Bite your tongue. Enslaved was "shite?" It was awesome! What was wrong with it, exactly? It even scored well.
Combat was mid at best tbh
Bite your tongue. Enslaved was "shite?" It was awesome! What was wrong with it, exactly? It even scored well.
I don't want to see any estimates from you while we wait for the reveals in April
I don't understand how they get away with not reporting Xbox Live subscriber numbers. Wouldn't investors want to know that?
kleegamefan was officially verified, was he not? The links are in the OP.
Huge influence ($$$) that new R* game can have on both MS and Sony, as platform holders (they take 30% platform holder tax from 3rd parties).
Every time I see the Series X prediction under 12... I think y'all got wind of some news.Hmm...
Time to update to my second last prediction:
Assuming hypothetical 20WGP w/4 CUs disabled, PS5: 8.29 - 9.2TF
XsX: ≥9.75TF (2x the performance of X in real world test)
Courageous, putting XsX this low.Hmm...
Time to update to my second last prediction:
Assuming hypothetical 20WGP w/4 CUs disabled, PS5: 8.29 - 9.2TF
XsX: ≥9.75TF (2x the performance of X in real world test)
Who is "we"? Resetera forum goers? Or the close to 140m combined PS4 and XB1 owners?
12 is a target is not a final spec.Every time I see the Series X prediction under 12... I think y'all got wind of some news.
What info y'all sitting on? lol
And about that "big change" redesign that you are suggesting. No. Just no. That just not how this thing is. Sony and MS are dealing with a vendor that has done the work for them. That's what people seem to be forgetting. The APU that's going into the PS5/SeX consists of a CPU and GPU that would have already had years and billions of R&D done by AMD. These chips are not tailor-made for sny/MS but more like tailor coupled together for them.
I don't know how to say this without typing too much.... so I wll try and be brief. If sony is working with an APU from AMD, and then sony wants AMD to change the GPU in it, and by change I mean sony is saying ok, take out the 5700 (40CU) GPU and put in a 5800 (56CU) GPU. Leave everything else the same. I have no doubt in my mind that such a change is a lot easier to do than most here are suggesting.
But I said 11.2 not 9 :OIf the target is 12 it's unlikely to be 9 they'll be above 10 minimum.
Arguably being the key word.You just described most games tbh very rare games are mechanically great and have an amazing story. Since you are choosing Xbox studios I'll take the ps route. No one played uncharted or TLOU for the great gameplay arguably both are middling, god of war also was meh until the most recent one. If you look further back the last guardian controls were awful. A great mechanical game and great story is exceedingly rare especially nowadays when developers favour graphics over anything else.
The SOC's that AMD are building for Microsoft and Sony are *highly* customized specifically for the vendors based on specs, cost, and performance requirements that each platform defines for AMD. There is no off-the-shelf equivalent of anything that goes inside an Xbox or PlayStation, and the idea they are "pre-made" really misunderstands what's happening and sort of diminishes the role of Cerny or the architects at Microsoft in terms of how much custom work goes into the chip.
AMD has IP and Processes. Sony and Microsoft work with AMD's list of available IP and Processes, add in some of their own requirements, and have an entirely new SOC created specifically for them. This process takes years. Everyone is aware that the PS4 Pro GPU had unique HW instructions for temporal reconstruction, as well as support for FP16 that did not exist together in other part of the AMD portfolio. The ability to decode Xbox 360 textures and much of the native DX12 instructions in the Xbox SOC's only appear in the versions that ship on Xbox (the DX stuff I believe ended up in later AMD GPU's.) This is the 'secret sauce' that is so often talked about, and it absolutely can work for (or against) a specific console. I don't think Sony got much mileage out of FP16, and Xbox One's implementation of ESRAM didn't help them as much as expected either. While the Checkerboard techniques helped PS4 Pro a lot, and the ability to decode X360 textures is why you have such a good back compat story on Xbox.
Here's the best way I can think of to describe it. Think of AMD as a Caterer. They have a list of ingredients (e.g. Zen, RDNA, HW RT, etc. etc.) and they also have a set menu based on their ingredients. (RX5000 series, RX Vega series, RX 500 series). Most people think that Xbox and Sony choose from the Menu. But what actually happens is they choose from the ingredients, add in some of their own specific ingredients (DX instructions, Back Compat Code, Checkerboard, etc.) and have an entirely new dish created just for them.
My point is that even though AMD's R&D efforts provide the groundwork, the specific SOC found in PlayStation and Xbox consoles are completely bespoke designs in collaboration with AMD and the platform makers, and are designed years in advance. This is why anyone speculating that wholesale performance changes can happen at any time don't seem to realize how far in advance these decisions are made.
Yes small changes can happen throughout the process and plans evolve from the initial spec to the final production silicon. But you can't grow the performance of the chips this late in the game without restarting some pretty critical, long-pole parts of the process.
I'm only speaking from one side of this, but I'm pretty sure it's similar on the PlayStation side.
One of the best posts in this thread. Thank you.The SOC's that AMD are building for Microsoft and Sony are *highly* customized specifically for the vendors based on specs, cost, and performance requirements that each platform defines for AMD. There is no off-the-shelf equivalent of anything that goes inside an Xbox or PlayStation, and the idea they are "pre-made" really misunderstands what's happening and sort of diminishes the role of Cerny or the architects at Microsoft in terms of how much custom work goes into the chip.
AMD has IP and Processes. Sony and Microsoft work with AMD's list of available IP and Processes, add in some of their own requirements, and have an entirely new SOC created specifically for them. This process takes years. Everyone is aware that the PS4 Pro GPU had unique HW instructions for temporal reconstruction, as well as support for FP16 that did not exist together in other part of the AMD portfolio. The ability to decode Xbox 360 textures and much of the native DX12 instructions in the Xbox SOC's only appear in the versions that ship on Xbox (the DX stuff I believe ended up in later AMD GPU's.) This is the 'secret sauce' that is so often talked about, and it absolutely can work for (or against) a specific console. I don't think Sony got much mileage out of FP16, and Xbox One's implementation of ESRAM didn't help them as much as expected either. While the Checkerboard techniques helped PS4 Pro a lot, and the ability to decode X360 textures is why you have such a good back compat story on Xbox.
Here's the best way I can think of to describe it. Think of AMD as a Caterer. They have a list of ingredients (e.g. Zen, RDNA, HW RT, etc. etc.) and they also have a set menu based on their ingredients. (RX5000 series, RX Vega series, RX 500 series). Most people think that Xbox and Sony choose from the Menu. But what actually happens is they choose from the ingredients, add in some of their own specific ingredients (DX instructions, Back Compat Code, Checkerboard, etc.) and have an entirely new dish created just for them.
My point is that even though AMD's R&D efforts provide the groundwork, the specific SOC found in PlayStation and Xbox consoles are completely bespoke designs in collaboration with AMD and the platform makers, and are designed years in advance. This is why anyone speculating that wholesale performance changes can happen at any time don't seem to realize how far in advance these decisions are made.
Yes small changes can happen throughout the process and plans evolve from the initial spec to the final production silicon. But you can't grow the performance of the chips this late in the game without restarting some pretty critical, long-pole parts of the process.
I'm only speaking from one side of this, but I'm pretty sure it's similar on the PlayStation side.
last days? since vga we have nothing :(
I can't imagine Sony could have done such a huge change if Oberron really is the planned chip for PS5.Yes small changes can happen throughout the process and plans evolve from the initial spec to the final production silicon. But you can't grow the performance of the chips this late in the game without restarting some pretty critical, long-pole parts of the process.
Lots of hot takes in here. Some less hot than others but that one made me double take. Some people act like these studios can't grow or get better. I don't think anyone sane is expecting them to hit a homerun their first go at a new ip under MS but that doesn't mean it's not possible and the studio can't become ND quality.
I can't imagine Sony could have done such a huge change if Oberron really is the planned chip for PS5.
I do believe though there's something else that has been in the work that hasn't leaked. Or secret sauce.
Or devs have been downplaying a 3tf difference.
Every time I see the Series X prediction under 12... I think y'all got wind of some news.
What info y'all sitting on? lol
Courageous, putting XsX this low.
I'm not sure about how fast, but my prediction would be 56 CUs for XsX and 54 (3x20WGP with 6 disabled).
Given the Oberon crazy fast tests though, I'd put PS5 clocked slightly higher than XsX, just enough to make it about the same.
I wish there was a like button!The SOC's that AMD are building for Microsoft and Sony are *highly* customized specifically for the vendors based on specs, cost, and performance requirements that each platform defines for AMD. There is no off-the-shelf equivalent of anything that goes inside an Xbox or PlayStation, and the idea they are "pre-made" really misunderstands what's happening and sort of diminishes the role of Cerny or the architects at Microsoft in terms of how much custom work goes into the chip.
AMD has IP and Processes. Sony and Microsoft work with AMD's list of available IP and Processes, add in some of their own requirements, and have an entirely new SOC created specifically for them. This process takes years. Everyone is aware that the PS4 Pro GPU had unique HW instructions for temporal reconstruction, as well as support for FP16 that did not exist together in other part of the AMD portfolio. The ability to decode Xbox 360 textures and much of the native DX12 instructions in the Xbox SOC's only appear in the versions that ship on Xbox (the DX stuff I believe ended up in later AMD GPU's.) This is the 'secret sauce' that is so often talked about, and it absolutely can work for (or against) a specific console. I don't think Sony got much mileage out of FP16, and Xbox One's implementation of ESRAM didn't help them as much as expected either. While the Checkerboard techniques helped PS4 Pro a lot, and the ability to decode X360 textures is why you have such a good back compat story on Xbox.
Here's the best way I can think of to describe it. Think of AMD as a Caterer. They have a list of ingredients (e.g. Zen, RDNA, HW RT, etc. etc.) and they also have a set menu based on their ingredients. (RX5000 series, RX Vega series, RX 500 series). Most people think that Xbox and Sony choose from the Menu. But what actually happens is they choose from the ingredients, add in some of their own specific ingredients (DX instructions, Back Compat Code, Checkerboard, etc.) and have an entirely new dish created just for them.
My point is that even though AMD's R&D efforts provide the groundwork, the specific SOC found in PlayStation and Xbox consoles are completely bespoke designs in collaboration with AMD and the platform makers, and are designed years in advance. This is why anyone speculating that wholesale performance changes can happen at any time don't seem to realize how far in advance these decisions are made.
Yes small changes can happen throughout the process and plans evolve from the initial spec to the final production silicon. But you can't grow the performance of the chips this late in the game without restarting some pretty critical, long-pole parts of the process.
I'm only speaking from one side of this, but I'm pretty sure it's similar on the PlayStation side.
EDIT: Upon a re-read, I'm not giving enough credit to AMD's engineers either. It really is a collaboration between the companies. But the performance, cost and business aspects are defined by the consoles. The real silicon engineering is a collaboration.
Why's that?I don't want to see any estimates from you while we wait for the reveals in April
Pretty sure this counts as one
lol because you said it's your last estimate.
Is the technology exchange a one-way thing where the customer is picking from a buffet unilaterally, or are there agreements where customer specified features trickle into consumer products via agreement between the two parties?The SOC's that AMD are building for Microsoft and Sony are *highly* customized specifically for the vendors based on specs, cost, and performance requirements that each platform defines for AMD. There is no off-the-shelf equivalent of anything that goes inside an Xbox or PlayStation, and the idea they are "pre-made" really misunderstands what's happening and sort of diminishes the role of Cerny or the architects at Microsoft in terms of how much custom work goes into the chip.
AMD has IP and Processes. Sony and Microsoft work with AMD's list of available IP and Processes, add in some of their own requirements, and have an entirely new SOC created specifically for them. This process takes years. Everyone is aware that the PS4 Pro GPU had unique HW instructions for temporal reconstruction, as well as support for FP16 that did not exist together in other part of the AMD portfolio. The ability to decode Xbox 360 textures and much of the native DX12 instructions in the Xbox SOC's only appear in the versions that ship on Xbox (the DX stuff I believe ended up in later AMD GPU's.) This is the 'secret sauce' that is so often talked about, and it absolutely can work for (or against) a specific console. I don't think Sony got much mileage out of FP16, and Xbox One's implementation of ESRAM didn't help them as much as expected either. While the Checkerboard techniques helped PS4 Pro a lot, and the ability to decode X360 textures is why you have such a good back compat story on Xbox.
Here's the best way I can think of to describe it. Think of AMD as a Caterer. They have a list of ingredients (e.g. Zen, RDNA, HW RT, etc. etc.) and they also have a set menu based on their ingredients. (RX5000 series, RX Vega series, RX 500 series). Most people think that Xbox and Sony choose from the Menu. But what actually happens is they choose from the ingredients, add in some of their own specific ingredients (DX instructions, Back Compat Code, Checkerboard, etc.) and have an entirely new dish created just for them.
My point is that even though AMD's R&D efforts provide the groundwork, the specific SOC found in PlayStation and Xbox consoles are completely bespoke designs in collaboration with AMD and the platform makers, and are designed years in advance. This is why anyone speculating that wholesale performance changes can happen at any time don't seem to realize how far in advance these decisions are made.
Yes small changes can happen throughout the process and plans evolve from the initial spec to the final production silicon. But you can't grow the performance of the chips this late in the game without restarting some pretty critical, long-pole parts of the process.
I'm only speaking from one side of this, but I'm pretty sure it's similar on the PlayStation side.
EDIT: Upon a re-read, I'm not giving enough credit to AMD's engineers either. It really is a collaboration between the companies. But the performance, cost and business aspects are defined by the consoles. The real silicon engineering is a collaboration.
Yeah worth mentioning this post isn't supposed to advocate for a specific leak or that I think one is right or the other is wrong. I'm in the dark as much as the next person.
What I do know is that nothing is changing right now :)
The SOC's that AMD are building for Microsoft and Sony are *highly* customized specifically for the vendors based on specs, cost, and performance requirements that each platform defines for AMD. There is no off-the-shelf equivalent of anything that goes inside an Xbox or PlayStation, and the idea they are "pre-made" really misunderstands what's happening and sort of diminishes the role of Cerny or the architects at Microsoft in terms of how much custom work goes into the chip.
AMD has IP and Processes. Sony and Microsoft work with AMD's list of available IP and Processes, add in some of their own requirements, and have an entirely new SOC created specifically for them. This process takes years. Everyone is aware that the PS4 Pro GPU had unique HW instructions for temporal reconstruction, as well as support for FP16 that did not exist together in other part of the AMD portfolio. The ability to decode Xbox 360 textures and much of the native DX12 instructions in the Xbox SOC's only appear in the versions that ship on Xbox (the DX stuff I believe ended up in later AMD GPU's.) This is the 'secret sauce' that is so often talked about, and it absolutely can work for (or against) a specific console. I don't think Sony got much mileage out of FP16, and Xbox One's implementation of ESRAM didn't help them as much as expected either. While the Checkerboard techniques helped PS4 Pro a lot, and the ability to decode X360 textures is why you have such a good back compat story on Xbox.
Here's the best way I can think of to describe it. Think of AMD as a Caterer. They have a list of ingredients (e.g. Zen, RDNA, HW RT, etc. etc.) and they also have a set menu based on their ingredients. (RX5000 series, RX Vega series, RX 500 series). Most people think that Xbox and Sony choose from the Menu. But what actually happens is they choose from the ingredients, add in some of their own specific ingredients (DX instructions, Back Compat Code, Checkerboard, etc.) and have an entirely new dish created just for them.
My point is that even though AMD's R&D efforts provide the groundwork, the specific SOC found in PlayStation and Xbox consoles are completely bespoke designs in collaboration with AMD and the platform makers, and are designed years in advance. This is why anyone speculating that wholesale performance changes can happen at any time don't seem to realize how far in advance these decisions are made.
Yes small changes can happen throughout the process and plans evolve from the initial spec to the final production silicon. But you can't grow the performance of the chips this late in the game without restarting some pretty critical, long-pole parts of the process.
I'm only speaking from one side of this, but I'm pretty sure it's similar on the PlayStation side.
EDIT: Upon a re-read, I'm not giving enough credit to AMD's engineers either. It really is a collaboration between the companies. But the performance, cost and business aspects are defined by the consoles. The real silicon engineering is a collaboration.
Definitely not. Where those tests testing what could be done, or was that clock set in stone? Clock speeds are one of the last things to be confirmed because they are tweaking them right up to manufacture date.So PS5 has 54 CU running @2Ghz? Does that make more sense than 36 CU @2Ghz?
besides some upclocks? XB1 had a late upclock in summer 2013. What data changed that allowed that adjustment that you didnt have earlier in the year or even late 2012? what kinda testing was done so late that the change could be made that close to launch? thanks so much for your insights!Yeah worth mentioning this post isn't supposed to advocate for a specific leak or that I think one is right or the other is wrong. I'm in the dark as much as the next person.
What I do know is that nothing is changing right now :)
Is the technology exchange a one-way thing where the customer is picking from a buffet unilaterally, or are there agreements where customer specified features trickle into consumer products via agreement between the two parties?
besides some upclocks? XB1 had a late upclock in summer 2013. What data changed that late that allowed that adjustment that you didnt have earlier in the year or even late 2012? what kinda testing was done so late that the change could be made that close to launch? thanks so much for your insights!
Thank you for clarifying many things to us Albert! :)The SOC's that AMD are building for Microsoft and Sony are *highly* customized specifically for the vendors based on specs, cost, and performance requirements that each platform defines for AMD. There is no off-the-shelf equivalent of anything that goes inside an Xbox or PlayStation, and the idea they are "pre-made" really misunderstands what's happening and sort of diminishes the role of Cerny or the architects at Microsoft in terms of how much custom work goes into the chip.
AMD has IP and Processes. Sony and Microsoft work with AMD's list of available IP and Processes, add in some of their own requirements, and have an entirely new SOC created specifically for them. This process takes years. Everyone is aware that the PS4 Pro GPU had unique HW instructions for temporal reconstruction, as well as support for FP16 that did not exist together in other part of the AMD portfolio. The ability to decode Xbox 360 textures and much of the native DX12 instructions in the Xbox SOC's only appear in the versions that ship on Xbox (the DX stuff I believe ended up in later AMD GPU's.) This is the 'secret sauce' that is so often talked about, and it absolutely can work for (or against) a specific console. I don't think Sony got much mileage out of FP16, and Xbox One's implementation of ESRAM didn't help them as much as expected either. While the Checkerboard techniques helped PS4 Pro a lot, and the ability to decode X360 textures is why you have such a good back compat story on Xbox.
Here's the best way I can think of to describe it. Think of AMD as a Caterer. They have a list of ingredients (e.g. Zen, RDNA, HW RT, etc. etc.) and they also have a set menu based on their ingredients. (RX5000 series, RX Vega series, RX 500 series). Most people think that Xbox and Sony choose from the Menu. But what actually happens is they choose from the ingredients, add in some of their own specific ingredients (DX instructions, Back Compat Code, Checkerboard, etc.) and have an entirely new dish created just for them.
My point is that even though AMD's R&D efforts provide the groundwork, the specific SOC found in PlayStation and Xbox consoles are completely bespoke designs in collaboration with AMD and the platform makers, and are designed years in advance. This is why anyone speculating that wholesale performance changes can happen at any time don't seem to realize how far in advance these decisions are made.
Yes small changes can happen throughout the process and plans evolve from the initial spec to the final production silicon. But you can't grow the performance of the chips this late in the game without restarting some pretty critical, long-pole parts of the process.
I'm only speaking from one side of this, but I'm pretty sure it's similar on the PlayStation side.
EDIT: Upon a re-read, I'm not giving enough credit to AMD's engineers either. It really is a collaboration between the companies. But the performance, cost and business aspects are defined by the consoles. The real silicon engineering is a collaboration.
I don't want to see any estimates from you while we wait for the reveals in April
It's a joke. Hopefully that won't actually be the case.
Likely this
The SOC's that AMD are building for Microsoft and Sony are *highly* customized specifically for the vendors based on specs, cost, and performance requirements that each platform defines for AMD. There is no off-the-shelf equivalent of anything that goes inside an Xbox or PlayStation, and the idea they are "pre-made" really misunderstands what's happening and sort of diminishes the role of Cerny or the architects at Microsoft in terms of how much custom work goes into the chip.
AMD has IP and Processes. Sony and Microsoft work with AMD's list of available IP and Processes, add in some of their own requirements, and have an entirely new SOC created specifically for them. This process takes years. Everyone is aware that the PS4 Pro GPU had unique HW instructions for temporal reconstruction, as well as support for FP16 that did not exist together in other part of the AMD portfolio. The ability to decode Xbox 360 textures and much of the native DX12 instructions in the Xbox SOC's only appear in the versions that ship on Xbox (the DX stuff I believe ended up in later AMD GPU's.) This is the 'secret sauce' that is so often talked about, and it absolutely can work for (or against) a specific console. I don't think Sony got much mileage out of FP16, and Xbox One's implementation of ESRAM didn't help them as much as expected either. While the Checkerboard techniques helped PS4 Pro a lot, and the ability to decode X360 textures is why you have such a good back compat story on Xbox.
Here's the best way I can think of to describe it. Think of AMD as a Caterer. They have a list of ingredients (e.g. Zen, RDNA, HW RT, etc. etc.) and they also have a set menu based on their ingredients. (RX5000 series, RX Vega series, RX 500 series). Most people think that Xbox and Sony choose from the Menu. But what actually happens is they choose from the ingredients, add in some of their own specific ingredients (DX instructions, Back Compat Code, Checkerboard, etc.) and have an entirely new dish created just for them.
My point is that even though AMD's R&D efforts provide the groundwork, the specific SOC found in PlayStation and Xbox consoles are completely bespoke designs in collaboration with AMD and the platform makers, and are designed years in advance. This is why anyone speculating that wholesale performance changes can happen at any time don't seem to realize how far in advance these decisions are made.
Yes small changes can happen throughout the process and plans evolve from the initial spec to the final production silicon. But you can't grow the performance of the chips this late in the game without restarting some pretty critical, long-pole parts of the process.
I'm only speaking from one side of this, but I'm pretty sure it's similar on the PlayStation side.
EDIT: Upon a re-read, I'm not giving enough credit to AMD's engineers either. It really is a collaboration between the companies. But the performance, cost and business aspects are defined by the consoles. The real silicon engineering is a collaboration.
Totally depends. Trying to be specific enough to make my point without disclosing anything I shouldn't. It's a collaboration is the best thing to say.
Apparently someone else in the comments went and made comments about switching from controller to keyboard due to hating controllers. So it likely is a game (not a console).
lol I'm dumb...