So...if I'm not mistaken, the one we don't know if the PS5 has is VRS?
What does it do?
So...if I'm not mistaken, the one we don't know if the PS5 has is VRS?
The PR is talking about RDNA2 because AMD just had an event. Thats the focus of the message. They then use that to piggy back on the DirectX ray tracing and DirectStorage too.
The simplest assumption to make at this stage is that this is a marketing message designed to make the Xbox attractive to consumers. Nothing more can be intepreted accurately and would be spculation. Which of course is the sign of good marketing if it makes people speculate.
- both consoles are close in performance
- both have the same ram
- both are coming out at a similar price
- both are coming out at the same time
- both had access to similar information from AMD
- limited information from devs and insiders is that development on both and perofrmance of both is very close
The logical conclusion without specific information from either MS or Sony - is that both will perform well and both have pretty similar HW features.
So...if I'm not mistaken, the one we don't know if the PS5 has is VRS?
What does it do?
VRS isn't the only feature, which is hardware accelerated and potentially different to PS5 GPU. But here you go a explanation for VRS https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/So...if I'm not mistaken, the one we don't know if the PS5 has is VRS?
What does it do?
"developers have a common set of next-generation tools and performance capabilities that will empower them to deliver transformative gaming experiences across both console and PC."Again, missing the point. Obviously AMD will have needed to work with Microsoft on a hardware level for their design intentions (be that implementation of RDNA2 or DirectX features, inc HW based ones), because they're manufacturing their APU, but in no way does that quote mean or state features like VRS or Mesh shaders are originally AMD/RDNA2 specific ones. All it means is Microsoft waited to have full RDNA2 feature set before moving ahead with their design.
Full quote.
"At the very beginning of development of the Xbox Series X | S, we knew we were setting the foundation for the next decade of gaming innovation and performance across console, PC and cloud. To deliver on this vision we wanted to leverage the full capabilities of RDNA 2 in hardware from day one. Through close collaboration and partnership between Xbox and AMD, not only have we delivered on this promise, we have gone even further introducing additional next-generation innovation such as hardware accelerated Machine Learning capabilities for better NPC intelligence, more lifelike animation, and improved visual quality via techniques such as ML powered super resolution.
In our quest to put gamers and developers first we chose to wait for the most advanced technology from our partners at AMD before finalizing our architecture. Now, with the upcoming release of Xbox Series X|S and the new AMD Radeon RX 6000 Series GPUs, developers have a common set of next-generation tools and performance capabilities that will empower them to deliver transformative gaming experiences across both console and PC."
Nope, there seems to be differences in hardware, hence MS stated that they've waited for AMD for the most advanced technology. At this point users saying this is just about marketing and can be done via a API are grasping at straws.I think some people are grasping at straws, for what should be a great marketing claim, from Microsoft's side.
PS5 is RDNA2 based, but Sony has their own custom implementations. It's not 1:1 to RDNA2 that AMD has on PC. MS using their smart wording again to attract some console warriors.
VRS isn't the only feature, which is hardware accelerated and potentially different to PS5 GPU. But here you go a explanation for VRS https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/
First, thanks for the link(interesting stuff btw).VRS isn't the only feature, which is hardware accelerated and potentially different to PS5 GPU. But here you go a explanation for VRS https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/
You know what would be cool for these no downside, just benefits features? That AMD, Microsoft and Sony sit together and work together on them just like MS and Sony do in the HDR group (founded by both of them).indeed and as with most of these custom features they do not get used in multiplatform games anyway because the hardware/APIs are so different.
For Microsoft, I guess the benefit comes for games that are made with it in mind on PC using DX12.
Call of Duty Modern Warfare uses a software implementation of VRS on PS4 and Xbox.
Games don't use the PS4's checkerboard hardware, they opt for platform-agnostic or a solution that functions better for a specific game.
For Microsoft, I guess the benefit comes for games that are made with it in mind on PC using DX12.
No.Does either console have the infinity cache that the desktop gpus have?
Nope, there seems to be differences in hardware, hence MS stated that they've waited for AMD for the most advanced technology. At this point users saying this is just about marketing and can be done via a API are grasping at straws.
Don't get me wrong, I don't think it's going to be a major difference. Both consoles are incredibly powerful and close. But saying "duh marketing" is just silly at this point.
Indeed he is. Similar doesn't mean the same (aka 1:1). Look nobody is saying these are console breaking features, which will give a huge benefit to Xbox. That would be silly. However there are HW differences and Xbox more advanced RDNA2 feature set. Hence full RDNA2.If you see a similar discrete GPU available as a PC card at roughly the same time as we release our console that means our collaboration with AMD succeeded."
I think Cerny is clear on this.
So...if I'm not mistaken, the one we don't know if the PS5 has is VRS?
What does it do?
The PS4 released in 2013. The PS4pro released in 2016. It would not be unreasonable to expect a PS5pro/XSX+ in ~2023.
So for consumers who are 'performance focused', getting an advantage in 2022 is pointless. If the XSS/X has some kind of hidden advantage, then that needs to be shown 'now'.
The proof of the pudding is not going hungry and leaving it on a shelf for 2 years to mature.
Indeed he is. Similar not the same (aka 1:1). Look nobody is saying these are console breaking features, which will give a huge benefit to Xbox. That would be silly. However there are HW differences and Xbox more advanced.
agreed. I expect devs like TC, TI, T10, PG games, NT and even Id software to show what the XsX can truly do in a few years.is this your first console gen? Devs never use a systems full capabilities within the first 1-2 years. Look at the 360/ps3. Did launch games look as good as games that came out years later? Did mass effect look as good as mass effect 3?
look at current gen. Did launch games look as good as games released in the last few years?
The fact MS waited for the tech to be ready is a huge get for them. Having RDNA 2.0 full set hardware gpu is going to pay dividends as devs get to use them throughout the gen. I expect late next year or 2022 where we really start seeing the tech showing off
I don't agree with this conclusion. Microsoft's phrasing is that Xbox consoles are the only ones with full hardware support for the entire RDNA2 feature set. This heavily implies lack of support at the hardware level, not a different implementation or a different API.
Indeed he is. Similar doesn't mean the same (aka 1:1). Look nobody is saying these are console breaking features, which will give a huge benefit to Xbox. That would be silly. However there are HW differences and Xbox more advanced.
Rumpestump
Absolutely agreed, hence I said features which have no downside and just benefits. It would be cool if they would work together on those rare and small features. As EvilBoris pointed out many don't seem to use the HW inside the Pro to help with resolution. Wouldn't it be cool, if such small features would be plattform agnostic so every dev takes advantage of them?
Does either console have the infinity cache that the desktop gpus have?
more advanced RDNA2 architecture.How do you know that? Plz enlighten us about the PS5 hardware implementation since even DF don't know yet.
Acting as you have insider information is bannable you know that?
we chose to wait for the most advanced technology from our partners at AMD before finalizing our architecture./
I should've said more advanced RDNA2 features. Sorry. As to who? Microsoft and they can't lie about it as a public company. This also fits with the rumors from reliable insiders that Xbox was behind in finishing devkits and so on.Says who? How about you wait until multiplats are out and we start hearing more about the ins and outs of both consoles before echoing Marketing tweets?
more advanced RDNA2 architecture.
I should've said more advanced RDNA2 features. Sorry.
I think the reference is to "more advanced RDNA2 features" which arent in PS5 such as hardware VRS, Mesh shaders, SFS etc.How do you know that? Plz enlighten us about the PS5 hardware implementation since even DF don't know yet.
Acting as you have insider information is bannable you know that?
the gpu cache scrubbers are likely hardware to allow for a software solution to sampler feedback so it likely won't have the same perf it would otherwise have had if the hardware handled the details for you.
It's possible that PS5 doesn't have the full PC RDNA2 feature set in hardware, but that said feature set isn't more "advanced" than what's in the PS5. It's certainly been hinted by leakers who spoke to Redgamingtech.more advanced RDNA2 architecture.
I should've said more advanced RDNA2 features. Sorry.
Are you implying that there are untruths in the article written by Andrew Goossen and Jason Ronald? I gather you're using "marketing" as a pejorative, and the article should be disregarded?
A Closer Look at How Xbox Series X|S Integrates Full AMD RDNA 2 Architecture
Could you pick out a few of the key sentences that you think are the most untrue statements?
That doesn't seem like it's related at all.the gpu cache scrubbers are likely hardware to allow for a software solution to sampler feedback so it likely won't have the same perf it would otherwise have had if the hardware handled the details for you.
I think the reference is to "more advanced RDNA2 features" which arent in PS5 such as hardware VRS, Mesh shaders, SFS etc.
No one is acting like an insider, its relating to the Xbox blog post above, you know the one the thread is about?
Nah for two reasons.That it's more advanced in this case once again means tailored and build around direct x.
For RT running on direct x having hardware both on PC and console tailored around it is more "advanced" than something Not tailored for direct x.
Having hardware build around the direct x SFS algorithm is more "advanced" than not having it.
Sony would find no benefit from this "advanced" RDNA2 custom build for direct x when they are not using direct x....
The RDNA3 features? Not buying it, because when it first started by who knows... Can't remember the name, the person basically said (paraphrased), PS4 Pro had Vega features, perhaps PS5 has RDNA3 features. We know RDNA3 will be a topic of 2022 according to AMD. That's way further out then Vega was when the Pro launched.It's possible that PS5 doesn't have the full PC RDNA2 feature set in hardware, but that said feature set isn't more "advanced" than what's in the PS5. It's certainly been hinted by leakers who spoke to Redgamingtech.
I agree with you. However I don't think anyone suggested Xbox has "some great performance edge" over the other. Unless said person is already on my ignore list, which means I won't see the post.Regardless, I doubt any of the two will have significant gain over the other.
Its absolute silly to think FULL RDNA2 means some great performance edge one has over the other. Both boxes will be crazy close in performance.
That doesn't seem like it's related at all.
Sampler feedback is the texture units giving back information about the textures they sampled.
Cache scrubbers sounds more like something that you'd have when you have other producers/consumers feeding data directly into the ram (the ssd for example) and want to keep coherency without invalidating the whole thing (which means discarding even data that would be valid), but I'm basing this only on the name and the short description Cerny gave.
No. Mesh Shading for example is API agnostic but hardware reliant. It works on DX12U, Vulkan, OGL etc as long as the hardware supports it. Turing GPUs and RDNA2 does, RDNA1 doesnt.No Sony have their own custom hardware implementation not build around direct x features and instead their own versions such as the geometry engine GPU scrubbers etc but you won't find those hardware implementation on a PC GPU because it's not meant to run direct x. Running PS5 games on the more "advanced" direct x tailored hardware would not be an improvement at all.
Nah for two reasons.
Part 2 specifically means Sony can indeed develop their own solutions for whatever is missing in their API, but they can't hardware accelerated these features and that's not going to change until PS5 Pro or PS6.
- This is about hardware and not API
- Nobody would stop Sony from developing their own versions of directX features, while using the HW accelerated parts for them
Microsoft Xbox Series X's AMD Architecture Deep Dive at Hot Chips 2020
AMD's next-gen console APUs come out of hiding.www.tomshardware.com
I'd recommend watching the video too (not sure how easy it is to find though) they explained a bit on what bottlenecks they tried to tackle with each of the hardware, and the overall design goal for the soc and how to achieve that with the cost/size/power consumption constraints.
No. Mesh Shading for example is API agnostic but hardware reliant. It works on DX12U, Vulkan, OGL etc as long as the hardware supports it. Turing GPUs and RDNA2 does, RDNA1 doesnt.
PS5 does not have the hardware for Mesh Shading, XSX does. Hence a more advanced RDNA2 featureset.
1.The hardware is build around the software you don't build hardware and hope someone will figure out how to do software around it.
That quote was based on the leaked slides before the presentation, not the full presentation itself.Where in this presentation did you get confirmation of hardware accelerated VRS, mesh shaders etc? I can't find any reference to it in the article. It speaks of hardware accelerated ray tracing, but when it comes to other features it merely has the following to say.
"We still don't have concrete details on whether the Xbox Series X will have any additional hardware related to machine learning, for example like Nvidia's Tensor cores that are used for DLSS 2.0. The slides do mention Machine Learning Acceleration, and note an "ML inference acceleration" of 3-10x for a small die area cost, but that could be via FP16 or INT8 calculations run on the CU clusters."
Yeah, that sounds about right. Would have been silly if the DirectXbox didn't fully support DX12U. It'll be interesting to see how Sony's implementation compare.Yeah I brought that up earlier. Neither console has Infinity Cache. It's rather difficult to get a grasp on this because Microsoft has patented some DX12 Ultimate features that are supported by RDNA 2, or specifically they patented the name, not necessarily the functionality. From that perspective they can say they are the only ones who have hardware support for the full DX12 Ultimate suite and as such the full RDNA 2 feature set. Sony will have to come up with their own implementations and names for these features, like "Geometry Engine".
Before I see a full technical breakdown or evidence of missing features I'm going to chalk this up to marketing departments arguing semantics.