PS5 Die Shot has been revealed

The PS5 has a more intelligently and gracefully designed chip. It's not just brute power and teraflops and other marketing names that are already dazzling in the eyes. Not tired of fighting, buddy? The games themselves will demonstrate clearly which console offers the most interesting hardware solution. After all, it was created for games. From all that marketing list of features that makes you wet, only SFS is really interesting and unlike the PS5, which lacks it, because it allows to reduce the footprint memory and this is really cool. And finally, you are also mistaken about the lack of acceleration of ML inference in PS5. This is it, take it or leave it. If you need to warring, go on.

I beg to differ.

With more info coming out, it seems MS was right about their earlier chest beating.

SX is the more graceful, thoughtfully customed soc whilst ps5 feels more like just using the basic Amd rDNA2 IP but with a big chunk of their custom I/O block attached to it.

Even from the exterior designs, SX just seemed to be assembled more gracefully than ps5.
 
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I hope you are right, because this will be fucking embarrassing soon if you are wrong and the real next gen games show something different.
Another warrior or what? I know that it will be embarrassing not for me, but for those who were crazy about RDNA 1 vs RDNA 2 and listed over and over again a set of console features, having no idea what they were writing about. It is annoying when people just fix themselves on some absolute nonsense, on some one thing or another, or are led by marketing and new loud-sounding features. And they just throw all the most important nuances into junk, for example, such as the SoC design, how it works, what is important in rendering and computing in general, what place does i/o now occupy in rendering, what bottlenecks it has. Spare me of your marketing noodles please.
 
Another warrior or what? I know that it will be embarrassing not for me, but for those who were crazy about RDNA 1 vs RDNA 2 and listed over and over again a set of console features, having no idea what they were writing about. It is annoying when people just fix themselves on some absolute nonsense, on some one thing or another, or are led by marketing and new loud-sounding features. And they just throw all the most important nuances into junk, for example, such as the SoC design, how it works, what is important in rendering and computing in general, what place does i/o now occupy in rendering, what bottlenecks it has. Spare me of your marketing noodles please.
😅😅😅😅😅😅😅😅😅

Sure buddy.

You should give me a few more paragraphs. I don't think I understand the consequences of it yet. 😅😅😅😅😅
 
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Another warrior or what? I know that it will be embarrassing not for me, but for those who were crazy about RDNA 1 vs RDNA 2 and listed over and over again a set of console features, having no idea what they were writing about. It is annoying when people just fix themselves on some absolute nonsense, on some one thing or another, or are led by marketing and new loud-sounding features. And they just throw all the most important nuances into junk, for example, such as the SoC design, how it works, what is important in rendering and computing in general, what place does i/o now occupy in rendering, what bottlenecks it has. Spare me of your marketing noodles please.
You think both companies didn't think about this?
 
SX is the more graceful, thoughtfully customed soc whilst ps5 feels more like just using the basic Amd rDNA2 IP but with a big chunk of their custom I/O block attached to it.
giphy.gif
 
And before someone goes saying it's just PRT. It's actually beyond that, though people do tend to interchange the terms
What those tweets go into is how only texturing active regions of memory saves you on memory bandwidth (it does) and storage (less resident data) and then it ends by saying people could already only upload select memory regions and not stream in the whole mipmap using PRT/Tiled Resources, but that SF (MS refers to as PRT+) and SFS extensions are the new hotness (which they are).

WhYN9Wa.jpg

This is from the people that designed the HW and presented their achievements to the HotChips technical audience. SFS allows you to have the memory and bandwidth saving you would get from a virtual texturing scheme (PRT or software based) but at a lower cost.

Cache Scrubbers are not there to save memory storage or inflate SSD transfer speed, but are there (along with the coherency engines) to help avoid trashing of caches because of the high streaming bandwidth and the resulting waste of memory bandwidth it would result. It is one of the many efficiency measures the I/O setup of PS5 has deployed, you are underselling it as a raw power play (if it were those would be quite unachievable paper specs).
 
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SX is the more graceful, thoughtfully customed soc whilst ps5 feels more like just using the basic Amd rDNA2 IP but with a big chunk of their custom I/O block attached to it.
You really cannot praise the HW you like without dissing down the other? Just fishing for reactions?

Basic RDNA2 setup with cache scrubbers and modified Geometry Engine... oh yeah I/O unit slapped onto it :rolleyes:.
 
I beg to differ.

With more info coming out, it seems MS was right about their earlier chest beating.

SX is the more graceful, thoughtfully customed soc whilst ps5 feels more like just using the basic Amd rDNA2 IP but with a big chunk of their custom I/O block attached to it.

Even from the exterior designs, SX just seemed to be assembled more gracefully than ps5.
What should only matter is how both machines perform in the same games. And for now, PS5 has the advantage. And don't forget that PS5 is doing all that with a quite smaller APU. PS5 should be cheaper to manufacturate for those 2 reasons: smaller APU and cheaper cooling (PS5 has actually much less copper).

So PS5 is probably cheaper now, it will be even cheaper in long term (308mm² vs 360mm²) and is currently performing slightly better in most games than XSX.

So which system has being better designed?
 
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People talking about IO without the simplest understanding of what's at play, referring to fixed function hardware support for PRT as if it's revolutionary and dismissing the PS5 IO as if it's just a "really fast SSD slapped in". I can't even...

Too much intelligence here.
 
You really cannot praise the HW you like without dissing down the other? Just fishing for reactions?

Basic RDNA2 setup with cache scrubbers and modified Geometry Engine... oh yeah I/O unit slapped onto it :rolleyes:.

I believe the cache scrubbers are the custom I/O block i mentioned.
As for the GE, so far, they are said to be close to primitive shaders than mesh shaders.
 
What should only matter is how both machines perform in the same games. And for now, PS5 has the advantage. And don't forget that PS5 is doing all that with a quite smaller APU. PS5 should be cheaper to manufacturate for those 2 reasons: smaller APU and cheaper cooling (PS5 has actually much less copper).

So PS5 is probably cheaper now, it will be even cheaper in long term (308mm² vs 360mm²) and is currently performing slightly better in most games than XSX.

So which system has being better designed?

actually how do you determind ps5 HS has much lesser copper?
From the looks of both, ps5 HS seems more complex to manufacture and unlikely be cheaper than sx solid block? when you add in liquid metal....

308mm² vs 360mm² is too close to call imo.
For instance, the die size between 3080 v 3070 is 628mm2 v 392mm2
6800 v 6700 is 519mm2 v 335mm2 (rumor)

I dont think ps5 is cheaper or that much cheaper as their $399 pricing may looks. Dont get confused with an aggressive marketing push rather than an engineering win.
 
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I believe the cache scrubbers are the custom I/O block i mentioned.
As for the GE, so far, they are said to be close to primitive shaders than mesh shaders.
No, the cache scrubbers are implemented on the GPU. The coherency engines drive the process, cache modifications on GPU and CPU act upon the hints given to them:
qxTVBBK.jpg


The custom enhancement to the GE unfortunately are not public so underselling them seems premature.
 
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Yes thats what i meant, the cache scrubbers may not reside in the I/O unit, but is there as part of their custom I/O IP.

look at the header below. :messenger_sunglasses:

FKFvL5E.png
 
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Yes thats what i meant, the cache scrubbers may not reside in the I/O unit, but is there as part of their custom I/O IP.
No. The cache scrubbers are a general purpose GPU customization. They are a separate thing to the IO, although it can be exploited by the IO complex.
 
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Primitive shaders and mesh shaders don't share the same shader path. Yes, that's a fact. Mesh shaders take a completely separate path and when they are ready they go straight to the pixel shaders. Culling is a big advantage that primitive shaders do it ahead of the assembly phase. Compared to a standard mesh shading pipeline, they can use fixed function tessellation hardware and this gives more control. The problem is not with primitive versus mesh shaders, but what is on or off. Mesh shaders have not been programmed, so AMD cards use primitive shaders, either explicitly or as a recompilation, improve front-end performance. I don't know what else Sony did to further tweak GE, but this is also not a direct implementation of RDNA 1, this part was not clear as to what AMD did with it for RDNA2.
My take on why Cerny says primitive shaders - rather than talk about meshes - is because the two can be used interchangeably in a GDC audience situation, and from various comments(around Atomview technology in videos), I'm pretty sure the long term plan for PlayStation is to move beyond triangles and use new primitive forms the new GE advancements makes possible - and meshes by their very nature are old hat groups of triangles. The UE5 demo was used to push the message that with zero LoD and 4 triangles per pixel - a 4K reconstructed image from 1440p that was flawless - selling graphics on ever more polygons was over.

Which then begs the question, would mesh shading be much use to PlayStation - outside of enhanced BC games or old engine used for new games beyond their best?
 
actually how do you determind ps5 HS has much lesser copper?
From the looks of both, ps5 HS seems more complex to manufacture and unlikely be cheaper than sx solid block? when you add in liquid metal....

308mm² vs 360mm² is too close to call imo.
For instance, the die size between 3080 v 3070 is 628mm2 v 392mm2
6800 v 6700 is 519mm2 v 335mm2 (rumor)

I dont think ps5 is cheaper or that much cheaper as their $399 pricing may looks. Dont get confused with an aggressive marketing push rather than an engineering win.
PS5 heatsink is bigger but actually lighter (from memory about 30% lighter, but can't find the article now) and XSX is more complex to assemble as the whole thing is in 2 parts because of the complex cooling part while PS5 is simply using a bigger motherboard in order to have an efficient (but rather cheap) cooling. PS5 uses liquid cooling but XSX uses a costly vapor chamber.

But most importantly PS5 APU is 15% smaller, which is the most important factor for the long term.
 
PS5 heatsink is bigger but actually lighter (from memory about 30% lighter, but can't find the article now) and XSX is more complex to assemble as the whole thing is in 2 parts because of the complex cooling part while PS5 is simply using a bigger motherboard in order to have an efficient (but rather cheap) cooling. PS5 uses liquid cooling but XSX uses a costly vapor chamber.

But most importantly PS5 APU is 15% smaller, which is the most important factor for the long term.

vapor chamber are not exactly prohibitative. nvidia and amd have been using vapor chamber in their stock gpu.

ps5 HS may have a smaller copper base, but i assume the heatpipes are copper too. milling the ps5 HS looks expensive, or at least nowhere cheaper once you add in liquid metal..

ps5 apu may be 15% smaller, but it needs to be validated to run at higher vcore and boost clocks, whilst SX apu just needs to run comfortably base rDNA2 gameclocks..

the point still stands, i do not believe ps5 is cheaper to build than SX. I feel they are in the same ballpark, and imo ps5 edges ahead.

A ps5 sku is clearly more expensive once you add in DS.

thats why imo MS achieved the engineering win they desired.
 
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vapor chamber are not exactly too costly. nvidia amd have been using vapor chamber in their stock gpu.

ps5 hs may have a smaller copper base, but i assume the heatpipes are copper too. milling the ps5 HS looks expensive, or at least nowhere cheaper once you add in liquid metal..

ps5 apu may be 15% smaller, but it needs to be validate to run higher vcore and boost clocks, while SX apu just needs to run comfortably base rDNA2 gameclocks..
The most expensive (and clever) part of liquid cooling design was actually 2 years of R&D. The liquid itself is not that expensive (negligible difference with traditionnal paste compared to the amount of copper needed).

With the slim version using a smaller node there won't be anymore of those heat and clocks concerns for both hardware. The main cost factor will be APU size. That's long term.

Base RDNA2 clocks are about 2200mhz (PS5 clocks), not 1800mhz. Just saying. ;-)
 
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i don't know who is this leviathan guy honestly but he is stating that the ps5 does this via software using the GE. is this guy reliable? lots people asking him questions


Ignore this tragic clown.

VRS happens at the rasterization stage.

His twitter is full of claims of "wanting to teach others" and "share expertise" with zero evidence of any real knowledge.

It's internet LARP 101, and the dude needs a shrink not attention
 
We know PS5 doesn't have Mesh Shaders because Mark Cerny confirmed the Geometry Engine and listed the Primitive Shader feature that was already in RDNA 1. If nothing changed about the Geometry Engine from RDNA 1 t RDNA 2, then RX 5700XT would support Mesh Shaders.

PS5 doesn't support VRS in hardware. They will try to utilize a software solution. Doesn't mean it can't be good, but ease of implementation by devs and performance are both benefitted by having built in hardware for the task. If the GPU is apparently missing hardware VRS and Mesh Shaders, chances are there is no Sampler Feedback either.

PS5 doesn't have hardware accelerated Machine Learning. A sony engineer literally already confirmed it doesn't, then tried to clarify, walk back his comments when he appeared to get into trouble.


Xbox Series X|S are the only next-generation consoles with full hardware support for all the RDNA 2 capabilities AMD showcased today.

If anyone forgets ps5 does NOT support all of RDNA 2 hardware capabilities. PS5 has no VRS HW, mesh shading, SFS, etc. That is known and nothing to be disputed

PS5 does support VRS. So what if it is software based. It does support it. And it runs circles around hardware VRS

Cerny talking about Primitive Shaders. It's basically exactly what Mesh shaders are supposed to do with LODs. Around 1:00 on Road To PS5

PS5 one way or another does support Machine Learning same as VRS.

Lots are patents are there for Machine Learning on PS5. Why PS5 wouldn't have it. As Leviathan provided in tweet... Of course, YOU DON'T WANT TO HAVE IT.

But anyway, regarding that XSX/S are only console with full RDNA 2.....
I never mentioned "true RDNA2" and I tried to make it clear, that the PS5 and Xbox Series are neither 100% RDNA1 nor RDNA2 technology.
However boths sides integrate huge improvements from RDNA2, so personally I would put them much closer to RDNA2 than RDNA1 but as said, it's not possible to slap a branding on them without it being largely oversimplified and subjective.
 
That comment still stands, they are separate from the I/O complex (see picture with the freaking transcript :)). The coherency engines drive coherency traffic and eviction intelligently thanks to HW customisations in each unit (cache scrubbers in the GPU).
qxTVBBK.jpg


i dont see the issue? 🤷‍♀️

all i said earlier was ps5 seems less graceful since it seems to be base rdna2 + their i/o IP.

The cache scrubbers being located in the rnda2 gpu, you could say it is now more than 'base', but my point still stands, while they are logically placed there but they are there because of being part of the I/O IP.

The most expensive (and clever) part of liquid cooling design was actually 2 years of R&D. The liquid itself is not that expensive (negligible difference with traditionnal paste compared to the amount of copper needed).

With the slim version using a smaller node there won't be anymore of those heat and clocks concerns for both hardware. The main cost factor will be APU size. That's long term.

Base RDNA2 clocks are about 2200mhz (PS5 clocks), not 1800mhz. Just saying. ;-)

no rdna2 game/base clock is closer to SX than ps5. look it up. :messenger_smiling:

the materials to make liquid metal may not be more expensive, but the operating costs to inject and keep it safe in ps5, is logically more expensive, on top of the R&D you said.

Im still adamant that the $399 is an aggressive marketing push that is bleeding sony a bit more than they liked. something something about concerns with SS and they did not have a real cheaper sku to match.
 
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Im still adamant that the $399 is an aggressive marketing push that is bleeding sony a bit more than they liked. something something about concerns with SS and they did not have a real cheaper sku to match

You think Sony is scared of 299$ XSS? LOL They aren't. 450$ is manufacture cost for PS5 disk based. So, probably 20$ less is discless PS5. Of course PS5s are selling at loss, but Sony aren't dumb anymore to bleed so much money with every PS5 sold. They learned that in a hard way. Also, last quarter reports surely implied that they didn't lost so much money on every PS5 sold
 
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all i said earlier was ps5 seems less graceful since it seems to be base rdna2 + their i/o IP.
Both consoles had their own design goals and it is quite clear that XSX was a bit more bent towards a unified DirectX ecosystem (with a console flavour as it got to premiere features that are not going to be mainstream on PC for a while... see DirectStorage and the BCPACK decoder), but GPU wise they went for more raw power (a lot more CU's, heavier CU to Shader Array and Shader Engine ratios). On the I/O front they did go for a refined approach highlighting how SFS + DirectStorage + the SSD could work together to deliver a multiplier over bare HW specs.

Sony dedicated less transistors to the GPU, but they are balancing evolution of the current graphics approach (it is certainly fast enough at traditional polygons based rendering/rasterisation and hybrid rasterisation and RT) and optional revolution (all the intelligence they built in the GE that developers have to code for or use in automated mode and the investment done in UE and the interest in the micro polygons based approach of Nanite).
So they went for a narrower and much higher clocked design (which works well to keep performance high everywhere on the GPU: even in all the shared components that seem the same in numbers across XSX and PS5, but run much faster on the latter): this has an advantage also for computations that are local on a CU (same data but a lot more processing steps on it, more data dependencies between processing steps, and/or more dynamic branches... all that seem to me to reward a higher frequency approach).

Sure, they went for a very fast SSD arrangement (with a custom decompressor to match), but everything they built around it screams of making sure this ran efficiently and they went for a quite elegant approach (not a lot of work for devs to read and write data efficiently... well aside from what they need to do for both consoles which is to reinvent how they store, compose, and transfer textures and geometry).

The cache scrubbers being located in the rnda2 gpu, you could say it is now more than 'base', but my point still stands, while they are logically placed there but they are there because of being part of the I/O IP.
That is a roundabout way to both admit the GPU has an additional elegant optimisation added on top of RDNA2 specs and at the same time discard it. "They are there to be used by the I/O IP"... and? That is a bit of a meaningless rebuttal sorry.
 

Presenting PS5's FPU as being slower as a fact, without precisely knowing what was removed, tweaked, streamlined and even possibly improved based basically on size. Just perfect.

Contradicting himself within the very same paragraph by saying that "PS5's GPU isn't 'too much weaker' (meaning it's weaker but not so much) and then saying its equal in GPU power because of other metrics..

Pure speculation without actual solid evidence by showing PS5's GPU closer to RDNA1 in performance than RDNA2.

Talking about the complementary SmartShift as if it's the main custom technique used about variable frequency feature and saying that's its pure software magic without possibly knowing if that's the case..

What a piece..

Apparently the guy was Cerny's senior during the engineering of PS5.
 
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So they went for a narrower and much higher clocked design (which works well to keep performance high everywhere on the GPU: even in all the shared components that seem the same in numbers across XSX and PS5, but run much faster on the latter): this has an advantage also for computations that are local on a CU (same data but a lot more processing steps on it, more data dependencies between processing steps, and/or more dynamic branches... all that seem to me to reward a higher frequency approach).
A well-explained post from TheThreadsThatBindUs TheThreadsThatBindUs talking about how more CUs/parallelism doesn't help that much with real-world performance when triangles/polygons are at the micro level.
I don't understand why" when triangles are small its harder to fill CUs with meaningful work." Quote. How does The size of the triangles has directly related to CU counts?
Because with rasterization, triangles/primitives are mapped to the pixel grid before pixel shading occurs. The ALUs (Arithmetic and Logic Units) within the CUs work on these portions of the pixel grid for each polygon by breaking it further down into pixel fragments and passing the work to ALU to work on it on a pixel-by-pixel basis.

To ensure the maximum level of parallelism, in order to keep you ALU doing useful work, you want triangles that span a large number of pixels. So that when shading, in batches of pixels sized to correspond to the width of the ALUs, you're maximizing utilization of your ALU.

A crude example is as follows:

Let's say I have a 4x4 fragment passed to my 16-wide SIMD unit within the CU.

If the polygon spans 14 of the 16 pixels, then 14 out of 16 pixels get shaded in a single clock cycle (87.5% utilization)
If the polygon is smaller and spans only 4 of the 16 pixels, only 4 pixels get shaded per clock cycle (25% utilization) so the efficiency is significantly lower.

So in the above example scene with many 4x pixel triangles, adding more CUs to my GPU barely helps real world shading performance at all, because I'm getting only 25% utilization out of my ALUs. Increasing GPU clock speed however, will help overall performance more, because in a 30fps game with 33ms frame time, increasing my clock speed will mean I can shade more real 4x pixel polygons within my frame-time budget.

The above is kind of a gross oversimplification, but it's just to give you the gist.
 
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Assuming the Xbox trolls in this thread would be right I must say I am mightily impressed by the performance from my half-dicked, one balled RDNA1 midget. And if MS the software company cannot get more performance from their pure RDNA2 'more CUs than you need before you die' behemoth of XSX platform, MS must be the worst performing company in hardware and software history.

Or maybe they are both customized RDNA2 platforms? And right now the customizations are really favoring the PS5 looking at performance per mm2 of silicon? Just saying...
 
Presenting PS5's FPU as being slower as a fact, without precisely knowing what was removed, tweaked, streamlined and even possibly improved based basically on size. Just perfect.

Contradicting himself within the very same paragraph by saying that "PS5's GPU isn't 'too much weaker' (meaning it's weaker but not so much) and then saying its equal in GPU power because of other metrics..

Pure speculation without actual solid evidence by showing PS5's GPU closer to RDNA1 in performance than RDNA2.

Talking about the complementary SmartShift as if it's the main custom technique used about variable frequency feature and saying that's its pure software magic without possibly knowing if that's the case..

What a piece..

Apparently the guy was Cerny's senior during the engineering of PS5.
You make a good point, but I wanna see how some Xbox fans, fanatics feel about that Twitter post.

I'm just patiently waiting for the Bill of Materials to get posted.
 
You make a good point, but I wanna see how some Xbox fans, fanatics feel about that Twitter post.

I'm just patiently waiting for the Bill of Materials to get posted.
I suppose they will not like it very much due to the last part but that was not my point as you surely know. I didn't like the posts contradictory narrative and the way he presents his subjective conclusions as facts with such authority. I think this leads to further misinformation.
 
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i dont see the issue? 🤷‍♀️

all i said earlier was ps5 seems less graceful since it seems to be base rdna2 + their i/o IP.

The cache scrubbers being located in the rnda2 gpu, you could say it is now more than 'base', but my point still stands, while they are logically placed there but they are there because of being part of the I/O IP.



no rdna2 game/base clock is closer to SX than ps5. look it up. :messenger_smiling:

the materials to make liquid metal may not be more expensive, but the operating costs to inject and keep it safe in ps5, is logically more expensive, on top of the R&D you said.

Im still adamant that the $399 is an aggressive marketing push that is bleeding sony a bit more than they liked. something something about concerns with SS and they did not have a real cheaper sku to match.

No you are miles out.

Sony GNM RDNA2 and MS DX12 RDNA2 who gives shit.

RDNA2 is a marketing phrase that is used by Sony or MS however it suits them and contains JUST what they have used and nothing else.

AMD RDNA2 they dont say much, it embarrases both consoles tahts why, infinity cache and in GAME 2.5 Ghz clocks is why they perform above and beyond RDNA1. So AMD will just agree with both Sony and MS, and yes AMD can say their base clocks are whatever, again its marketing on power usage, the fact is AMD PC parts run close to 2.5 GHz in games.

You need to be able to distinguish between marketing PR and what happens when running games.

Now, the likely things that made Ps5 special are that Ps5 processes pixel vertices differently in a different order with LDS compression, thats why you see strong performance in post prpocessing effects like Valhalla torch use in DF and other examples. You can name it whatever you like, RDNA 0.5, RDNA 15, does not matter, it performs.
 
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Im still adamant that the $399 is an aggressive marketing push that is bleeding sony a bit more than they liked. something something about concerns with SS and they did not have a real cheaper sku to match.
Aggressive maybe - but highly unlikely to be competition related. They'd be working off of market data around 399/499 price points, and wanted to ramp up adoption fast.
Obviously both companies underestimated current demand.
 
Dude varying level of detail has nothing to do with VRS in that context... that's literally just about changing the geometry LOD levels when cerny spoke about the geometry engine. VRS isn't even in the geometry engine, it's in the ROPs... He was referring to geometry when he made those statements. VRS is about shading rate, not about geometry performance or manipulation.

Primitive Shaders are not Mesh Shaders because Mesh Shaders, unlike Primitive Shaders, does not need to rely on fixed function tesselation units. Primitive Shaders still relies on the hardware tesselation unit, Mesh Shaders does not need to and has the ability to replace the fixed function tesselator altogether using Amplification Shaders.

The PS5 I/O setup, while most impressive, is nothing close to being the exact same as Sampler Feedback Streaming. That only goes to show you don't understand what it actually is. Series X itself has a fast SSD, not as fast as PS5's on paper and it's own hardware decompression unit and advanced compression for textures, but Sampler Feedback Streaming is something else entirely after all those I mentioned already played their role, or better yet before some have done their job. PS5's I/O SSD setup is, according to Cerny, meant to move data into the RAM just in time as it's needed, and it can apparently do so really fast, but it's still doing it the more old fashion way, just faster.

Series X's Sampler Feedback Streaming is capable of a level of granularity that isn't supported on PS5, significantly cutting down on the amount of texture data that even needs to be inside VRAM or copied in the first place. Sampler Feedback Streaming is making sure texture data that was never supposed to even be in RAM in the first place for what's on screen, never goes there, leading to an effective RAM efficiency of up to 2.5x on Series X. What Sampler Feedback Streaming does is work to determine EXACTLY what's needed for the scene in such a precise, fast and accurate way that unnecessary data that would have never needed to have gone through decompression and thus end up in system RAM in the first place never actually ends up occupying system RAM. Thus your SSD transfer needs are significantly cutdown, your RAM usage is significantly cutdown, dramatically boosting effective usage. it's an absolute game changer that, believe it or not, goes much further than the PS5's SSD I/O setup.

PS5 is doing things the more old fashion way really, really fast. Series X's Sampler Feedback Streaming changes the very way texture data works for a GPU, and giving an effective RAM improvement that devs have wanted for years. Cache Scrubbers is a feature much less necessary for Series X with Sampler Feedback Streaming because often times it will do a better job of keeping useless texture data out of RAM and thus the GPU caches that shouldn't have been there in the first place if the streaming method was simply more intelligent, which is what Sampler Feedback is. It's one of the biggest and most slept on game changers on either console. Devs commonly ask for more RAM over anything else. This feature is essentially giving them that. It has the potential to do for Series X a version of what Infinity Cache does for PC RDNA 2 by significantly cutting down the bandwidth requirements due to less unnecessary reads/writes and smaller chunks of information.

pOqlBfr.jpg




You tried very hard with this one, but nearly everything you said is wrong.










And before someone goes saying it's just PRT. It's actually beyond that, though people do tend to interchange the terms.


I'm not wasting my time on you on this topic after this.
Do you know what the word custom means?

Mark Cerny modified a CU for Audio, added Cache Scrubber into the GPU Caches, he can do the same for VRS.
Everything is CUSTOM, it doesn't have to be the same as XBSX.
Plus, Mark explained these features in his own words.

And when are you going the get it through your think skull,
Those are DirectX features, you will never hear those names on PS5.
Sony there own versions.

About Sampler Feedback Streaming, go back and watch Road to PS5.
And your adding things not mention about SFS to hype up the XBSX.
Xbox Series X's Sampler Feedback Streaming
"There's a lot to it, but in plain and simple terms, Sampler Feedback Streaming allows the console to only load in textures and assets that are only needed in a game at that moment rather than having significantly more of them loaded in in the background just in case they're needed, which means a lot of space and memory are freed up for the CPU to focus on other things."

That's literally wtf the PS5 is doing already.
 
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Corporate figurehead's purpose are to promote and exaggerate to create hype. Like that old Sony guy from the PS3 days sayin PS3 will do 1080p games and 120 fps. A ton of hyperbolic crap. Out of all games, you could probably count on your fingers the number of games that achieved this out of the 1,000s of games released.

That same time line, Sony also presented PS3 has 2 TF of GPU power. I don't think even any PC video cards were that good in 2006.

Cerny was also the guy promoting Knack as a great game. Game gets released, gets grilled and then disappeared.

Spencer, Mattrick and Greenburg would do the same shilling.
What does any of that has to do with the price of rice?
 
With more info coming out, it seems MS was right about their earlier chest beating.
No, you beat your chest after you deliver the goods... Some specs sheet is nice and all, but what counts is the output.

No receipts no chest pumping.
SX is the more graceful, thoughtfully customed soc whilst ps5 feels more like just using the basic Amd rDNA2 IP but with a big chunk of their custom I/O block attached to it.
That is fanboy talk.
Even from the exterior designs, SX just seemed to be assembled more gracefully than ps5.
I kind of agree with you on that front.
 
Yes, him, and I believe either he or another person also made a statement saying there was no Machine Learning on the PS5 GPU. That tweet I think is the follow-up to what he said prior.


found it.
djSO4L3.jpg
Machine Learning
"More generally, we're seeing the GPU be able to power Machine Learning for all sorts of really interesting advancements in the gameplay and other tools."
Laura Miele, Chief Studio Officer for EA.
Source: https://www.wired.com/story/exclusive-playstation-5/

Two sources:
One from a random tweet on twitter that could have been photoshop by that @blueisviolet clown.
The other is an official statement from official people.
Sorry, I tend to believe official places before I believe anyone on twitter even if they claim to work at Sony.
Sony would have to tell me they work with them.
 
VRS happens at the rasterization stage.
Ehh - that would be implementation specific, it's not a given.
If you look at some items that predate VRS, we've already had 3-4(that I know of, there may have been more) different hw-accelerated approaches to variable resolution rendering (primarily advertised at VR rendering, though it can be used for other things) and implementations of each were unique in terms of stages it happens at, and the kind of hardware extensions that were added/used to accommodate it.
At least one of said approaches embodies VRS feature-set as well (no need to take my word for it - patents describe it).

To go into what's said in those tweets. According to diagrams I've seen - Primitive Assembly is part of GE, so assuming they have the right feature support, 'GE doing VRS' could in fact hold true.
 
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Ehh - that would be implementation specific, it's not a given.
If you look at some items that predate VRS, we've already had 3-4(that I know of, there may have been more) different hw-accelerated approaches to variable resolution rendering (primarily advertised at VR rendering, though it can be used for other things) and implementations of each were unique in terms of stages it happens at, and the kind of hardware extensions that were added/used to accommodate it.
At least one of said approaches embodies VRS feature-set as well (no need to take my word for it - patents describe it).

To go into what's said in those tweets. According to diagrams I've seen - Primitive Assembly is part of GE, so assuming they have the right feature support, 'GE doing VRS' could in fact hold true.
No - it happens at the rasterization stage. There's no two ways about it.
 
PS5 does support VRS. So what if it is software based. It does support it. And it runs circles around hardware VRS

Cerny talking about Primitive Shaders. It's basically exactly what Mesh shaders are supposed to do with LODs. Around 1:00 on Road To PS5

PS5 one way or another does support Machine Learning same as VRS.

Lots are patents are there for Machine Learning on PS5. Why PS5 wouldn't have it. As Leviathan provided in tweet... Of course, YOU DON'T WANT TO HAVE IT.
1.) The PS5 likely doesn't support the hardware based VRS solution which the Xbox Series and RDNA2 include.
It's possible to implement similar techhniques in software, even quite efficient or with advantages but it's not universally better and is already achieved on the last gen consoles.
Further one can use and combine both solutions, the Xbox Series has this option the PS5 likely hasn't.
How large is the advantage? Nobody knows without benchmarks, so claiming it's in general much better, the same or worse is pure fantasy without good data and arguments backing it up.

2.) I said it already on this forum but you really need to know the specifications and features from "Primitive Shaders" on the PS5 to know what's the difference, if there is any, in comparison to "Mesh Shaders".
Those terms are just arbitrary names otherwise.
Personally I don't think there is a significant difference.

3.) You can support Machine Learning on nearly every advanced processor but you can't train or execute ML networks fast enough for real time rendering on every hardware.
There are many ML models which don't need high precision mathematics, so one can use FP16, INT8, INT4 or even INT1.
What's important for real time rendering is that the throughput is high enough.
It wouldn't be surprising to me if the PS5 only has packed math for FP16 and INT16, that's quite a bite worse than the mixed precision dot-product instructions which the Xbox Series and RDNA2 GPUs can offer.
They can multiply 2xFP16, 4xINT8 or 8xINT4 data elements and add the results to a FP32 or INT32 accumulator in one execution step.
This is more precise and/or a lot faster than just working with single precision and packed math operations.

Presenting PS5's FPU as being slower as a fact, without precisely knowing what was removed, tweaked, streamlined and even possibly improved based basically on size. Just perfect.

Contradicting himself within the very same paragraph by saying that "PS5's GPU isn't 'too much weaker' (meaning it's weaker but not so much) and then saying its equal in GPU power because of other metrics..

Pure speculation without actual solid evidence by showing PS5's GPU closer to RDNA1 in performance than RDNA2.

Talking about the complementary SmartShift as if it's the main custom technique used about variable frequency feature and saying that's its pure software magic without possibly knowing if that's the case..

What a piece..

Apparently the guy was Cerny's senior during the engineering of PS5.
You can precisely tell that the Floating-Point Register File was cut in half, that's enough to know that the PS5 can't execute FP256-Instructions as fast as vanilla Zen2 cores.
What's harder to tell or impossible is, if and in what way the digital logic on the execution paths was cut.
I think Nemez's fifth tweet is talking about theoretical TFLOPs and that in real world terms more factors are important, putting both closer together in practise.

The raster pipeline on the PS5 is from a high level view structured as on RDNA1 GPUs.
This may be even a performance advantage, since AMD's own RDNA2 GPUs rebalanced execution resources and made some cut downs.
They have less Primitive Units and Depth ROPs per Shader Engine.
From a Compute Unit perspective, for most operations, there isn't a real difference between RDNA1 or RDNA2.

Smart Shift is basically "firmware magic".
Since multiple generations AMD has the necessary hardware built in to control and set voltage levels, clocks, thermal limits, etc.
It's all very programmable and can be set as desired.
Sony went for a power budget, which is also shared between CPU and GPU, based on activity counters and MS wanted fixed clock rates.
AFAIK the way Sony is doing it, is very similar to how AMD first implemented variable frequencies under Cayman (6970/50, 2010/11 GPUs), where AMD opted for no clock differences between the same GPU SKUs.
That's different now, AMD is using real power and thermals measurements and let's each chip optimally behave under his unique attributes.
Every chip is different in quality, they all behave a bit differently, something you certainly don't want for a gaming console which is why every PS5 is modeled after a reference behaviour based on activity counters.

That's a high level diagram from GCN2, showing how the power/thermal/clock control is laid down, with programmable software layers.
PTarch.png
 
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No you are miles out.

Sony GNM RDNA2 and MS DX12 RDNA2 who gives shit.

RDNA2 is a marketing phrase that is used by Sony or MS however it suits them and contains JUST what they have used and nothing else.

AMD RDNA2 they dont say much, it embarrases both consoles tahts why, infinity cache and in GAME 2.5 Ghz clocks is why they perform above and beyond RDNA1. So AMD will just agree with both Sony and MS, and yes AMD can say their base clocks are whatever, again its marketing on power usage, the fact is AMD PC parts run close to 2.5 GHz in games.

You need to be able to distinguish between marketing PR and what happens when running games.

Now, the likely things that made Ps5 special are that Ps5 processes pixel vertices differently in a different order with LDS compression, thats why you see strong performance in post prpocessing effects like Valhalla torch use in DF and other examples. You can name it whatever you like, RDNA 0.5, RDNA 15, does not matter, it performs.
Pretty sure RDNA2 is a
1.) The PS5 likely doesn't support the hardware based VRS solution which the Xbox Series and RDNA2 include.
It's possible to implement similar techhniques in software, even quite efficient or with advantages but it's not universally better and is already achieved on the last gen consoles.
Further one can use and combine both solutions, the Xbox Series has this option the PS5 likely hasn't.
How large is the advantage? Nobody knows without benchmarks, so claiming it's in general much better, the same or worse is pure fantasy without good data and arguments backing it up.

2.) I said it already on this forum but you really need to know the specifications and features from "Primitive Shaders" on the PS5 to know what's the difference, if there is any, in comparison to "Mesh Shaders".
Those terms are just arbitrary names otherwise.
Personally I don't think there is a significant difference.

3.) You can support Machine Learning on nearly every advanced processor but you can't train or execute ML networks fast enough for real time rendering on every hardware.
There are many ML models which don't need high precision mathematics, so one can use FP16, INT8, INT4 or even INT1.
What's important for real time rendering is that the throughput is high enough.
It wouldn't be surprising to me if the PS5 only has packed math for FP16 and INT16, that's quite a bite worse than the mixed precision dot-product instructions which the Xbox Series and RDNA2 GPUs can offer.
They can multiply 2xFP16, 4xINT8 or 8xINT4 data elements and add the results to a FP32 or INT32 accumulator in one execution step.
This is more precise and/or a lot faster than just working with single precision and packed math operations.


You can precisely tell that the Floating-Point Register File was cut in half, that's enough to know that the PS5 can't execute FP256-Instructions as fast as vanilla Zen2 cores.
What's harder to tell or impossible is, if and in what way the digital logic on the execution paths was cut.
I think Nemez's fifth tweet is talking about theoretical TFLOPs and that in real world terms more factors are important, putting both closer together in practise.

The raster pipeline on the PS5 is from a high level view structured as on RDNA1 GPUs.
This may be even a performance advantage, since AMD's own RDNA2 GPUs rebalanced execution resources and made some cut downs.
They have less Primitive Units and Depth ROPs per Shader Engine.
From a Compute Unit perspective, for most operations, there isn't a real difference between RDNA1 or RDNA2.

Smart Shift is basically "firmware magic".
Since multiple generations AMD has the necessary hardware built in to control and set voltage levels, clocks, thermal limits, etc.
It's all very programmable and can be set as desired.
Sony went for a clock budget, which is also shared between CPU and GPU, based on activity counters and MS wanted fixed clock rates.
AFAIK the way Sony is doing it, is very similar to how AMD first implemented variable frequencies under Cayman (6970/50, 2010/11 GPUs), where AMD opted for no clock differences between the same GPU SKUs.
That's different now, AMD is using real time measurements and let's each chip optimatly behave under his unique attributes.
Every chip is different in quality, they all behave a bit differently, something you certainly don't want for a gaming console which is why every PS5 is modeled after a reference behaviour based on activity counters.

That's a high level diagram from GCN2, showing how the power/thermal/clock control is laid down, with programmable software layers.
PTarch.png
Good job! GOT EMMMMMMMMMM!
 
It's not a gotcha posting, just my commentary you may agree or disagree with.
Since I'm just a layman I may be also wrong in multiple regards, corrections are welcomed.

I'm not here for fanboy wars.
This is how I got something described - please note that I am an interested layman here and not an expert - nor do I sit on insider knowledge but I have had talks with someone that works in the PS5 development environment. The functionalities of the GE in PS5 (what is transistor, i.e. hardware driven, and what is software driven is unknown to me) allows for culling as well as merging of geometries. These two function as such create a similar functionality as mesh shaders in terms of culling but it happens earlier in the pipeline as well as VRS by allowing for control of the number of pixels that enters the final shader step through merging of geometries (i.e. the same functionality that VRS plays in Nvidia and current AMD cards).

It is not the same as the mesh shader and VRS but the functionality is the same.

This might of course be erroneous information but would be interested in what you have heard about the same. For me it lines up fairly well with the Cerny talk so I have in general taken the information at face value.
 
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