Apparently my comment that compared TLOU2 to Game of Thrones S8 and The Last Jedi was marked as spam even though I did not spoil any plot points. Giving a personal opinion of what to expect is apparently spam...
To give you guys an idea of how bad the leaks are without spoiling anything, it's the equivalent of Game of Thrones S8 or The Last Jedi/Rise of Skywalker levels of disappointment.
But all developers will benefit from not needing to spend so time optimizing code. That way, they can focus more time on creativity and level design. Ease of development was a huge factor the last 2 generations. It was why the 360 had such a leg up over the PS3 on multiplatforms and why there was a significant difference in resolution or framerate between the XB1 and PS4 early in the generation.
It's not really "secret sauce" when Cerny has already described what the PS5's SSD can do. And it's also worth noting that he talked about the custom I/O as much as he talked about the SSD. Very ironic how those who keep parodying "SSD! SSD! SSD!" end up being the very people they mock.
Also, if you actually paid attention to what the engineer talked about, his biggest point of criticism against the XSX is the system's RAM configuration. ...
The XSX's RAM pool isn't exactly split, but rather asymmetrical. It uses 4 1GB chips each on a 32-lane bus and another 6 2GB chips each on a 32-lane bus to hit the 16GB total. In the 2GB chips, if the "slow" memory is accessed, it needs to take up some of those 32 lanes. However, since bandwidth is partially determined by how many lanes are occupied, the "fast" RAM's bandwidth will go down.
You're making a lot of assumptions of Sony's inaction and ignoring what Khronos is doing, and now just repeating what you already said as if repetition magically makes your point stronger. Spoiler: It doesn't.
DirectX is an API, not hardware. The only part of VRS that is "exclusive" on the XSX is Microsoft's implementation of it. However, Khronos is doing theirs and Sony may be doing theirs, as well. Heck, it ...
No, what determines heat production for both consoles is workload. I can run my CPU at max clockspeed, but it will not produce a lot of heat because using a web browser is an extremely light workload. However, if I were to run an application gives my CPU a huge workload, then the CPU will release more heat.
The PS5's CPU and GPU can easily run at max clockspeeds as long as the workload for both components does not produce an amount of heat be...
This is assuming Sony didn't work on VRS at all, which is a rather dubious claim. And as I already stated, since Khronos is already working on VRS (they already got RT to Vulkan), I doubt GNMx won't have VRS.
If the current game engines are designed for Jaguar, then doesn't that also affect the XSX since it doesn't use Jaguar?
@darth
The XSX doesn't change clockspeeds because they are using the traditional fixed clockspeeds and variable power draw approach. The PS5 uses variable frequency and fixed power draw. The XSX only runs "full bore" if the workload requires the XSX to draw the max power that its cooling sy...
Nothing is taken personally. I'm just stating a fact that VRS is already under Khronos's roadmap: https://www.phoronix.net/im... . VRS isn't some secret sauce feature that you're making it out to be. Saying that it's different if you don't name those specific differences doesn't help with your credibility either.
You do know that Khronos is already working on VRS on Vulkan and already supports RT. And considering that it's open-source, Sony can incorporate what Khronos has done with Vulkan into GNMx along with what their software engineers have concocted.
"Imagine frame rendering (30 per second) as a street with a traffic lights every 100 meters that goes green at set intervals (v-sync). Instead of racing to the next light to stop and wait over and over (race to idle) you try to adjust the clock frequency (speed of the car) to turn it into a smooth ride."
Edit: Ah, someone else already shared the analogy below me.
Include the rest of the paragraph rather than including just bits and pieces to suit your confirmation bias.
"It makes perfect sense as most game engines right now are architected with the low performance Jaguar in mind - even a doubling of throughput (ie 60fps vs 30fps) would hardly tax PS5's Zen 2 cores. However, this doesn't sound like a boost solution, but rather performance profiles similar to what we've seen on Nintendo Switch."
The SSD is only one part of the story. A lot of people have completely forgotten about the other hardware customizations, particularly in the I/O. The flash controller, for instance, gives developers 6 levels of priority of what kind of assets they want to load to memory first. The DMA controller and Kraken decompressor chip will take care of a considerable amount of workload that the CPU would otherwise have to do.
According to Eurogamer, the DMA controller is equivalent t...
More sales > Bigger userbase > Revenue stream grows > Money is put into game development > More games > Games attract new customers
Wash, rinse, repeat
But all developers will benefit from not needing to spend so time optimizing code. That way, they can focus more time on creativity and level design. Ease of development was a huge factor the last 2 generations. It was why the 360 had such a leg up over the PS3 on multiplatforms and why there was a significant difference in resolution or framerate between the XB1 and PS4 early in the generation.
It's not really "secret sauce" when Cerny has already described what the PS5's SSD can do. And it's also worth noting that he talked about the custom I/O as much as he talked about the SSD. Very ironic how those who keep parodying "SSD! SSD! SSD!" end up being the very people they mock.
Also, if you actually paid attention to what the engineer talked about, his biggest point of criticism against the XSX is the system's RAM configuration. ...
@NewMonday
The XSX's RAM pool isn't exactly split, but rather asymmetrical. It uses 4 1GB chips each on a 32-lane bus and another 6 2GB chips each on a 32-lane bus to hit the 16GB total. In the 2GB chips, if the "slow" memory is accessed, it needs to take up some of those 32 lanes. However, since bandwidth is partially determined by how many lanes are occupied, the "fast" RAM's bandwidth will go down.
The memory controller ...
@i3eyond the Circle
You're making a lot of assumptions of Sony's inaction and ignoring what Khronos is doing, and now just repeating what you already said as if repetition magically makes your point stronger. Spoiler: It doesn't.
DirectX is an API, not hardware. The only part of VRS that is "exclusive" on the XSX is Microsoft's implementation of it. However, Khronos is doing theirs and Sony may be doing theirs, as well. Heck, it ...
@timotim
No, what determines heat production for both consoles is workload. I can run my CPU at max clockspeed, but it will not produce a lot of heat because using a web browser is an extremely light workload. However, if I were to run an application gives my CPU a huge workload, then the CPU will release more heat.
The PS5's CPU and GPU can easily run at max clockspeeds as long as the workload for both components does not produce an amount of heat be...
@i3eyond the Circle
This is assuming Sony didn't work on VRS at all, which is a rather dubious claim. And as I already stated, since Khronos is already working on VRS (they already got RT to Vulkan), I doubt GNMx won't have VRS.
@Echo_
If the current game engines are designed for Jaguar, then doesn't that also affect the XSX since it doesn't use Jaguar?
@darth
The XSX doesn't change clockspeeds because they are using the traditional fixed clockspeeds and variable power draw approach. The PS5 uses variable frequency and fixed power draw. The XSX only runs "full bore" if the workload requires the XSX to draw the max power that its cooling sy...
Let me ask you a question.
What are the 5 steps of the storage-to-memory data transferring process?
Nothing is taken personally. I'm just stating a fact that VRS is already under Khronos's roadmap: https://www.phoronix.net/im... . VRS isn't some secret sauce feature that you're making it out to be. Saying that it's different if you don't name those specific differences doesn't help with your credibility either.
And you do know that ...
Doesn't that also mean devs will need more time to adapt their engines for the XSX? The XSX isn't using Jaguar cores either.
You do know that Khronos is already working on VRS on Vulkan and already supports RT. And considering that it's open-source, Sony can incorporate what Khronos has done with Vulkan into GNMx along with what their software engineers have concocted.
Here's an analogy someone made in EG:
"Imagine frame rendering (30 per second) as a street with a traffic lights every 100 meters that goes green at set intervals (v-sync). Instead of racing to the next light to stop and wait over and over (race to idle) you try to adjust the clock frequency (speed of the car) to turn it into a smooth ride."
Edit: Ah, someone else already shared the analogy below me.
Include the rest of the paragraph rather than including just bits and pieces to suit your confirmation bias.
"It makes perfect sense as most game engines right now are architected with the low performance Jaguar in mind - even a doubling of throughput (ie 60fps vs 30fps) would hardly tax PS5's Zen 2 cores. However, this doesn't sound like a boost solution, but rather performance profiles similar to what we've seen on Nintendo Switch."
What does COVID-19 have to do with Persona 5? Such a disingenuous false equivalence.
It really makes you think...
https://i.redd.it/2jr9utr8f...
Even worse, Atlus's changes to that scene basically ruined the accuracy and tone. Atlus won over no one.
The SSD is only one part of the story. A lot of people have completely forgotten about the other hardware customizations, particularly in the I/O. The flash controller, for instance, gives developers 6 levels of priority of what kind of assets they want to load to memory first. The DMA controller and Kraken decompressor chip will take care of a considerable amount of workload that the CPU would otherwise have to do.
According to Eurogamer, the DMA controller is equivalent t...