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

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PLOT TWIST: Heisenberg was teasing RedGamingTech's podcast with special guests NX Gamer and Matt Hargett which released just now.🔥

EDIT: link updated

Some really interesting comments from both Paul (RGT) and Matt on what can increase the performance of the Nintendo Switch.

Paul states that increasing the memory bandwidth of the system is a good option and would help give the Switch "mileage".

Matt then goes on to state something interesting "a wrinkle I would throw in there is cache, by clocking the Switch's (CPU) higher, then the on chip chaches are clocked higher and then more responsive so depending on what the latency of those caches are and the size of them, that from a bill of materials cost could be cheaper then faster RAM which generates more heat and pulls more power then a cache does".

More interesting is that a few weeks ago, Paul RGT mentioned that the PS5 was not having memory bandwidth issues because it has a robust caching system. He also mentioned that the PS5's CPU had unified CCX clusters (Zen 3 feature) which allowed for low latency access of the caches.
 
Some really interesting comments from both Paul (RGT) and Matt on what can increase the performance of the Nintendo Switch.

Paul states that increasing the memory bandwidth of the system is a good option and would help give the Switch "mileage".

Matt then goes on to state something interesting "a wrinkle I would throw in there is cache, by clocking the Switch's (CPU) higher, then the on chip chaches are clocked higher and then more responsive so depending on what the latency of those caches are and the size of them, that from a bill of materials cost could be cheaper then faster RAM which generates more heat and pulls more power then a cache does".

More interesting is that a few weeks ago, Paul RGT mentioned that the PS5 was not having memory bandwidth issues because it has a robust caching system. He also mentioned that the PS5's CPU had unified CCX clusters (Zen 3 feature) which allowed for low latency access of the caches.
That stealth NDA jump.
 
People, without knowing anything, hype themselves up beyond belief. Just lol at this generation.
Jeez give us anything. I guess Ratchet on Thursday will be cool.
UI when?
 
what a waste not talk with Matt about the geometry engine.
Paul mentioned they purposefully avoided next-gen discussions specifically about PS5 because Matt might accidentally leak something and also it wasn't really a part of the topic

Although Matt is still dropping subtle nuggets
 
Matt then goes on to state something interesting "a wrinkle I would throw in there is cache, by clocking the Switch's (CPU) higher, then the on chip chaches are clocked higher and then more responsive so depending on what the latency of those caches are and the size of them, that from a bill of materials cost could be cheaper then faster RAM which generates more heat and pulls more power then a cache does".

Is that, what Sony has done?^^
 
Catching up during a brief respite at work..no news yet, I see, but..

Daaaaamn. Even Keighley called MS on their disappointing showing and direction thus far? And to Ryan? That's rough.

It is *really* time to reevaluate what they want going forward, honestly.
 
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My man... I have recently regenerated Doctor Who like from my old username to this one... could you remove my old pic from the back of the train, and add my shiny new one up front?

I promise to include you in my long and flagellant prayers tonight if you do 🙏
 
Catching up during a brief respite at work..no news yet, I see, but..

Daaaaamn. Even Keighley called MS on their disappointing showing and direction thus far? And to Ryan? That's rough.

It is *really* time to reevaluate what they want going forward, honestly.

But Eastwood made a video yesterday that Microsoft was all systems go and they had stuff that made the ps5 irrelevant.

sigh, who to believe.
 
Some really interesting comments from both Paul (RGT) and Matt on what can increase the performance of the Nintendo Switch.

Paul states that increasing the memory bandwidth of the system is a good option and would help give the Switch "mileage".

Matt then goes on to state something interesting "a wrinkle I would throw in there is cache, by clocking the Switch's (CPU) higher, then the on chip chaches are clocked higher and then more responsive so depending on what the latency of those caches are and the size of them, that from a bill of materials cost could be cheaper then faster RAM which generates more heat and pulls more power then a cache does".

More interesting is that a few weeks ago, Paul RGT mentioned that the PS5 was not having memory bandwidth issues because it has a robust caching system. He also mentioned that the PS5's CPU had unified CCX clusters (Zen 3 feature) which allowed for low latency access of the caches.
Another interesting comment from Matt, he mentioned something about Geometry Engines and culling, he mentioned that they need to be careful about how they cull polygons/triangles when ray-tracing is featured, because the ray will need to bounce off a polygon even it's back face or off screen. So essentially programmability of the polygons will be very important. There's also a LOT of interesting comments Matt is making, unfortunately I'm not technically minded enough to understand most of it, so I'd recommend giving it watch so we can share more information.
 
PLOT TWIST: Heisenberg was teasing RedGamingTech's podcast with special guests NX Gamer and Matt Hargett which released just now.🔥


How did HeisenbergFX4 know that?
How did HeisenbergFX4 know, that a youtuber was going to upload said video, a video with 2x guests to talk about the 4K switch primarily, that won´t happen due a high TDP of having to cool down a hypothetical 3 to 5? teraflops SoC, inside a tiny enclosure like a switch (2).

Also, it´s not SOCK . eS-oH-Ceee

edit:
so it was about god of war rumor again
 
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Another interesting comment from Matt, he mentioned something about Geometry Engines and culling, he mentioned that they need to be careful about how they cull polygons/triangles when ray-tracing is featured, because the ray will need to bounce off a polygon even it's back face or off screen. So essentially programmability of the polygons will be very important. There's also a LOT of interesting comments Matt is making, unfortunately I'm not technically minded enough to understand most of it, so I'd recommend giving it watch so we can share more information.

Yes. This is why ray tracing is known to be heavy on memory (RAM). You can't simply cull relevant polygons/triangles because they are required to accurately compute a ray tracing calculation.
 
Yes. This is why ray tracing is known to be heavy on memory (RAM). You can't simply cull relevant polygons/triangles because they are required to accurately compute a ray tracing calculation.
Thus the programmability of the geometry engine can be an advantage for the ray tracing performance on PS5, correct?
 
Thus the programmability of the geometry engine can be an advantage for the ray tracing performance on PS5, correct?

It'll be useful for culling, similar to the benefits provided by mesh shaders. But like I said, it's difficult with ray tracing because you need relevant data resident in RAM to produce an accurate output. I don't think it will really help as a way of enhancing/optimizing performance with regards to RT. But rasterization will of course benefit immensely from this.
 
It'll be useful for culling, similar to the benefits provided by mesh shaders. But like I said, it's difficult with ray tracing because you need relevant data resident in RAM to produce an accurate output. I don't think it will really help as a way of enhancing/optimizing performance with regards to RT. But rasterization will of course benefit immensely from this.
It will help more with UE5 SVOGI Lumen aproximation. Thats the thing, forget about expensive RT.
 
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It is *really* time to reevaluate what they want going forward, honestly.

Probably not much that can be done at this point, in terms of a direction change.

They seem to have made GP the center of their approach, now we just wait and see if they are willing to spend the $$$ to make that a compelling selling point.
 
Probably not much that can be done at this point, in terms of a direction change.

They seem to have made GP the center of their approach, now we just wait and see if they are willing to spend the $$$ to make that a compelling selling point.

I think what people have to keep in mind is that they are trying to sell gamepass subscriptions more than physical/digital copies of games. With that said expect games to be designed to sell subscriptions.
 
It'll be useful for culling, similar to the benefits provided by mesh shaders. But like I said, it's difficult with ray tracing because you need relevant data resident in RAM to produce an accurate output. I don't think it will really help as a way of enhancing/optimizing performance with regards to RT. But rasterization will of course benefit immensely from this.
I mean it will help the RT performance 'indirectly'. On a system without a programmable geometry engine RT cannot be used as freely (or can be used but with more penalty on overall performance).
 
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