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Aye!Old titles as? You mean backward?
Aye!Old titles as? You mean backward?
Maybe, maybe not. I don't share your opinion, because AMD already released a driver with improvements, but the base stayed pretty much the same.Yeah I doubt it. Quite certain with a few driver updates and benchmark updates the results are gonna change quite drastically.
So it makes sense that a 1660 out performs a 3090?Maybe, maybe not. I don't share your opinion, because AMD already released a driver with improvements, but the base stayed pretty much the same.
Never?Someone explain, when will we see this in games, will it increase game fps by 500%, and most importantly, will it be a nice weapon in the console wars?
Let's not forget mesh shader is not thought for only for one gen of hardwareWe know this is not true so I am not sure why you peddle in lies.
Your argument is that a geometry engine is a geometry engine. A car is a car. A compute unit is a compute unit. There is no difference between a Porsche and a Skoda - they are both cars. Right...
The geometry engine in the PS5 is very different beast - it is the heart of the customisations that have been made to that GPU. To deny that is plain stupid.
Will it offer great new performance or is its fate to become a new PS3 cell processor story? That is the question.
If I remember right Cerny said it is easy to develop on ps5 but master it requires more job. Master it doesn't means you don't have full access to such graphic features without rewritten everything, would be tragic if it is the case. I give you the point initially could be a bit more complicate on ps5 but when developers will start to be more friendly with the hardware, shouldn't be that intricate to use in such circumstances. Ironically, it seems Dirt 5 uses all those features on series X but ps5 is still a bit ahead visually without.
Why not?So it makes sense that a 1660 out performs a 3090?
Mesh shaders allow geometry to be "painted" in parallel rather than sequentially.Can someone ELI5 what mesh shaders actually are and what it actually means for gaming in the future? Google is not contextualizing what this is for me so I can't tell what to think about it.
Is this some specialized hardware that certain chips has but not others (a'la RTX silicon)?
Is this sort of like when programmable shaders first became a thing back in the Geforce 3 days (or whatever that was)?
Is this like a "feature" of graphics card like what PhysX was, or what RTX is?
Unfortunately given the veil of secrecy that Sony continues to impose (unlike all the other times it had the certainty of having the more performing hw) on everything related to the hw of their console. We cannot say or be certain about anything. The things we know as facts are:We know this is not true so I am not sure why you peddle in lies.
Your argument is that a geometry engine is a geometry engine. A car is a car. A compute unit is a compute unit. There is no difference between a Porsche and a Skoda - they are both cars. Right...
The geometry engine in the PS5 is very different beast - it is the heart of the customisations that have been made to that GPU. To deny that is plain stupid.
Will it offer great new performance or is its fate to become a new PS3 cell processor story? That is the question.
1660 was released in 2019. It's cool to disagree but I'd put money on the results changing.Why not?
The 1660 was released during a time that mesh shaders were pretty much irrelevant. If you can mainly only calculate things sequentially, it makes sense to beef that up as much as possible.
The RTX 3000 cards were released during a time where developers are using mesh shaders way more often. If you can choose to calculate things sequentially or parallel, and you know parallel will become more prevalent in the near future, why boost up the sequential part rather than putting more resources available for the parallel one?
To put it more simply using an analogy... If you know your single core CPU is fast enough anyway, would you try to increase the single core performance even more, or make your CPU a 4 core instead?
Mesh shaders allow geometry to be "painted" in parallel rather than sequentially.
Can someone ELI5 what mesh shaders actually are and what it actually means for gaming in the future? Google is not contextualizing what this is for me so I can't tell what to think about it.
Is this some specialized hardware that certain chips has but not others (a'la RTX silicon)?
Is this sort of like when programmable shaders first became a thing back in the Geforce 3 days (or whatever that was)?
Is this like a "feature" of graphics card like what PhysX was, or what RTX is?
Looking at the engineering samples there were roughly 10 weeks between the two, i.e. nothing. MS has played a marketing game around 'full RDNA2' that is simply false. All features were available to both but Sony choose not to use the off-the shelf solutions to variate shader work and to cull geometries. Time will tell who made the right choice.Unfortunately given the veil of secrecy that Sony continues to impose (unlike all the other times it had the certainty of having the more performing hw) on everything related to the hw of their console. We cannot say or be certain about anything. The things we know as facts are:
1) ps5 hw was finalized well before that Ms for this we have seen tests carried out on prototypes of ps5 apu by amd
I like the fact that an unproven and unsubstantiated statement, mesh shaders have yet to be used in any Xbox title because the software was finalised too late, is treated as fact while the lack of direct confirmation that the Geometry Engine is not maximised or not used is used to cast doubt in the performance potential of the other console (almost as if Cerny said that developers did not have to use it explicitly, expectations is that launch titles would not, and to harness its potential you would have to add support for it and program it directly...7) we know for sure that until June the mesh shader was not yet used in the Xbox devkits because we still know that the software is not yet finalized. Sony has its own API is not based on the dx12u so unless someone tells us that the geometry engine is not yet used as the mesh shader on the Xbox, most likely the ps5 performances include those given by the modified geometry engine especially in the First party.
where is our resident amd boy?
RTX > Rdna2.
But mesh shaders in SX, wow at that improvement.....it may be a bigger win than the TFLOPS difference.....
Proof ? where are the features? were we can read those specs pls ?Looking at the engineering samples there were roughly 10 weeks between the two, i.e. nothing. MS has played a marketing game around 'full RDNA2' that is simply false. All features were available to both but Sony choose not to use the off-the shelf solutions to variate shader work and to cull geometries. Time will tell who made the right choice.
Geometry Shader (GS)I like the fact that an unproven and unsubstantiated statement, mesh shaders have yet to be used in any Xbox title because the software was finalised too late, is treated as fact while the lack of direct confirmation that the Geometry Engine is not maximised or not used is used to cast doubt in the performance potential of the other console (almost as if Cerny said that developers did not have to use it explicitly, expectations is that launch titles would not, and to harness its potential you would have to add support for it and program it directly...).
from what we know as FACTS Sony didn't choose to not use off the shelf they worked modifying an rdna1 gpu adding what they could of the rdna2 (you want understand that this is what said the lead graphic engineer of the ps5 right?) and is exactly the reason why they was first ramping production is the reason why there was the amd leak 1 year before it is the reason why we don't have any word from Cerny or whatever on machune learning support or hw vrs or the mesh shader ...and this is why Sony had to customize the gpu with their own intersection engine to have raytracing (that was on rdna2). just Occam's razor
so their api is ready or not ?Sony can do whatever they want with their own API. They don't need to wait AMD Full RDNA 2 crap
The basic idea is basically to give finer granularity of something called culling (to not render objects not in view of the camera).
This presentation by Microsoft makes the difference in culling easy to understand visually by making objects transparent.
6:30 - Show how culling is done without.
23:50 - Show culling with mesh shaders.
Fair enough. We'll see soon enough I guess.1660 was released in 2019. It's cool to disagree but I'd put money on the results changing.
so it's ready or not ?
Sony doesn't need to name it's solutions the same as Xbox or DirectX. It makes sense for MS and AMD as they use it.Don't know why you're calling it the Sony solution, because it isn't. It's the AMD solution, and it's already inside the RX 5700 and RX 5700 XT. Sony finalized their custom design earlier than Microsoft did, and so have an SoC that doesn't have all the same features that are in Xbox Series X|S. No VRS, no Mesh Shaders, and I'd say it's a pretty safe assumption there's no Sampler Feedback Streaming either. Definitely no ML acceleration. A Sony Engineer quite literally said as much.
Sony doesn't need to name it's solutions the same as Xbox or DirectX. It makes sense for MS and AMD as they use it.
The Sony engineer clearly stated that the PS5 GPU isn't RDNA1, 2 or 3. It's based on RDNA2 but with more features and minus 1 feature(sampler feedback)
Sony have filed their own patents for VRS and SFS etc etc.
Obviously you must know better because you were on the design team for AMD, Sony and MS
ok so probably Sony api is already there and working, we can expect that first party utilizing geometry engine already. So there won't be a big leap forward in performance, as the use of the mash shader seems to lead...okStarted production on time. 1st party exclusives already on the market. Next one in few months.
This smells like DX12 crap all over again. DX12 will close the gap and what not. GNMX doesn't have the features like DX12....oh wait....
This kind of thinking will bite Xbox fans in their ass sooner or later
it's based on rdna1 and 2, words of the ps5 graphic lead engineer .before he went in full damage control coz he did understand that what he said could be utilized against the ps5.. ..rdna2 wasn't even out and this is the reason why ps5 lack of ml,hw vrs,sfs and have their own version of the SAME thingsSony doesn't need to name it's solutions the same as Xbox or DirectX. It makes sense for MS and AMD as they use it.
The Sony engineer clearly stated that the PS5 GPU isn't RDNA1, 2 or 3. It's based on RDNA2 but with more features and minus 1 feature(sampler feedback)
Sony have filed their own patents for VRS and SFS etc etc.
Obviously you must know better because you were on the design team for AMD, Sony and MS
ok so probably Sony api is already there and working
well given the test results I was hoping that the geometry engine was under used as in desktop gpu and Xbox. /s1st party and 3rd party devs didn't had any problems regarding games development for PS5. In contrary, they've praised it
Thank you. So then this is a rendering approach that makes culling much more precise so that you can dramatically improve the efficiency of your hardware to draw a scene (and you're not wasting cycles and memory on meshes unnecessarily). Sounds great!
Is this a Direct X feature, then? Does it need dedicated hardware, or will this work on any DX12 card, even old ones? If so then I imagine the Nvidia VS AMD fight is about how efficiently the new cards can do this, right?
it is obvious that it is not used and it is better this way because it means that we will see improvements in ps5 performance but you are so clouded by your war that you don't even understand what you write)
Unfortunately given the veil of secrecy that Sony continues to impose (unlike all the other times it had the certainty of having the more performing hw) on everything related to the hw of their console. We cannot say or be certain about anything. The things we know as facts are:
1) ps5 hw was finalized well before that Ms for this we have seen tests carried out on prototypes of ps5 apu by amd
2) Ms explicitly said they waited for AMD to release the rdna2 architecture
3) Ms explicitly said the there is just one console having all the RDNA2 features and that is the Xbox (if it weren't so the Sony marketing department would have jumped to the jugular). and in fact there are no words from cerny about hw vrs ,ml ecc ecc
4) We know directly from the ps5 lead graphic engineer mouth that the ps5 gpu is a mix between rdna1 and rdna2 (based on rdna1 with customization to make it more like rdna2)
5)Outlet very well respected in the industry (by console producers and devs) like digital foundry wrote that the ps5 shader is still based on the old primitive engine with some modifications
5) we also know (road to ps5) that Cerny has modified the rendering pipeline in the geometry engine so as to make it "look like" that of the mesh shaders, we have no idea how similar it is or by how much increase performance.
6) we have test on xsx hardware already from ms showing the perfomance gains using mesh shader on the console. We haven't seen or heard anything about the ps5
7) we know for sure that until June the mesh shader was not yet used in the Xbox devkits because we still know that the software is not yet finalized. Sony has its own API is not based on the dx12u so unless someone tells us that the geometry engine is not yet used as the mesh shader on the Xbox, most likely the ps5 performances include those given by the modified geometry engine especially in the First party.
Proof ? where are the features? were we can read those specs pls ?
from what we know as FACTS Sony didn't choose to not use off the shelf... they just worked modifying an rdna1 gpu adding what they could of the rdna2 (you want understand that this is what said the lead graphic engineer of the ps5 right?) and is exactly the reason why they was first ramping production is the reason why there was the amd leak 1 year before it is the reason why we don't have any word from Cerny or whatever on machune learning support or hw vrs or the mesh shader ...and this is why Sony had to customize the gpu with their own intersection engine to have raytracing (that was on rdna2). just Occam's razor
Does bringing back facts make me confused?I'm clouded? Looks who is talking :
You need special hardware inside the GPU that can process the mesh shaders. Currently nVidia Turing/Ampere (RTX 20x0, 30x0) or AMD RDNA2 (RX 6x00) GPUs have these. Mesh shaders is a part of "Direct X 12 Ultimate" but the same functionality can be part of any graphics API (Vulkan, OpenGL etc).
The console launched in November 2020 and if you think devs wait until 1.0 SDK's to start using features wellGeometry Shader (GS)
• We're planning to move to Next-Generation Graphics (NGG) GS in a future release of the GDK.
• Performance for GS in the June 2020 release isn't indicative of the final expected performance and will be improved in future releases.
• GS adjacency isn't fully supported in the June 2020 release, but we'll provide full support in a future release.
we don't know basically nothing about ps5 not even how the pipeline work
Does bringing back facts make me confused?
it's based on rdna1 and 2, words of the ps5 graphic lead engineer .before he went in full repair of what was said ..rdna2 wasn't even out and this is the reason why ps5 lack of ml,hw vrs,sfs and have their own version of the SAME things
the rdna3 things are just enormous wet dreams BS from internet in the same level of misterxmedia
are absolutely not used in any videogame coz not officially released on the gdk.The console launched in November 2020 and if you think devs wait until 1.0 SDK's to start using features well. This is about Geometry Shader stage performance and features (get the point about GS adjacency). This is not saying that Mesh Shaders were absent nor would not be used in launch window software.
Both GPUs are based in RDNA2 so basically 99% of the hardware GPU features are the same... except what MS and/or Sony asked for custom.Sony engineer - "it has every feature but one"
Fanboys - "No VRS capability, no mesh shaders, no SFS, no INT8, no RT, 8 teraflops, no controller, no gammeees"
Somebody brought up Beyond3d and I just wanna say what a shame it is how so many warriors jumped over there and have already driven away a couple of old timers. But it's hilarious seeing thicc going there hat in his hand "please sir can we get hidden tmus on Xbox? That would really increase the gap, it could be massive, PLEASE"![]()
VRS ? are you sure.are absolutely not used in any videogame coz not officially released on the gdk.
Devs developed games using pc then porting it in the devkit where initially using the same sdk of the xbox one x .... now moving on the gdk of the series x / s .
Things like mesh shader/vrs/sfs are still not utilized in any game
Both GPUs are based in RDNA2 so basically 99% of the hardware GPU features are the same... except what MS and/or Sony asked for custom.
VRS even the Tier 2 is already used Series X|S games (we have at least 3 examples from own MS).VRS ? are you sure.
so the /s was needed ....VRS even the Tier 2 is already used in a more than 3 Series X|S games.
I have no ideia of what he is talking about.
we also need read game usage to see what it brings to the table.Let's hope for all our sakes both machines have this and do it well. It's a win - win.
Imagine a world where one machine ends up with a even a 100% performance advantage, this would be bad for competition and gamers.
mesh shader and sfs in zero games for sure...VRS (and it's clear that we talk just about the tier 2) is in hivebusters and Gear tactics (with great performance boost in fact ) the third?VRS even the Tier 2 is already used Series X|S games (we have at least 3 examples from own MS).
I have no ideia of what he is talking about.
AMD custom silicon business is modular but you can't do whatever you want.Pretty odd that some are saying that Sony made the decision to make their system worse. Whatever is in the PS5 is what Sony wanted. According to Mark they chose what they wanted from RDNA2.
are absolutely not used in any videogame coz not officially released on the gdk.
Devs developed games using pc then porting it in the devkit where initially using the same sdk of the xbox one x .... now moving on the gdk of the series x / s .
Things like mesh shader/vrs/sfs are still not utilized in any game
From here on i will simply not read anything you post. There are simply too many dangling modifiers and misuse of terminology that it simply wastes everyones time trying to decypher it in order to make out what point you are actually trying to get across.mesh shader and sfs in zero games for sure...VRS (and it's clear that we talk about the tier 2) is in hivebusters and Gear tactics (with great performance boost in fact ) the third?
He spread FUD and after called out try to move the goal and change what he said... that is basically a circle.From here on i will simply not read anything you post. There are simply too many dangling modifiers and misuse of terminology that it simply wastes everyones time trying to decypher it in order to make out what point you are actually trying to get across.