Next-Gen PS5 & XSX |OT| Console tEch threaD

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In every new generation It takes time before devs can utilise most of the new features
Yup however Sony 1st party has been preparing for PS5 for 3 years now, almost 1.5 years with the 2 different iterations of devkits and a target system even much before that, so new gen software will start to arrive for PS5 as soon as it is released. On MS side there were already "new-gen" games are announced which are actually coming out on the older systems too so they are cross-gen, on the other hand there are no cross gen game announced from Sony first party studios, and my point is there won't be.

If Sony are needing to offload their I/O work to a separate piece of hardware in order to save CPU resources [snip]
oh buddy really wrong take but I see you are corrected by others anyway

been awhile and reading along, so after seeing epic new engine demo, do you guys think a fulll game such as uncharted or far cry could be as detailed?
i know is different engines but im asking in general,

sorry fellas im just basic gamer without any hardcore pc knowledge
1st party-> not only match the details of that technical engine demo, but one up it. You must have realized that all those statues were static right? And the only character that moved looked generic even though very detailed? Well think those statues actually moving to stop you. Like Harry Potter had that wizard chess but with giant statues that Harry ridden on, think that sized and detailed while still moving. An example from a recent game come to mind, the vault protectors in the recent Jedi Fallen Order game, they were even not that detailed but moved and fought with certain movements, now apply that to the statues in UE5 demo, detailed and fighting you with their shields and spear. That is one upping the demo.

Also the main character was looking generic since they used market assets probably and she wasn't worth the time to be hero level detailed like main game protagonist for a tech demo, so in that aspect too there will be improvements. It can be most felt in VR though, as current solutions can only render hands and do that in a blocky pixelated fashion, now think next gen poly counts for a VR that you can interact in, and your whole body can be rendered not just your hands.

Also set pieces were always far in between as they were hard to do with all the animation and baking and all that, now there is possibility of having more and more as their iteration is easier to produce and finalized.

giphy.gif

I just wanted to know what the real background to the question was.

EDIT► Sooner or later a PSVRx will be wireless. Surely when they are ready and it does not affect much the price or the VR experience (due to the weight).
Thanks for taking the time to answer. I too expect a wireless VR soon from them, maybe a standard version with improvements on PSVR1 and a wireless version at a higher price.

Sorry, it's the other way around,[snip]
Before - when not enough polygons streamed in:
o7y4BgC.png



After - when enough polygons streamed in:
ndDIZgp.png


took me 30 seconds, took these screenshots myself.

If you think that's streaming encoding, you don't know what streaming encoding artifacts look like. Calling me "splitting hairs" on the PS5 is losing touch with the actual argument we are having. My point was never against the PS5, it was actually the other way around, that this system streams in polygons and textures for the next frame and if it fails, all you see is just a lower quality asset for a fraction of a second so all of these problems will be worse on XSX. But for some reason, you've decided to go with a strawman, that somehow I'm attacking the PS5 for having some form of extremely gentle pop-in during 0.01% of the demo. That is not the point, the point was to show you what happens when the SSD can't keep up (which happened in these images I've brought because of a camera cut).
Well actually the polygons are still there, but light isn't! The lighting and therefore the shadow maps jittered from an accretion of frames is missing in the very first frame since well it is the very first one and the GI solution needs more than one frame to light and cast shadow on minute details. This scene is where the top hatch is being opened and the shadow is passing over the assets. Those assets are lit and can only seen by the existence of reflected light and for the first frame voxels were big and not small enough to correctly light the protrusions and shadow the indents, so the details seem like missing, however the source of those assets as always are there in high poly count. This can be seen with a cut to an already lit statue having all the details preserved even in the initial first frame since unchanging light doesn't need jitter and the light and shadows remain unchanged and high poly asset can be seen even in the first frame.

I guess even though you claim to be neutral and not saying anything bad about PS5 SSD, cherry picking and choosing only the few frames that makes your case with your version of half-truths are needed to justify the neutral mask you are wearing while actually specifically pointing something to spread FUD. I won't engage more but if you can find the same thing happening to first and second frame after the cut while the light is not changing, then we can talk.
 
Me neither, I'm not sure about this pop-in BS. First time to read it today here. Maybe some need to invest in LASIK to see better.
They are trying to downplay the PS5's SSD in anyway they can which is absolutely hilarious, even though I gave them legit points to negate all their fake concern, yet they keep continuing with their fake concerns, I mean, not even Digital Foundry nor other tech channels said that there are pop-ins, there are much more demanding places that haven't had a pop-in at all, and yet they still look at that 1 frame where it appears it had like a pop-in which is more likely is not a pop-in, maybe an artifact build-up or some kind.

It is really absurd to be honest.
 
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If you have technical knowledge and think flying is more demanding than a camera cut in a system streaming to the next frame, you should think about it for a few minutes.
See I knew you were banking on the first and second frames after a cut since that is the only place you can bend the truths to your own agenda with you half truths. It is not due to polygons changing, it is light jittering and reflecting the details. If there was no light change, there is no detail change. Look to my above post.
 
Yup however Sony 1st party has been preparing for PS5 for 3 years now, almost 1.5 years with the 2 different iterations of devkits and a target system even much before that, so new gen software will start to arrive for PS5 as soon as it is released. On MS side there were already "new-gen" games are announced which are actually coming out on the older systems too so they are cross-gen, on the other hand there are no cross gen game announced from Sony first party studios, and my point is there won't be.


oh buddy really wrong take but I see you are corrected by others anyway


1st party-> not only match the details of that technical engine demo, but one up it. You must have realized that all those statues were static right? And the only character that moved looked generic even though very detailed? Well think those statues actually moving to stop you. Like Harry Potter had that wizard chess but with giant statues that Harry ridden on, think that sized and detailed while still moving. An example from a recent game come to mind, the vault protectors in the recent Jedi Fallen Order game, they were even not that detailed but moved and fought with certain movements, now apply that to the statues in UE5 demo, detailed and fighting you with their shields and spear. That is one upping the demo.

Also the main character was looking generic since they used market assets probably and she wasn't worth the time to be hero level detailed like main game protagonist for a tech demo, so in that aspect too there will be improvements. It can be most felt in VR though, as current solutions can only render hands and do that in a blocky pixelated fashion, now think next gen poly counts for a VR that you can interact in, and your whole body can be rendered not just your hands.

Also set pieces were always far in between as they were hard to do with all the animation and baking and all that, now there is possibility of having more and more as their iteration is easier to produce and finalized.


Thanks for taking the time to answer. I too expect a wireless VR soon from them, maybe a standard version with improvements on PSVR1 and a wireless version at a higher price.


Well actually the polygons are still there, but light isn't! The lighting and therefore the shadow maps jittered from an accretion of frames is missing in the very first frame since well it is the very first one and the GI solution needs more than one frame to light and cast shadow on minute details. This scene is where the top hatch is being opened and the shadow is passing over the assets. Those assets are lit and can only seen by the existence of reflected light and for the first frame voxels were big and not small enough to correctly light the protrusions and shadow the indents, so the details seem like missing, however the source of those assets as always are there in high poly count. This can be seen with a cut to an already lit statue having all the details preserved even in the initial first frame since unchanging light doesn't need jitter and the light and shadows remain unchanged and high poly asset can be seen even in the first frame.

I guess even though you claim to be neutral and not saying anything bad about PS5 SSD, cherry picking and choosing only the few frames that makes your case with your version of half-truths are needed to justify the neutral mask you are wearing while actually specifically pointing something to spread FUD. I won't engage more but if you can find the same thing happening to first and second frame after the cut while the light is not changing, then we can talk.
Oh man, I couldn't say it any better myself, thank you for explaining it, and DESTROYING his fake concern!!

It seems like they wanna reach for something that isn't there, it's all in their minds, they just wanna downplay the PS5's power, and even if there was a pop-in (which there isn't), this would make Xbox Series X run like shit compared to PS5's "STRUGGLING" SSD.
 
They are trying to downplay the PS5's SSD in anyway they can which is absolutely hilarious, even though I gave them legit points to negate all their fake concern, yet they keep continuing with their fake concerns, I mean, not even Digital Foundry nor other tech channels that there are pop-ins, there are much more demanding places that haven't had a pop-in at all, and yet they still look at that 1 frame where it appears it had like a pop-in which is more likely is not a pop-in, maybe an artifact build-up or some kind.

It is really absurd to be honest.

Speaking of downplaying the SSD, take a look at even more butthurt people.


It's funny though how the narrative changed from "console peasants" to "even a PC can do as good as a console, no worries!" I am a simple man, and I would like to have my pound of flesh, at least for a while, thank you very much.
 
Time will tell. I still think SFS is being underestimated, particularly because they have a hardware texture filter specifically to accompany the sampler feedback feature.
SFS is not being underestimated at all.

In fact it has been presented here as a magical solution to close the SSDs speed gap and eliminate all the Series X bottleneck without any evidence.

One MS developer has said that is going to be a "killer feature". I could even believe him, why not?. But we also need to know what Sony has done with its own PRT implementation for the PS5 to have the full picture about what is going on and make proper comparisons.
 
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Speaking of downplaying the SSD, take a look at even more butthurt people.


It's funny though how the narrative changed from "console peasants" to "even a PC can do as good as a console, no worries!" I am a simple man, and I would like to have my pound of flesh, at least for a while, thank you very much.
Yeah it really is absurd to see this, It's even confirmed fake, and there's no SSD on the market that''s as fast as PS5's SSD and we still haven't even delve into its efficiencies and its architectural nuances that PCs can't have.
 
There is pop-in there, but it is minimal and barely noticeable. You have to really zoom in to notice anything at all.
Only details missing (which are really barely noticeable as you say) are due to accumulation of light between frames of that scene where shadow moves and those small details get lost at the first frame where the voxels are bigger than those details. Poly count and therefore detail of asset doesn't change, but what you see is light and shadows reflecting of those assets and the intricate details are missing only because the light change accumulation haven't occur yet in the very first frame, so a quick cut to an asset with no changing dynamic light lighting that asset result in intricate details even in the very first frame.
I'm assuming there is in every camera cut. I'll check when I'm near a computer. In theory every scene is made out of ~20M polygons so it doesn't matter what you are looking at. Actually, the status might even be an easier task for the system than that wall because it's the same asset repeating over and over again so the system needs to to pull most of the data from the same asset.


I'm sure SM would have killed to have the PS5's SSD for GOW!
There isn't. Every cut involving a changing dynamic light, yes the minute detail in the very first frame is missing but only the small details that are too big for the voxels in the firs frame, second frame fixes and lights details and shadows indentations better with smaller voxels -> it is all to do with light and not changing polygons in the asset. Every other cut that cuts to an asset with static light will have same detail even in the most minute in the first and the second and the third frame till the light changes.
 
Yeah it really is absurd to see this, It's even confirmed fake, and there's no SSD on the market that''s as fast as PS5's SSD and we still haven't even delve into its efficiencies and its architectural nuances that PCs can't have.

It sadly seems a lot of "tech journalists" should find something better to do, maybe starting writing for Allrecipes since everyone and their mother bake furiously these days. At least that's something rather useful for everyone rather than spreading their retarded disinformation.

This bunch is so surprised of this change in console gaming that they're trying to go to extreme lengths, throwing logic and whatever they have left of their professional integrity out the window to prove what? That a Nvidia series 3000 will beat PS5 and XSX? Of course it will, but they're not even talking about the price PC gamers will need to pay to beat the performance of a closed system. For them it's always brute power. And for now, clenched teeth.

Suffering will be long and hard this generation around, they'd better get used to it.
 
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You gotta give it points for originality, I think it's for the first time it was mentioned. I wonder what's going to be next? I vote for "screen tearing".

Yeah, even screen tearing is like UFO to me, never seen it in person. Don't enjoy your moment, they'll comeback with a new FUD to feed us. :lollipop_tears_of_joy:

Well actually the polygons are still there, but light isn't! The lighting and therefore the shadow maps jittered from an accretion of frames is missing in the very first frame since well it is the very first one and the GI solution needs more than one frame to light and cast shadow on minute details. This scene is where the top hatch is being opened and the shadow is passing over the assets. Those assets are lit and can only seen by the existence of reflected light and for the first frame voxels were big and not small enough to correctly light the protrusions and shadow the indents, so the details seem like missing, however the source of those assets as always are there in high poly count. This can be seen with a cut to an already lit statue having all the details preserved even in the initial first frame since unchanging light doesn't need jitter and the light and shadows remain unchanged and high poly asset can be seen even in the first frame.

I guess even though you claim to be neutral and not saying anything bad about PS5 SSD, cherry picking and choosing only the few frames that makes your case with your version of half-truths are needed to justify the neutral mask you are wearing while actually specifically pointing something to spread FUD. I won't engage more but if you can find the same thing happening to first and second frame after the cut while the light is not changing, then we can talk.

Yup, wonderful input. LUMEN is laggy and that explains why it takes time to calculate accurate, intensive shadow detail that looks like real life. It should work much faster with better optimized assets and finished UE5 engine.

They are trying to downplay the PS5's SSD in anyway they can which is absolutely hilarious, even though I gave them legit points to negate all their fake concern, yet they keep continuing with their fake concerns, I mean, not even Digital Foundry nor other tech channels that there are pop-ins, there are much more demanding places that haven't had a pop-in at all, and yet they still look at that 1 frame where it appears it had like a pop-in which is more likely is not a pop-in, maybe an artifact build-up or some kind.

It is really absurd to be honest.

Put in mind that PC gamers and Xbox fans are united now. I deal with many other xbox fans that have never bought an xbox in their lives here, only PC gamers, and most of them ironically own PS4's. I think some are just too butthurt for all the shiny RGB and overpriced parts they've bought to be suddenly stone-aged by PS5.
 
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Yeah it really is absurd to see this, It's even confirmed fake, and there's no SSD on the market that''s as fast as PS5's SSD and we still haven't even delve into its efficiencies and its architectural nuances that PCs can't have.
Pretty sure an ssd RAID setup will beat it. I'm not positive though.
 
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Pretty sure an ssd RAID setup will beat it.

I'm a few feet away from a 24-core ThreadRipper with 4x Samsung 970 Pro's in RAID 0 over a PCIe4.0 interface. It gets 12+GB/s sequential read. Random read is still terrible. The rest of the pathway as far as getting data into VRAM will be the same as things have always been, and about the same as a much cheaper SSD setup.

I wish PS5 had a marketing buzzword for their entire IO setup. What makes PS5 quick isn't the SSD. That's just one end of the pipe. If somewhere in that pipeline you have a bottle neck, it doesn't matter how fat the start of the pipe is. What's special about the PS5 is the entire IO stack, and it sucks that gamers and journalists just describe that as "PS5's SSD", which then leaves it open to being compared to PC space SSDs while completely missing the point and the context.

By the time this AMD build will actually be able to stretch its legs on storage speeds in the context of gaming, it will already be dated, and PS5 will have been out for years already having taken advantage of it from day one.
 
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I'm a few feet away from a 24-core ThreadRipper with 4x Samsung 970 Pro's in RAID 0 over a PCIe4.0 interface. It gets 12+GB/s sequential read. Random read is still terrible. The rest of the pathway as far as getting data into VRAM will be the same as things have always been, and about the same as a much cheaper SSD setup.

I wish PS5 had a marketing buzzword for their entire IO setup. What makes PS5 quick isn't the SSD. That's just one end of the pipe. If somewhere in that pipeline you have a bottle neck, it doesn't matter how fat the start of the pipe is. What's special about the PS5 is the entire IO stack, and it sucks that gamers and journalists just describe that as "PS5's SSD", which then leaves it open to being compared to PC space SSDs while completely missing the point and the context.

By the time this AMD build will actually be able to stretch its legs on storage speeds in the context of gaming, it will already be dated, and PS5 will have been out for years already having taken advantage of it from day one.

This is what I've been saying the last few weeks. Once I took in all the info in the Road to PS5 video and Googled some of the stuff Mark talked about it was like a light bulb moment.

I can't say how it all will translate into what we see with games and look forward to what the studios come up with.
 
I'm a few feet away from a 24-core ThreadRipper with 4x Samsung 970 Pro's in RAID 0 over a PCIe4.0 interface. It gets 12+GB/s sequential read. Random read is still terrible. The rest of the pathway as far as getting data into VRAM will be the same as things have always been, and about the same as a much cheaper SSD setup.

I wish PS5 had a marketing buzzword for their entire IO setup. What makes PS5 quick isn't the SSD. That's just one end of the pipe. If somewhere in that pipeline you have a bottle neck, it doesn't matter how fat the start of the pipe is. What's special about the PS5 is the entire IO stack, and it sucks that gamers and journalists just describe that as "PS5's SSD", which then leaves it open to being compared to PC space SSDs while completely missing the point and the context.
As long as CPUs manage IO and the storage the latency will be there preventing use case like in the PS5. If anything comes out of PS5's architecture revolution it will be custom hw for storage IO solutions on the motherboards, preferably closer to the system RAM which will similarly offload storage related work from the CPU, freeing those precious cycles, but most importantly lowering latencies as much as possible to make that DirectStorage API meaningful to begin with and useful for games and not just dev talks. I think something akin to the south bridges of the old will be in the future of the PC space and the motherboards with custom storage solutions will be on the market when PS5 succeeds and the whole industry moves forward.
 
I really think this big difference in I/O is because of how both are viewing next gen. Sony probably believes that they need an insane I/O to push game design while Microsoft only sees it as a way to reduce load times so the XSXs I/O is good enough for them.

It should be interesting to see who is right in the end but currently it seems like Sony made a better decision with the I/O based off that UE5 demo.

Sony had obviously both in mind and it was a driver for their architecture. I'm sure Microsoft got wind of it and it was an after thought. I'm betting on Sony's design.
 
I'm sure Microsoft got wind of it and it was an after thought.

I don't think it was a last minute decision. However I do believe that they have a different outlook for next gen game design than Sony has.

Sony is seeing the I/O system as a.wsy to fundamentally change game design. While Microsoft just sees it as an extreme reduction of load times in my opinion.
 
I don't think it was a last minute decision. However I do believe that they have a different outlook for next gen game design than Sony has.

Sony is seeing the I/O system as a.wsy to fundamentally change game design. While Microsoft just sees it as an extreme reduction of load times in my opinion.

Not last minute decision just an after thought, there is a difference. It's not a coincidence thy both all of a sudden are touting ssd as a major part of their system. Sony was pushing ssd narrative from the get go.
 
Not last minute decision just an after thought, there is a difference. It's not a coincidence thy both all of a sudden are touting ssd as a major part of their system. Sony was pushing ssd narrative from the get go.

There's still a very big difference in how they are trying to sell their I/O systems. Microsoft is avoiding talking about it in detail in comparison to Sony whose giving us a ton of information about it.
 
As long as CPUs manage IO and the storage the latency will be there preventing use case like in the PS5. If anything comes out of PS5's architecture revolution it will be custom hw for storage IO solutions on the motherboards, preferably closer to the system RAM which will similarly offload storage related work from the CPU, freeing those precious cycles, but most importantly lowering latencies as much as possible to make that DirectStorage API meaningful to begin with and useful for games and not just dev talks. I think something akin to the south bridges of the old will be in the future of the PC space and the motherboards with custom storage solutions will be on the market when PS5 succeeds and the whole industry moves forward.

The weird thing is, the CPU doesn't even register as busy. It's just pure IO overhead and latency in kicking off new file operations. Sequential read it's a monster, random read and game loading, it's not much different to something far cheaper.
 
The comparison is about with and without it... not Xbox One X.

Xbox One X supports PRT.
New Xbox GPUs that fully supports Direct X 12U (Turing, RDNA2) has an improved version called SFS, aka PRT+.

BTW nVidia uses the name Tiled Resources.

I was trying to find more information on it earlier and found lots of threads of people arguing about PS4 vs XO before release, saying only XO will have Partially Resident Texture hardware, and how it makes up for the short coming of the slower RAM. Plus the ESRAM that has monster bandwidth and will also close the gap.

Some things never change.
 
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I want to raise a point here, and I don't know if anyone has already asked a similar question, if you are not an enthusiast about the technical part of the consoles, why try to see the negative side of the SSD (or PS5 in general) ), like, what do you get out of it? '' What Cerny and Sony say is PR bullshit '', '' SSD will not be as useful as they say '' blah blah blah, ok, is there logic in that view? Yes, but why do some people push that kind of point of view so much? I am particularly going to buy a PS5, I have no idea if a portion of the promises from MS can be a lie or not, and I CARE? No, precisely because I know that nobody will win with this, besides of Sony of course, but I honestly do not have their shares to root for it. Sorry for the off-topic, and btw, it is obvious that this point is valid for PS fans who are pissed about the XSX or the '' Master Racers '' who are pissed about the two consoles (which particularly does not I see so much compared to the '' PS5 SSD War ''). And again, sorry for any writing mistakes, I analyze the text but I generally trust the Translate.
 
Is good way to learn to discuss about this topic for example when Cerny talk about his SSD I just tough 2 things aside the loading screen:

-The life for the artists and dev will easier
-Some games will have better textures and models

Because I wasn't expecting see REYES be possible in real time that like "ha Cerny has that in mind for use so much money in the dev that SSD and IO"
that expand my curiosity to see how the studios will use that new approach.
What a time to be alive as we get to se such innovative CG rendering techniques realized in real time. I would like to see some old CGI movies recreated in realtime on these modern consoles just to show such a full cycle of evolution in technology.
 
SFS is not being underestimated at all.

In fact it has been presented here as a magical solution to close the SSDs speed gap and eliminate all the Series X bottleneck without any evidence.

One MS developer has said that is going to be a "killer feature". I could even believe him, why not?. But we also need to know what Sony has done with its own PRT implementation for the PS5 to have the full picture about what is going on and make proper comparisons.
I'm a few feet away from a 24-core ThreadRipper with 4x Samsung 970 Pro's in RAID 0 over a PCIe4.0 interface. It gets 12+GB/s sequential read. Random read is still terrible. The rest of the pathway as far as getting data into VRAM will be the same as things have always been, and about the same as a much cheaper SSD setup.

I wish PS5 had a marketing buzzword for their entire IO setup. What makes PS5 quick isn't the SSD. That's just one end of the pipe. If somewhere in that pipeline you have a bottle neck, it doesn't matter how fat the start of the pipe is. What's special about the PS5 is the entire IO stack, and it sucks that gamers and journalists just describe that as "PS5's SSD", which then leaves it open to being compared to PC space SSDs while completely missing the point and the context.

By the time this AMD build will actually be able to stretch its legs on storage speeds in the context of gaming, it will already be dated, and PS5 will have been out for years already having taken advantage of it from day one.
As long as CPUs manage IO and the storage the latency will be there preventing use case like in the PS5. If anything comes out of PS5's architecture revolution it will be custom hw for storage IO solutions on the motherboards, preferably closer to the system RAM which will similarly offload storage related work from the CPU, freeing those precious cycles, but most importantly lowering latencies as much as possible to make that DirectStorage API meaningful to begin with and useful for games and not just dev talks. I think something akin to the south bridges of the old will be in the future of the PC space and the motherboards with custom storage solutions will be on the market when PS5 succeeds and the whole industry moves forward.

Maybe you guys can answer this about XSX.

How is this magical 100gb instantly accessible yet it relies on the ssd and io speed? Is it instantly readable but transferring is a whole different story?

The ssd speed is one thing but the bottlenecks Cerny mentioned in ssd's, he said there are a lot, which is why they have that custom io hardware.

jpg


People keep saying its 4.8gb/s that the xbox can use...surely that's assuming all bottlenecks are dealt with and that ssd speed is 100% transferable to the other end of the pipeline. Surely the Xbox cannot avoid those bottlenecks if unaddressed so it will slow further if not eliminated? (And it doesn't have that same io hardware so.....)

If it is using software, given the ps5 is using a good few zen 2 cores worth of processing in its io, not inc kraken, will this not be a hit the the XSX CPU to do things that way?
 
I'm a few feet away from a 24-core ThreadRipper with 4x Samsung 970 Pro's in RAID 0 over a PCIe4.0 interface. It gets 12+GB/s sequential read. Random read is still terrible. The rest of the pathway as far as getting data into VRAM will be the same as things have always been, and about the same as a much cheaper SSD setup.

I wish PS5 had a marketing buzzword for their entire IO setup. What makes PS5 quick isn't the SSD. That's just one end of the pipe. If somewhere in that pipeline you have a bottle neck, it doesn't matter how fat the start of the pipe is. What's special about the PS5 is the entire IO stack, and it sucks that gamers and journalists just describe that as "PS5's SSD", which then leaves it open to being compared to PC space SSDs while completely missing the point and the context.

By the time this AMD build will actually be able to stretch its legs on storage speeds in the context of gaming, it will already be dated, and PS5 will have been out for years already having taken advantage of it from day one.

Thanks for the input man, and that sounds like a lot of money. PC gamers should really chill, and I'm talking about the 1.4% not the 2080Ti-wannabe. My $4300 PC build from last years sounds like a pocket change to that monstrous set! And yes, I might need to upgrade later, more like for better productivity not gaming. It paid me back and more so I'm happy with my decision. Spent $52K within 6 years modding a car and jumped the ship when it was no fun anymore, and don't regret it as I'm now packed with decent knowledge because of that and got to meet many car enthusiasts and racing figures in the process (although I'm not a racer but modding Nissan's VK56DE and changing it in a standalone swap is a scary topic for many tuners, and I'm not a tuner :lollipop_tears_of_joy: Police newer rules against swapped engines killed it for me). Overall, it was dumb, but it's smarter than drugs and smoking, I guess:messenger_winking_tongue: But jumped the ship before marriage or that would be pretty painful to sustain as it's only a money drain to keep modded cars in shape, especially with old cars.

My previous 1997 Nissan Patrol Y60 :lollipop_crying: Engine swap was an overkill for what I was using it for, and it was more than reliable:messenger_heart:

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seems like XGS developer will be using UE5 soon

I think Phill or someone already mentioned how a number of Series X titles will be using UE5, of course it will be moulded and scaled differently depending on the game, developers and consoles. I think Hellblade 2 is also using UE5. Should be really cool.
 
I don't know why anyone is arguing SSD when their is a massive known difference between the two.

PS5 streams on the fly, XSX loads data in advance.

XSX isn't choosing to load for kicks, it's simply because it's not fast enough to stream.

Even if they manage to reduce load times down to the 3 seconds many are hoping for they will still operate differently in the end.
 
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