Most RAM isn't even used now, a large section of allocated memory is just merely that, allocated but not actually doing anything beyond processing redundancies in code.RAM has always been the biggest bottleneck. If developers had 30 GB of RAM I assure you they'd use all of it. You can never have enough RAM in games.
Having less RAM is the very reason devs are forced to use workarounds like LOD, streaming, loading screens etc to fit things into the play area.Most RAM isn't even used now, a large section of allocated memory is just merely that, allocated but not actually doing anything beyond processing redundancies in code.
I'd say bandwidth is more of a concern there, not necessarily capacity.Having less RAM is the very reason devs are forced to use workarounds like LOD, streaming, loading screens etc to fit things into the play area.
That would be huge if they manage to sell this at 399$, but what about series S ? where would it sit, at what price ?Oh some people did, I've been saying for the last few years that they were going to come in hot in terms of hardware and few people believed it. Just like I think they're going to come in hot on price as well at $399.99, it's out of necessity.
They get people in the door and all the rest will fall into place, but the offering needs to be compelling for them to stranglehold marketshare. A loss on more powerful hardware which can be made up for on the back end is the best thing they can do.
Can't keep up with this sh!t, pink, blue, green hair, white, wtf.This can only be explained with DBZ power levels.
PS4 - Base Goku
PS4 Pro - Supersaiyajin Goku
Xbox One - Base Vegeta
Xbox One X - Perfect Cell
Switch - 16 years old Bulma
PS5 - SSJ Blue Goku
Xbox Series X - DBS Legendary Supersaiyajin Broly
The easiest thing that comes to mind is Resolution, Ray Tracing, More FPS, More CU's.There is nothing that a 12 TF can do that a 10 tf can’t. It’s not even half more powerful. We would need a 25TF to see slight difference now that they both are over the 10TF. Gen after next is going to need at least 40TF to be a true gen gump.. at least.
Sure thing, but developers cant allocate all available RAM just for GPU, therefore bandwidth split in XSX is not even an issue. No game will use more than 10GB for GPU when there's only 13.5 GB available.RAM has always been the biggest bottleneck. If developers had 30 GB of RAM I assure you they'd use all of it. You can never have enough RAM in games.
There won't be a Series S, that's kind of the point.That would be huge if they manage to sell this at 399$, but what about series S ? where would it sit, at what price ?
This is all good but unlikely, series S might be the console where they would make money, unless they make a portable series S at 399$ then it's game over.
Can't keep up with this sh!t, pink, blue, green hair, white, wtf.
The easiest thing that comes to mind is Resolution, Ray Tracing, More FPS, More CU's.
The consequence of having a split memory pool is the Xbox ends up with about 3 GB less RAM than the PS5 for its rendering ops. Its low bandwidth portion cannot be used for rendering every frame without reducing the whole system bandwidth greatly, causing a major performance hit,Sure thing, but developers cant allocate all available RAM just for GPU, therefore bandwidth split in XSX is not even an issue. No game will use more than 10GB for GPU when there's only 13.5 GB available.
That was my point earlier it might not be now but say very further down the line when games get more demanding with a split pool memory anything over 10gig they would have to lower the bandwidth to 338 i think where ps5 is the same 448 and may be more then 10gig i personally dont know but while the series x might be he better machine ps5 might be the better performerThe consequence of having a split memory pool is the Xbox ends up with about 3 GB less RAM than the PS5 for its rendering ops. Its low bandwidth portion cannot be used for rendering every frame without reducing the whole system bandwidth greatly, causing a major performance hit,
When it comes to the ram setup I think it’s very simple really. MS could have gone with the ps5 memory setup at a cheaper cost. The fact that they went with a more expensive setup means that it must be able to provide bandwidth advantages for the console with the way the ram will be utilised.
I'm trying to say developers on PS5 will never use all available 13GB anyway just for GPU. For example on PS4 games like killzone use around 3GB VRAM for GPU from 5.5GB in totall. With only 13.5GB available to games no developer will use more than 10GB just for GPU, because they also need RAM for other things.The consequence of having a split memory pool is the Xbox ends up with about 3 GB less RAM than the PS5 for its rendering ops. Its low bandwidth portion cannot be used for rendering every frame without reducing the whole system bandwidth greatly, causing a major performance hit,
Your argument was revolving around how the xbox's split memory decision had no consequence, when it fact it has a consequence. The GPU CAN use more than 10 gb on the ps5, because more than 10 GB is available after accounting for system and CPU working sets. On xbox, this is not the case due to split memory, is what I'm saying.I'm trying to say developers on PS5 will never use all available 13GB anyway just for GPU. For example on PS4 games like killzone use around 3GB VRAM for GPU from 5.5GB in totall. With only 13.5GB available to games no developer will use more than 10GB just for GPU, because they also need RAM for other things.
What you're saying is totally inaccurate, the reality is we'll likely never see either of these consoles even hit 10GB's of VRAM period, and as a function of that the other 3.5GB's will be used for all other parts of the system related to the game.Your argument was revolving around how the xbox's split memory decision had no consequence, when it fact it has a consequence. The GPU CAN use more than 10 gb on the ps5, because more than 10 GB is available after accounting for system and CPU working sets. On xbox, this is not the case due to split memory, is what I'm saying.
No1 is really saying nothing bad about either console there both gonna able to play in 4k and there both going to have there fair share of problems like ps5 with less performance on a gpu and cpu 100mhz its pretty not much difference and series x with there split ramLet's see if this thread gets derailed or not. Maybe GitHub folks are not early birds. Or they are only interested in attacking other side without enjoying talking about their favorite plastic boxes.
^^ I wrote that last night around 4th post in the thread and then fell asleep before posting. And voilà, today the thread is not derailed at all, there is no one posting tweets taking a shit on Series X, no supposed 'dev' tweets saying bad stuff about it. Some PS fans posts here and there but It's as if Sony fans are not coordinating a shitpost storm and just appreciate Series X as well. Shame on all those xbox trolls who got nothing better to do in this epidemic and decide to shitpost and derail every single fucking PS thread there is. Shame on you!
Btw thats not entirely true either as the other 6gig from the 10 is on a way slower bandwidthWhat you're saying is totally inaccurate, the reality is we'll likely never see either of these consoles even hit 10GB's of VRAM period, and as a function of that the other 3.5GB's will be used for all other parts of the system related to the game.
There is no consequence, you're also forgetting that Microsoft's 10GB's has 112GB/s more bandwidth which means it can cache and flush 112GB/s more data than Sony's.
Yeah, and the GPU will never see any of it, so it doesn't fucking matter, at all..Btw thats not entirely true either as the other 6gig from the 10 is on a way slower bandwidth
PC - Ultra Instinct GokuThis can only be explained with DBZ power levels.
PS4 - Base Goku
PS4 Pro - Supersaiyajin Goku
Xbox One - Base Vegeta
Xbox One X - Perfect Cell
Switch - 16 years old Bulma
PS5 - SSJ Blue Goku
Xbox Series X - DBS Legendary Supersaiyajin Broly
Well it can lol but then the whole of the 10gig would be the same as the slowest bandwidth which would be slower then ps5. Thats the problem with split ram. Well least its not bad as the split ram was for ps3 256gig eachYeah, and the GPU will never see any of it, so it doesn't fucking matter, at all..
The biggest takeaway from these days was the fact that the Xbox Series X is considerably more powerful than the PS5. Faster and more powerful processor, better graphic processing unit, more CU's, incredible cooling system, etc.
PS5 IS the inferior console, hardware wise. But it is the best place to play exclusive games*
I don't think you're really grasping what's being said here. Microsoft's 10GB's of 560GB/s memory can cache and flush 112GB/s more data than Sony's machine.Well it can lol but then the whole of the 10gig would be the same as the slowest bandwidth which would be slower then ps5. Thats the problem with split ram. Well least its not bad as the split ram was for ps3 256gig each
The fact that the PS5 has more than 10 GB free for the GPU makes it absolutely certain its games will use all of it, which is more than 10 GB. On the Xbox, you are correct, games will need to use less amount of RAM, unless they want to reduce the whole system bandwidth to way less than the ps4.What you're saying is totally inaccurate, the reality is we'll likely never see either of these consoles even hit 10GB's of VRAM period, and as a function of that the other 3.5GB's will be used for all other parts of the system related to the game.
There is no consequence, you're also forgetting that Microsoft's 10GB's has 112GB/s more bandwidth which means it can cache and flush 112GB/s more data than Sony's.
Im starting to think Lockhart has been scrapped and there going all in on xsx.
I think this because despite being very powerful, they did make some choices to keep price lower, e.g no optical port, only 16gb of ram.
Exactly then u get people saying but but its faster within that 10gig. Yes i agree. And what happens when games get more demanding maybe halfway through the life cycle when 10gigs has reach its peak and ps5 can use more. Im sorry but i see it as series x best for graphical effects largely due to its GPU and i see ps5 as more of the best performer. Due its ram setupThe fact that the PS5 has more than 10 GB free for the GPU makes it absolutely certain its games will use all of it, which is more than 10 GB. On the Xbox, you are correct, games will need to use less amount of RAM, unless they want to reduce the whole system bandwidth to way less than the ps4.
Do you not understand data flow? You're not going to overflow the memory to where all of it's being consumed at once, not to mention as stated given the bandwidth disparity 10GB's of memory in the Series X effectively operates to the same degree 12.5GB's does in the PS5 because that 10GB's can move the same amount of data as 12.5GB's in Sony's machine in the same amount of time.Exactly then u get people saying but but its faster within that 10gig. Yes i agree. And what happens when games get more demanding maybe halfway through the life cycle when 10gigs has reach its peak and ps5 can use more. Im sorry but i see it as series x best for graphical effects largely due to its GPU and i see ps5 as more of the best performer. Due its ram setup
It's like two Gamecubes stacked on top of each other![]()
Exactly then u get people saying but but its faster within that 10gig. Yes i agree. And what happens when games get more demanding maybe halfway through the life cycle when 10gigs has reach its peak and ps5 can use more. Im sorry but i see it as series x best for graphical effects largely due to its GPU and i see ps5 as more of the best performer. Due its ram setup
ultra instinct gogetaPC - Ultra Instinct Goku
Are you suggesting PS5 has more RAM? To my knowledge both consoles will have 16GB with only around 13GB available to games, therefore the same limits should apply on both consoles.Your argument was revolving around how the xbox's split memory decision had no consequence, when it fact it has a consequence. The GPU CAN use more than 10 gb on the ps5, because more than 10 GB is available after accounting for system and CPU working sets. On xbox, this is not the case due to split memory, is what I'm saying.
PS5 has MORE than 10 GB after accounting for the other things such as CPU working set. Developers can and WILL use those extra gigs. Killzone Shadowfall used 4.x GB memory as far as I'm aware. But its memory usage doesn't matter. Whatever amount of memory it was using was a result of PS4 memory limitations. The more memory devs have, the more they are going to use. There is absolutely NO reason to limit memory usage despite having more memory available, unless they love loading screens and reduced quality assets.Are you suggesting PS5 has more RAM? To my knowledge both consoles will have 16GB with only around 13GB available to games, therefore the same limits should apply on both consoles.
Yes, XSX RAM has asymetric bandwidth, so theorethically it can lower data transfer to GPU in scenario when developer would want to use more than 10GB for GPU but practically this scenario will never happen given how games are made. No developer will allocate more than 10GB just for GPU, because they also need memory for other important things.
Usually PS4 games were using around half available memory just for GPU, for example killzone was using 3GB, so even a little bit more than half from 5.5GB available to games. If we assume the same scenario (half memory dedicated to GPU) on XSX we end up with 6.7GB and there's still 3.3GB left just in case if some developers will try to use more memory than usually for textures.
But lets assume MS engineers dont know what they are doing, so not only GPU will not benefit from much higher 560GB/s bandwidth but their decision will make XSX even slower, and not to mention PS5 audio chip and SDD will make PS5 GPU even faster, so in the end Cerny build slower console on paper, but faster.
How do you move data that's not there? Xbox can move 560 Gb/s sure, but its moving a smaller pool of data and any new stream of data is much slower to come in.Do you not understand data flow? You're not going to overflow the memory to where all of it's being consumed at once, not to mention as stated given the bandwidth disparity 10GB's of memory in the Series X effectively operates to the same degree 12.5GB's does in the PS5 because that 10GB's can move the same amount of data as 12.5GB's in Sony's machine in the same amount of time.
To add to this do you not understand that a game doesn't just need VRAM to run? The CPU needs RAM, the audio processing needs RAM, various other functions within the system will consume RAM outside of the reserve amount parsed to ancillary tasks like the OS and so on. This isn't some "GOTCHA" moment, you're completely overestimating VRAM usage.
It's faster than 95 % of Steam user's PCs. So it's pretty damn fast.
Here's detailed VRAM usage from killzone shadow fall and it shows 3GB VRAM from 5.5GB totall available to games. You say PS5 has more than 10 GB after accounting for the other things but how that's possible when both consoles will have the same amount of RAM (16GB)? What extra "gigs" are you talking about?PS5 has MORE than 10 GB after accounting for the other things such as CPU working set. Developers can and WILL use those extra gigs. Killzone Shadowfall used 4.x GB memory as far as I'm aware. But its memory usage doesn't matter. Whatever amount of memory it was using was a result of PS4 memory limitations. The more memory devs have, the more they are going to use. There is absolutely NO reason to limit memory usage despite having more memory available, unless they love loading screens and reduced quality assets.
PS5 has MORE than 10 GB after accounting for the other things such as CPU working set. Developers can and WILL use those extra gigs. Killzone Shadowfall used 4.x GB memory as far as I'm aware. But its memory usage doesn't matter. Whatever amount of memory it was using was a result of PS4 memory limitations. The more memory devs have, the more they are going to use. There is absolutely NO reason to limit memory usage despite having more memory available, unless they love loading screens and reduced quality assets.
How do you move data that's not there? Xbox can move 560 Gb/s sure, but its moving a smaller pool of data and any new stream of data is much slower to come in.
A lot of people like to talk as tho those extra 2tf will be used to create games that run higher settings than Ps5, but it wouldn't surprise me if Microsoft used it to push DXR instead.
If a game looks similar to the Ps5 version with added DXR or has better raytracing then it's still a win for the fanboys and the extra power can be leveraged for more titles to include DXR features.
Seems logical but until we see what Microsoft are up to then we really don't know.
This is big brain thinking right here folksMy guess is 12 Teraflops .
I was talking about total memory usage which includes CPU and audio working sets, which will amount to 4,x Gb. Both consoles have same amount of RAM but xbox is allocating the extra ram at a lower bandwidth, which can be used, but only by reducing whole system bandwidth to 336 Gb.Here's detailed VRAM usage from killzone shadow fall and it shows 3GB VRAM from 5.5GB totall available to games. You say PS5 has more than 10 GB after accounting for the other things but how that's possible when both consoles will have the same amount of RAM (16GB)? What extra "gigs" are you talking about?
But doing it this way means further reducing memory available for GPU tasks wouldn't it? Unless they want to use the 336 Gb/s portion which would mean performance hits.The XSX also has more than 10 GB after accounting for CPU etc. Just 10 GB of that will be in the 560 GB/s pool and the remaining would be in the 336 GB/s pool.
Both systems are going to have a portion of their RAM sitting in main memory. We'll say 2 GB for PS5 and 2.5 GB for XSX. So 14 GB for system use on PS5, 13.5 GB for system use on XSX (provided the 2.5 GB isn't culled back/lowered).
If both games are running the same and that game needs 3 GB of physical memory for non-graphics tasks for a given cycle or set of cycle, then both systems have to give up 2 chips worth of bandwidth for that, or 112 GB/s bandwidth. So that will drop PS5's bandwidth for GPU down to 336 GB/s, since the memory is uniform in the bandwidth.
OTOH, the XSX has split pools and maybe for that 3 GB of physical memory the dev is accessing it the faster 560 GB/s bandwidth (remember, it's optimized for graphics but it doesn't have to ONLY be used for graphics data). That leaves XSX with 448 GB/s for GPU.
Yes all valid. However the benefits of ps5's wider memory pool in terms of data streaming cannot be overstated. Xbox's ability to process whatever data it has in memory faster than the ps5 was never the basis for any argument.PS5's advantage in that scenario would be having more physical memory (12 GB) to work on for the GPU vs XSX (8 GB). That's a case of PS5 taking a wide & slow approach while XSX takes the narrow & fast, in that given scenario. They both have their benefits and drawbacks you can extrapolate from here.
(*You can also do that above scenario while factoring in the OS (not going to touch on the OS compression to SSD stuff NX Gamer brought up; both systems could do that but not for critical OS utility files so you wouldn't be shuffling a ton of the OS off to the SSD anyway), too. And this is actually the more realistic version of that scenario.
Supposing both systems have 1 GB of the OS each on a different module, and the 3 GB being requested is on at least those same 2 2 GB modules the OS sits on, that's now 3 modules culled off for each, the remaining to the GPU. AKA 5 modules (10 GB) @ 280 GB/s for PS5, and 7 modules (3 2 GB, 4 1 GB (10 GB)) @ 392 GB/s for XSX.
This is probably why MS chose this type of setup, for the dev flexibility in putting non-GPU data on the fast bandwidth when necessary if the GPU still needs as much physical memory and memory bandwidth as possible. *)
But doing it this way means further reducing memory available for GPU tasks wouldn't it? Unless they want to use the 336 Gb/s portion which would mean performance hits.
Yes all valid. However the benefits of ps5's wider memory pool in terms of data streaming cannot be overstated. Xbox's ability to process whatever data it has in memory faster than the ps5 was never the basis for any argument.
You sure ps5 doesn’t have RT cores?While true it's not entirely true... Technically since the GPU has 16 additional CU's and much more RT hardware it could push rendering workloads simply not possible on the PlayStation 5. The PS5 is factually incapable of as many ray intersections as Microsoft's system, there's really no way around this.
Also it's kind of funny that you said 25 teraflops because.....
"For the Xbox Series X, this work is offloaded onto dedicated hardware and the shader can continue to run in parallel with full performance. In other words, Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing."
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Oh some people did, I've been saying for the last few years that they were going to come in hot in terms of hardware and few people believed it. Just like I think they're going to come in hot on price as well at $399.99, it's out of necessity.
They get people in the door and all the rest will fall into place, but the offering needs to be compelling for them to stranglehold marketshare. A loss on more powerful hardware which can be made up for on the back end is the best thing they can do.
Most people also have over 16gb of system ram on top of the gpu vram...I think you greatly underestimate how much VRAM 10GB's is, especially relative to the amount of bandwidth. The 2080 Super only has 8GB's as a comparative, the 2080 Ti only has 11GB's, they won't come close to hitting their VRAM ceiling.
PC = WhisPC - Ultra Instinct Goku
Series X has 44% more of them.You sure ps5 doesn’t have RT cores?