You can't make game on it alone, you can use FP16 for some low precision stuff, it's called half precision for a reason., you will gain a little here and there.
You are talking with much assurance, why both AMD and Sony developed/choosed to include such a hardware feature if it can't be of any meaningful help for performance then, for the sake of it?
Sue this serial wipper's ass Sony!Please don't do this at home.
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When was this confirmed?well, if we look at the spec sheet sony included, it is absolutely possible that they actually aren't including that feature in their custom RDNA3 GPU.
the reason AMD added it is because Nvidia did. and on Nvidia GPUs it actually seems to have at least some benefits. but that's also hard to judge because the gains of their GPUs could also stem from other improvements of the architecture
So true. I will be tearing the ps5 pro box most likely just as I tore the shitty boxing in the elite headphones and the disk drive sitting in my closet.Why? the unboxing experience for the PS5 and the PS5 Pro is fucking atrocious.
They should take note from the Series X, that thing is awesome to unbox, shame it's practically dead.
Why we suddenly care about TF again?
Instant PTSD!!Please don't do this at home.
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"Unboxed"? You are tearing me apart Richard.
Why? Packaging will be going straight into the bin.Please don't do this at home.
That's incorrect, it's because there's a specific function in the hardware that lets it do certain kinds of math twice as fast. So "theoretically" it has double the tflops, but unless someone is specifically using that math, those extra tflops are worthless.Because ray tracing is expensive, and requires specialized hardware. When you see those outlandish numbers it is because they are saying that the GPU is doing the equivalent of that number of the Ray tracking hardware didn't exist.
When was this confirmed?
I thought PS5 was 10.3 Tflops
Please don't do this at home.
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As far as I remember He worked for some Sega magazine which probably got shut down when dreamcast died.richard used to be a dreamcast fanboy hence the animosity for playstation
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Reviews are from Wednesday.... Not sure on time but I'd think midday gmt love unboxing was todayWhen are they allowed to test games?
The issue is accurate reporting. With Digital Foundry supposed developers information behind the scene,one would think they would've understand with dual issuing,the Pro's TFLOPS are 33 tflops with dual issue or 16.5 flops if there isn't a scenario where dual issuing couldn't be leverage.Why we suddenly care about TF again?
I thought PS5 was 10.3 Tflops
I say the Series X has a 12 that fails below 10.PS5 has 10.23TF that punches above 12TF
That works for meI say the Series X has a 12 that fails below 10.
You'd think we all learned this from this past gen already, even without ML/RT improvements to the Pro.Comparing teraflops in the age of machine learning and ray tracing is like judging the strength of a country's military by the number of enlisted personnel.
RT and ML performance is still measured in TFlops/TOPs.Comparing teraflops in the age of machine learning and ray tracing is like judging the strength of a country's military by the number of enlisted personnel.
Comparing teraflops in the age of machine learning and ray tracing is like judging the strength of a country's military by the number of enlisted personnel.
RT and ML performance is still measured in TFlops/TOPs.
I find it kinda strange they claim that dual issue stuff doesn't really apply to games, because I saw some Bend Studio dev tweet the other day more or less saying it's integral to how PSSR works.
Gonna try to find the tweet in question
Edit: Ex dev, it seems. Don't know how credible he is.
He didn’t say it meant nothing. He said it was not a good way to measure an entire system’s performance. The military analogy works because the size of a military force is still critical to its might, but it’s certainly not the sole factor.It still means something…nice try.
That is complete nonsense, of course it uses dual issue.It may very well be that Sony didn’t include dual compute in the design of the Pro GPU as they saw no need for it. They did a similar thing with the PS4 Pro, when the GPU had select features from Polaris and Vega but not all.
But in the end it really doesn’t matter, 16.7 TF gives an accurate picture of the expected performance from the GPU.
Screaming about flops as the be all is as bad as dismissing them all togetherWhat matters is the PSSR ML, not the Tflop.
I cant believe this needs to be spelled out, Sony did the sensible thing by providing non dual issue flops considering the dual issue number is incredibly misleading. RDNA3 cards dont perform different than their equivalent non dual issue TF RDNA2 cardThat is complete nonsense, of course it uses dual issue.
The reason they don't calculate it that way is that the vast majority of conventional GPU compute - beyond PSSR and nanite - that bog down the GPUs the most - like Lumen does - won't be able to benefit in doing more compute work in that time slice than the 16.7TF/s rate.
So the dual issue benefit is limited to tight and highly condensed simplistic compute or at best might allow some scatter Lumen type calculations to reduce their latency by using dual issue unless they some how alter the workload with AI training to become inferencing, but for the vast majority of the time in most games the GPU will not get that benefit.
It might have it, it might not. Clearly Sony doesn’t think it’s worth mentioning in the manual and has made zero mention of it anywhere else.That is complete nonsense, of course it uses dual issue.
I cant believe this needs to be spelled out, Sony did the sensible thing by providing non dual issue flops considering the dual issue number is incredibly misleading. RDNA3 cards dont perform different than their equivalent non dual issue TF RDNA2 card
I find it kinda strange they claim that dual issue stuff doesn't really apply to games, because I saw some Bend Studio dev tweet the other day more or less saying it's integral to how PSSR works.
Gonna try to find the tweet in question
Edit: Ex dev, it seems. Don't know how credible he is.
I agree that TFlops is important. But as DF said , tflop comparison, does not matter that much anymore. But still we have to wait and see, once we see all the ps4 and ps5 games enhance and those will games coming out soon that are specifically designed for ps5 pro capabilities. Let that games do the talking.Screaming about flops as the be all is as bad as dismissing them all together
Flops are a good indicator of performance gauge within any said architecture because it takes two important metrics (clock speed & stream processors count) besides general architecture improvements.
PSSR would have been worthless if the Pro did not have the raster/rt grunt to back it up
I cant believe this needs to be spelled out, Sony did the sensible thing by providing non dual issue flops considering the dual issue number is incredibly misleading. RDNA3 cards dont perform different than their equivalent non dual issue TF RDNA2 card
Nowhere outside the developer docs that leaked out. I remember how Sony out the register file size of SPEs in PS3’s box manuals or the dual register file of the GS in the PS2 box manuals or the kill bit to strip degenerate triangles…It might have it, it might not. Clearly Sony doesn’t think it’s worth mentioning in the manual and has made zero mention of it anywhere else.
I find it kinda strange they claim that dual issue stuff doesn't really apply to games, because I saw some Bend Studio dev tweet the other day more or less saying it's integral to how PSSR works.
Gonna try to find the tweet in question
Edit: Ex dev, it seems. Don't know how credible he is.
I have no idea either way. It’s simply a possibility based on how Sony has engineered their GPUs in the past, they never align perfectly with what is out on the PC front. It’s just speculation that doesn’t really impact anything, we already know the expected performance increase from Sony and early testing.Nowhere outside the developer docs that leaked out. I remember how Sony out the register file size of SPEs in PS3’s box manuals or the dual register file of the GS in the PS2 box manuals or the kill bit to strip degenerate triangles…
Maybe they give people numbers depending on the target audience? Devs would care about dual issue features and so they disclose it.
Come on… the dev docs leaked, it is not speculation. If you want to talk precedent look at PS4 Pro. It was a generation and something beyond PS4’s GCN family.I have no idea either way. It’s simply a possibility based on how Sony has engineered their GPUs in the past, they never align perfectly with what is out on the PC front. It’s just speculation that doesn’t really impact anything, we already know the expected performance increase from Sony and early testing.
No, the Series X CPU isn't "locked" 3.6 GHz; no CPU in existence locks to a specific clock at all times unless it's malfunctioning.
Wouldn’t limit that statement to just console users. Plenty of ignorant PC gamers out there as well.Console users have no clue about anything
Damn, wasting a lot of power at idle.that is simply not true. first of all, CPUs that adjust their clock speed wasn't always a thing that existed. up until the late 2000s, PC CPUs all ran at a set clock speed that only changed if the user intervened by manually changing the clock speed.
secondly, every single console except the PS5 has a locked clock speed for both the GPU and the CPU. on Switch these clock speeds can be set by the developers, who can chose between 3 clock speed profiles in handheld mode, and are locked to a single profile in docked mode.
game consoles are not PCs. a game console has to always be predictable for the developers. and a locked clock speed is the only way to do that.
the PS5 also always clocks as high as it can. it only adjusts to such a negligible degree, and only if it hits its TDP limit, that it's almost not worth even taking note of.