No, to be fair he gave me pretty much bang on info the first time around, that it was 10.5ish, andhas heat problems. That was true, as that sits in the ballpark reported (a little higher) and goes with the reported heat problems. He told me this and I passed it on, before anybody else even mentioned anything to do with heat. Then it became a thing. Sadly afterwards he got a little worried at the attention I was getting from posting and fed me some BS figures. Nothing more to it. I still saw some concrete stuff though, and still have dates of things, among others, which were correct. The pigeon thing was all me, for fun, and it was just that... fun. The info was wrong, but it was still fun.

Regardless, he ended up apologising. And I ended up learning a valuable lesson. But either way, I’m still here, posting away, and not hiding, unlike others. ;)

The thermals in the first several kits were bad even being told some would just lock up from overheating.

Then the sleek kit came out that got the thermals under control and being whisper quiet is what really lead me to believe they were upping the specs.

I appreciate your honesty here.
 

Audiophile

Gold Member
I guess this image was real afterall.



As much as I'm hopeful, print magazines like this have been saying "we reveal X or Y" about things for a while now when in reality X or Y have been well known to anyone with an internet connection for weeks or months.

"Reveal" in a modern magazine usually means "summarise stuff most people know already know".
 
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rntongo

Banned
What do you mean by mapping? Isn't that what the coherency engine do?

The second I/O co-processor in the PS5 is for memory mapping. The XSX should have one as well(Or is using the DirectStorage API) since it's such a basic process that every computer has. The mapper assigns addresses in RAM of data in secondary storage(in this case the SSD). It improves I/O by providing direct access of data in RAM in a much more efficient way than using read() write() functions.

The coherency engine sounds like it ensures that all processes have access to the most update version of a piece of data. Again it's such a rudimentary thing, the XSX should have something similar. The advantage with the PS5 is the coherency engine works with hardware in the GPU(scrubbers) to clear caches with stale data. Again it's very simple.
 
It didn't age well lol

The difference is 40-50fps between the SX and the ps5 in favor to SX.

AC Valhalla end up being 30fps 🤣🤣🤣🤣
xOnKiP0.jpg
OK so 12.1/10.28 =1.177 so lets say 18% in the best scenario which never will happens because the TF doesn't scale in that way
but whatever.

If PS5 is 30 fps for xbox is 30*1.18=35.4 so 35 in the best scenario both using a similar RT in that framerate, I am sure when I graduated from university
the math still works in that way...

Yeah even in the best scenario which never will happens because reality still be 5 frames with luck ignoring how the memory, each
API with its respective tools will affect and the SSD with a delta of almost of the double in favor of PS5.

Note: Caio Caio that kind of behaviour is which I was talking about
 
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rntongo

Banned
1. Where did i say that XSX doesn't have dedicated hardware too?... Didn't i mentioned Velocity Architecture!? (The name that Ms gave to the combination of both hardware and software features support to the SSD complex).
And i was talking about performance in general, not just about eliminating bottlenecks _ wasn't that the topic of your post that i quoted, and of the discussion you were engaged with: decompression, number of lanes of the controller, priority channels...
You missed the entire point of my post, maybe read it again?
Yes, ps5 has custom hardware to support the entire process, and yes XSX has custom hardware and software to compensate where it lacks on hardware
...but software doesn't close the gap and ps5 will have a dedicated software API too that we haven't heard of yet! Hell for what we know it could even wider the gap lol
Which brings us to your number 2:

2. Again, wasn't talking about bottlenecks and WRONG! it's not just firmware updates, there will be a new dedicated API:

Source
That's just a little bit of information Cerny gave us on GDC, it's not much, it's not the full picture, but it's proof of existence! So stop spreading bull of "no API just firmware updates" _ there is a dedicated API to the SSD and I/O complex, to improve processes and to improve the hardware performance, just like Direct Storage... we don't know nothing about it because it wasn't yet officially revealed.

3.

You didn't tell me shit that i didn't already know, and the rest was just conjecture and guesstimates of yours _ without proof to back it up until benchmarks and tech dives after launch reveals the all picture, you're just speculating like everyone else...
so cut that crap that you "have to keep telling people things"...
you are not an authority on nothing! And you don't 'tell' anyone nothing! Lol rolleyes.gif

I shouldn't be replying to you since you're talking so aggressively. But what you just described are APIs for devs when developing a game. Ways in which they can access data on the disk(After the DirectStorageAPi or the PS5 File IO coprocessors have done the dirty work of sending data to the RAM). The DirectStorage API isn't just a tool Devs use for file I/O but it also automatically handles tasks related to file I/O for example mapping. On the PS5 it's done by the file io co-processors.

You're still not seeing the difference between software and hardware meant to automatically eliminate I/O bottlenecks and APIs for developers to create games. The two are different.

Try to think of it as when a programmer tries to access a file on the disk, they write a function that tries to access the data from Memory. They do this using APIs. But there are automated processes that ensure that when getting this data from disk(SSD) to memory(RAM), there are no bottlenecks. On the PS5 the API is just a tool for file IO on the programmer side and the rest of the work is done by the hardware. On the XSX the same API the dev uses for file IO also helps out the hardware to eliminate file IO bottlenecks from the SSD to RAM. The disadvantage being CPU overhead.
 
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T

Three Jackdaws

Unconfirmed Member
The thermals in the first several kits were bad even being told some would just lock up from overheating.

Then the sleek kit came out that got the thermals under control and being whisper quiet is what really lead me to believe they were upping the specs.

I appreciate your honesty here.
Wouldn’t a more quiet and cool console mean they lowered the specs instead of upping them?
 

Bo_Hazem

Banned
Ubisoft cpu optimization is terrible even at 1080p on my oc 2700 and 3200 cl14 bdie ram it drops below 60 when in certain areas. I still think games performing like this is the best argument in favor of a closed hardware ecosystem so you can design for one spec to get the best performance.

I think Ubisoft and other big publishers should work hard to adopt new methods and engines to adapt with the new SSD standards, that's why we see better looking games with more complex animations, graphics and yet more stable framerates and other games look worse with unstable framerates.

With UE4 and how great results it produces and seems to be less taxing overall, I see no excuses for other publishers. I think Decima, Fox Engine, Frostbite, Cryengine are some of the best proprietary engines out there. Decima Engine might mature to be Sony's major engine for all of its 1st party games.
 
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At has to be please don't tell a dev which should the less technical requirements for X game if its
game is good will sell if not well you know what will happens the spanish inquisition.


BTW expect to see many games like medium where all the environment changes in seconds a dev
with new console is like a kid with a new toy they need to try it.
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KiNeMz

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