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BitsandBytes

Member
Dec 16, 2017
4,576
Doesn't Prospero replace Gonzalo?

I'm trying to keep track. I think it goes something like this:

Gonzalo = Platform/APU name (for dev kit)
Ariel = iGPU name for dev kit APU

Prospero = Dev kit name

Flute = Platform/APU name (for retail)
Oberon = iGPU name for retail APU (for retail)

That is how I'm organising it in my head even if it is completely wrong....
 

Dekim

Member
Oct 28, 2017
4,300
Trying to glean anything concrete from esoteric codes that may be spoofed to throw people off the trail was always a fool's game.
 

Dust

C H A O S
Member
Oct 25, 2017
32,169
They are still testing Ariel?
Okay now I am sure github is not whole picure.
rimg.php
 

Deleted member 12635

User requested account closure
Banned
Oct 27, 2017
6,198
Germany
I'm trying to keep track. I think it goes something like this:

Gonzalo = Platform/APU name (for dev kit)
Ariel = iGPU name for dev kit APU

Prospero = Dev kit name

Flute = Platform/APU name (for retail)
Oberon = iGPU name for retail APU (for retail)

That is how I'm organising it in my head even if it is completely wrong....
I am linking the code names completely different (from my understanding). I love it that we all have different opinions LOL.
Lets see:

Retail
Gonzalo platform
Ariel chip

Dev kit
Prospero platform
Oberon chip

Flute is not console related
 
Last edited:

Dictator

Digital Foundry
Verified
Oct 26, 2017
4,930
Berlin, 'SCHLAND
Understand but still think that this first rt games want to show rt reflections so much that they kinda looks unnatural, I'm sure when rt will be more common in nextgen consoles games effects also will be more subtle and better.
Some reflections are just not subtle though!
And I would not count on what you are saying exactly - for one, the rendering of transparency is in and of itself much more expensive and complex to Model than opaque hard surface. You end up having to spend a lot more rendering Power on Such surface for subtle distibctions, diminish Returns are strong there.

And if ray tracing is involved, subtle effects requires vastly higher ray counts. For example, quake 2 rtx just introduced double sided glass, and at Standard real time ray counts it barely Shows up for its added cost. It either requires many more rays per Pixel to Show up at all or not be undersampled, and/or a specialised denoising Pass to bias the results more to make it more visible (and denoisers are expensive).

In reality, i would expect next gen console RT solutions to dramatically increase ray/Pixel over what we currently see.
 

M3rcy

Member
Oct 27, 2017
702
I've already said it more than once. They do not have the same worldwide situation. Sony will be selling to more countries. MS won't have to produce as many because they won't be selling in as many countries. Thus, a 2:1 in Sony's favor makes logical sense. We saw the same thing happen in the beginning of this gen.

This makes 0 sense in the context of a console launch month. MS's production isn't going to be gated on what they can sell, it will be gated on what it is possible to produce within the pre-launch window the same as Sony's will be. The capacity to produce the components that make up the console, the consoles themselves, the storage of same and the logistical capacity for moving all of these pieces around between these places and out to retail is all finite. There is an absolute upper limit on the amount of PS5's that Sony can possibly get onto retail shelves within it's launch month no matter how many they can sell.

Now if you want to talk about the first year, then sure, I could see a massive sales difference being a real possibility, but the first month? That would genuinely surprise me.
 

Mula

Banned
Jan 18, 2019
280
Hm I think Ariel is the chip in Prospero. "Ariel is a ghost found in William Shakespeare's The Tempest. Ariel must serve the magician Prospero" . From wiki
 

vivftp

Member
Oct 29, 2017
19,754
I highly doubt Sony would let a final product slip off the assembly line that has a RRoD situation attached to it.

Welcome Osiris. If you do ever choose to throw your hat into the ring and share any info you might have please remember the whole mod verification process :)

I look forward to any insights you might choose to share with us.
 

BitsandBytes

Member
Dec 16, 2017
4,576
I am linking the code names completely different (And who knows what is what LOL). I love it. Lets see:

Retail
Gonzalo platform
Ariel chip

Dev kit
Prospero platform
Oberon chip

Flute is not console related

Who can really say? The only somewhat solid piece of info that has three sources is the Prospero dev kit name (Jason, DF and Gizmodo leaker).
 

BreakAtmo

Member
Nov 12, 2017
12,828
Australia
That's a fair take. I don't really disagree at a macro level, and my personal bet would also be that PS5 is closer to 12 than 9.

But to be clear, the only precedent we have for a $200 price gap is the gen when Sony got roasted for their high price and MS quadrupled their share. If Lock really comes in at $299 and PS5 is at $499, I would consider no significant change in market share to be the bigger surprise.

Valid point, but remember that the PS3 wasn't merely $200 more, it was a year late and actually less performant in third-party games. That's a bit different to Lockhart launching alongside or after the PS5 with a tremendous drop in power due to the lower price. This is another example of why I'm iffy with using the PS3 as a precedent even if, as you correctly state, it's kind of all we've got.

1080p vs 4K, smaller texture packs, could make it manageable although not the best case scenario.

Makes me wonder how they'll deal with the different files for each Xbox. Which version will be on the disc? Who will have to download a big patch?
 

Albert Penello

Verified
Nov 2, 2017
320
Redmond, WA
I am not for or about inflation as the justifier for why console pries should or would go up. ut I do believe they will and should.

My reasoning for this is what I call "necessary tech", or better yet let's call it an advancement tax.

Prior to the PS360 gen, consoles basically had a fixed number of components. Processor, disc drive, controller....etc. Come to the PS360 gen, things like HDDs, cooling systems (or at least more elaborate ones), more expensive disc drives, and a slew of wireless apparatus were tacked on. Not much changed with the move into the current-gen. With next-gen, where the tech tax will end up going to is with RAM, SSD, and cooling. I believe those three areas would have them spending more money on them than they did in the current-gen while most of everything else wil remain about the same. They may also be spending more money on their respective APUs.

So for me, it's not about inflation, but that as time progresses certain kinds of tech trends are either necessitated or made mandatory and they add to hiking up prices.

Eg, A Blu ray drive will cost no less than $25. A UHD drive will cost no less than $35. A 1TB HDD will cost no less than $25. A 1TB SSD at launch may just not be able to cost any less than $40. Cooling a 160W console may have cost no less than $40, cooling a 200W+ system may require more advanced cooling and may cost no less than $60. We are already $40 "more expensive" and we haven't even got to things like RAM and the APU.

You're making a slightly different, but equally interesting point, IMO.

What you are cluing into is that we are reaching a point of diminishing returns on Moore's Law, whereby to extract a significant (or worthy) advance in performance, you're not going to rely on silicon improvements alone anymore. From the "modern age" of gaming between PS1 Gen and PS4 Gen, the silicon advancements alone were astronomical. The PS1 CPU was on a 500nm process. The PS4 Pro is on a 16nm process. Next gen looks to be targeting 7nm. Combine that with an amazing run on improvements in rendering techniques, plus all the integrated "secret sauce" rendering that was being built natively into the silicon. There were also other market factors (desktop rendering, growth of CD/DVD/BD, massive advancements in storage density), all combined to create a golden age of graphics computing.

It was enough to rely on process improvements between generational shifts that you could mostly count on those advancements to not only bring down costs (reducing price over time) but have a significant performance bump without the need to really increase die area. The run on console improvements (as a percentage of growth) on $200-$300 boxes from 1995 - 2013 may never be seen again.

Going forward, we have a slowing of Moore's First Law, the application of Moore's Second Law (or Rock's Law) becomes more apparent. It's going to get more costly to produce these upcoming nodes. And the market dynamics around storage and media are no longer in play. So not only are the things we come to associate with consoles fixed in cost, in some cases they are getting either stagnant or more expensive.

So you are completely right - one of 3 things has to happen.
1. You're going to see smaller and smaller % leaps in performance between generations if you want low cost and price drops.
2. The price of consoles are going to have to go up in order to provide meaningful differentiation. You will see less price drops over time. This is your "advancement tax"
3. Console manufacturers will have to eat more loss on HW to offset #1 and #2.

So your point is super valid. Inflation has nothing to do with it. If you're paying attention to technology, the console business is going to come under tremendous pressure as it becomes harder and harder to deliver huge leaps in performance every few years at price points that were seen has historically successful.

I don't paint this as doom-and-gloom for consoles. Only that the traditional boundaries are going to have to be broken and accepted at some point.

Fun times ahead!
 

Deleted member 1589

User requested account closure
Banned
Oct 25, 2017
8,576
Welcome Osiris. If you do ever choose to throw your hat into the ring and share any info you might have please remember the whole mod verification process :)

I look forward to any insights you might choose to share with us.
Or he could just put what his sources told him in other forums to circumvent verification at Era.

We know that this works.
 

Deleted member 17402

User requested account closure
Banned
Oct 27, 2017
7,125
You're making a slightly different, but equally interesting point, IMO.

What you are cluing into is that we are reaching a point of diminishing returns on Moore's Law, whereby to extract a significant (or worthy) advance in performance, you're not going to rely on silicon improvements alone anymore. From the "modern age" of gaming between PS1 Gen and PS4 Gen, the silicon advancements alone were astronomical. The PS1 CPU was on a 500nm process. The PS4 Pro is on a 16nm process. Next gen looks to be targeting 7nm. Combine that with an amazing run on improvements in rendering techniques, plus all the integrated "secret sauce" rendering that was being built natively into the silicon. There were also other market factors (desktop rendering, growth of CD/DVD/BD, massive advancements in storage density), all combined to create a golden age of graphics computing.

It was enough to rely on process improvements between generational shifts that you could mostly count on those advancements to not only bring down costs (reducing price over time) but have a significant performance bump without the need to really increase die area. The run on console improvements (as a percentage of growth) on $200-$300 boxes from 1995 - 2013 may never be seen again.

Going forward, we have a slowing of Moore's First Law, the application of Moore's Second Law (or Rock's Law) becomes more apparent. It's going to get more costly to produce these upcoming nodes. And the market dynamics around storage and media are no longer in play. So not only are the things we come to associate with consoles fixed in cost, in some cases they are getting either stagnant or more expensive.

So you are completely right - one of 3 things has to happen.
1. You're going to see smaller and smaller % leaps in performance between generations if you want low cost and price drops.
2. The price of consoles are going to have to go up in order to provide meaningful differentiation. You will see less price drops over time. This is your "advancement tax"
3. Console manufacturers will have to eat more loss on HW to offset #1 and #2.

So your point is super valid. Inflation has nothing to do with it. If you're paying attention to technology, the console business is going to come under tremendous pressure as it becomes harder and harder to deliver huge leaps in performance every few years at price points that were seen has historically successful.

I don't paint this as doom-and-gloom for consoles. Only that the traditional boundaries are going to have to be broken and accepted at some point.

Fun times ahead!

This is a good breakdown of how I think about it as well. Thanks for that.
 

androvsky

Member
Oct 27, 2017
3,503
Months ago I found a pastebin entry 395mm2 XSX 11.8TF
420mm2 PS5 12.9TF
This one?
https://pastebin.com/UAbUBpMk

Navi 21 LITE

XB2 52a / 11.3 / 395mm² / 240w / APU stk pck 320w

PS5 56a / 12.9 / 420mm² / 270w / APU stk pck 360w

What we know. Our current SDKs have Vega and Ryzen hardware. One of our earlier Microsoft XD kits had Nvidia based cards, no longer. I may release more information towards later September - some goodies coming our way.
Any reliable rumors about early MS devkits using nvidia? By June a lot of devs should've been getting the updated PS5 devkits, but this post doesn't specify which one was still on Vega. I have no idea what is known about Navi 21 LITE these days.

Thought that most measurements put the Xsx at a little over 400mm2.
395 is probably within the margin of error for those measurements. Probably doesn't mean anything though.
 
Oct 25, 2017
17,897
This makes 0 sense in the context of a console launch month. MS's production isn't going to be gated on what they can sell, it will be gated on what it is possible to produce within the pre-launch window the same as Sony's will be. The capacity to produce the components that make up the console, the consoles themselves, the storage of same and the logistical capacity for moving all of these pieces around between these places and out to retail is all finite. There is an absolute upper limit on the amount of PS5's that Sony can possibly get onto retail shelves within it's launch month no matter how many they can sell.

Now if you want to talk about the first year, then sure, I could see a massive sales difference being a real possibility, but the first month? That would genuinely surprise me.
We can agree to disagree.
 

Dekim

Member
Oct 28, 2017
4,300
If Osiris wants to have a good time here, it is better he says nothing. Every "insider" that gave even a hint of what they know behind the scenes regretted it. Reiner hounded by fanboys on Twitter. Jason got sick of sites that lurk this thread for easy news hits taking his every word and using it as a big, attention grabbing headline. Klee suffering for weeks of passive-aggressive sniping until he requested a ban.
 

Regulus

Member
Jan 6, 2020
3
Thought that most measurements put the Xsx at a little over 400mm2.
Yeah but it was not Final
This one?
https://pastebin.com/UAbUBpMk


Any reliable rumors about early MS devkits using nvidia? By June a lot of devs should've been getting the updated PS5 devkits, but this post doesn't specify which one was still on Vega. I have no idea what is known about Navi 21 LITE these days.


395 is probably within the margin of error for those measurements. Probably doesn't mean anything though.
395mm2 was not final?
 

androvsky

Member
Oct 27, 2017
3,503
Yeah but it was not Final
395mm2 was not final?
Well that does bring up the usual pastebin question, how do they know how big the APU is? Is it the one in the devkit, and if so, how did they find out? I promise they're not taking it apart, and if they did it's a Vega/Ryzen part or discrete GPU. If it's the one in the spec sheet, why is that in the spec sheet in the first place?

Sounds about right.
 

ArabianPrynce

Member
Jun 1, 2019
234
Someone on the old site gave a good point on the github leak

"
I don't take these Github tests as reliable because it lacks context.
But if you look into them you will see they only tested 18CUs and 36CUs that match the PS4 and PS4 Pro number of CUs.
So they only tested two modes: 18CUs and 36CUs with both original clock and up to 2Ghz.

The Github testes shows to you that the PS5 in PS4 Pro mode can reach 9.2TFs in a stress test.
The clock up to 2Ghz is probably a stress test... no Navi based chip will run at 2Ghz in a comercial product... you can forget about that.

Now we need to know how many CUs the PS5 chip will have? That the Github tests didn't give you."

"
Continuing...

Taking the Github tests in mind I can guess Sony will have 2 options for each BC mode.

PS4 BC Normal Mode: 18CUs @ 800Mhz
PS4 BC Boost Mode: 18CUs @ Up to 2000Mhz (they will choose a clock they thing is comfortable)

PS4 Pro BC Normal Mode: 36CUs @ 911Mhz
PS4 Pro BC Boost Mode: 36CUs @ Up to 2000Mhz (they will choose a clock they thing is comfortable)

2000Mhz looks to me stress test but I can see something between 1600 and 1900Mhz.

We need a test with all PS5 CUs active to start to guess how much power the PS5 will have.
That the Github doesn't give you."

"
The tests are about PS4 / PS4 BC modes so Ray-tracking is disabled.
There is no tests from what I know in PS5 Mode with full CUs and ray-tracking enabled."
 

Pheonix

Banned
Dec 14, 2018
5,990
St Kitts
This is why I am so confused. We are still stepping and testing Ariel and Oberon. We don't have the whole story.
I think this is because people can't just wrap their heads around how different things are now.

I tend to look at the APU as its own component. With a number of fixed agreed-upon parameters. Like PCIe lanes, PCIe gen, memory bus width, CPU cache..etc. But the Actualcompute components will be in lux and have multiple revisions. They do not need an 18month lead time anymore to get hardware finalized, no more than laptop/phone makers need any me to get the latest ad best new chip into their systems.

Unless people here really think that it took around 18 months to finalize the PS4pro APU which was made on a fab process that just hit the market a few months before it did. The only reason these hips would be finalized before June this year is because you have to get final dev kits out to devs.
 

renx

Member
Jan 3, 2020
330
You would expect next gen console RT solutions to dramatically increase ray/Pixel over nvidia rtx2xxx ?

I do, as well.
Remember the Xbox Scarlett clip at E3? They say "nextgen raytracing", which to me implies that Turing raytracing is current gen.
So I believe it will be much better than current nvidia's. But then nvidia will highly increase their "GigaRays" with Ampere.
IMHO, this first raytracing generation is completely experimental. And the moore law might not work anymore with current processor cores, but raytracing will most likely enjoy it again.
 
Last edited:

Deleted member 12635

User requested account closure
Banned
Oct 27, 2017
6,198
Germany
You're making a slightly different, but equally interesting point, IMO.

What you are cluing into is that we are reaching a point of diminishing returns on Moore's Law, whereby to extract a significant (or worthy) advance in performance, you're not going to rely on silicon improvements alone anymore. From the "modern age" of gaming between PS1 Gen and PS4 Gen, the silicon advancements alone were astronomical. The PS1 CPU was on a 500nm process. The PS4 Pro is on a 16nm process. Next gen looks to be targeting 7nm. Combine that with an amazing run on improvements in rendering techniques, plus all the integrated "secret sauce" rendering that was being built natively into the silicon. There were also other market factors (desktop rendering, growth of CD/DVD/BD, massive advancements in storage density), all combined to create a golden age of graphics computing.

It was enough to rely on process improvements between generational shifts that you could mostly count on those advancements to not only bring down costs (reducing price over time) but have a significant performance bump without the need to really increase die area. The run on console improvements (as a percentage of growth) on $200-$300 boxes from 1995 - 2013 may never be seen again.

Going forward, we have a slowing of Moore's First Law, the application of Moore's Second Law (or Rock's Law) becomes more apparent. It's going to get more costly to produce these upcoming nodes. And the market dynamics around storage and media are no longer in play. So not only are the things we come to associate with consoles fixed in cost, in some cases they are getting either stagnant or more expensive.

So you are completely right - one of 3 things has to happen.
1. You're going to see smaller and smaller % leaps in performance between generations if you want low cost and price drops.
2. The price of consoles are going to have to go up in order to provide meaningful differentiation. You will see less price drops over time. This is your "advancement tax"
3. Console manufacturers will have to eat more loss on HW to offset #1 and #2.

So your point is super valid. Inflation has nothing to do with it. If you're paying attention to technology, the console business is going to come under tremendous pressure as it becomes harder and harder to deliver huge leaps in performance every few years at price points that were seen has historically successful.

I don't paint this as doom-and-gloom for consoles. Only that the traditional boundaries are going to have to be broken and accepted at some point.

Fun times ahead!
Mecha Meister threadmark candidate. thanks in advance
 

catswaller

Banned
Oct 27, 2017
1,797
I have no special knowledge here and would love to be wrong, but id be shocked if nextgen consoles have anywhere near the RT of the 2080. its highly expensive new technology, and I'd expect the few glimpses of nextgen games we've seen would be highlighting rt a lot more if it was this amazing killer app.
 

anexanhume

Member
Oct 25, 2017
12,913
Maryland
You're making a slightly different, but equally interesting point, IMO.

What you are cluing into is that we are reaching a point of diminishing returns on Moore's Law, whereby to extract a significant (or worthy) advance in performance, you're not going to rely on silicon improvements alone anymore. From the "modern age" of gaming between PS1 Gen and PS4 Gen, the silicon advancements alone were astronomical. The PS1 CPU was on a 500nm process. The PS4 Pro is on a 16nm process. Next gen looks to be targeting 7nm. Combine that with an amazing run on improvements in rendering techniques, plus all the integrated "secret sauce" rendering that was being built natively into the silicon. There were also other market factors (desktop rendering, growth of CD/DVD/BD, massive advancements in storage density), all combined to create a golden age of graphics computing.

It was enough to rely on process improvements between generational shifts that you could mostly count on those advancements to not only bring down costs (reducing price over time) but have a significant performance bump without the need to really increase die area. The run on console improvements (as a percentage of growth) on $200-$300 boxes from 1995 - 2013 may never be seen again.

Going forward, we have a slowing of Moore's First Law, the application of Moore's Second Law (or Rock's Law) becomes more apparent. It's going to get more costly to produce these upcoming nodes. And the market dynamics around storage and media are no longer in play. So not only are the things we come to associate with consoles fixed in cost, in some cases they are getting either stagnant or more expensive.

So you are completely right - one of 3 things has to happen.
1. You're going to see smaller and smaller % leaps in performance between generations if you want low cost and price drops.
2. The price of consoles are going to have to go up in order to provide meaningful differentiation. You will see less price drops over time. This is your "advancement tax"
3. Console manufacturers will have to eat more loss on HW to offset #1 and #2.

So your point is super valid. Inflation has nothing to do with it. If you're paying attention to technology, the console business is going to come under tremendous pressure as it becomes harder and harder to deliver huge leaps in performance every few years at price points that were seen has historically successful.

I don't paint this as doom-and-gloom for consoles. Only that the traditional boundaries are going to have to be broken and accepted at some point.

Fun times ahead!
Silicon has a few more node rolls, and a major topology change with GAAFET, but the future beyond that is more than silicon.
 
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