But the PS5 is a beast, how can you out-beast the beast? How dare you even hint at such possibility!Why a PS5 Pro is needed? There you go.
It is, for the price point. But if we can have better, I want it.But the PS5 is a beast, how can you out-beast the beast? How dare you even hint at such possibility!
It’s really curious why people are that desperate for a PS5 Pro. Are they not happy with Cerny’s magic this fast?But the PS5 is a beast, how can you out-beast the beast? How dare you even hint at such possibility!
Dude, STFU with this low key bait. The world is moving fast and it's clear that 6-7 year old generations no longer work like intended. Mid-Gen refreshes are more than welcome and does not mean anyone is unhappy with the original PS5.It’s really curious why people are that desperate for a PS5 Pro. Are they not happy with Cerny’s magic this fast?
But the PS5 is a beast, how can you out-beast the beast? How dare you even hint at such possibility!
no. devs need to stop using console as budget pc and start using it's bespoke features and optimizationsWhy a PS5 Pro is needed? There you go.
It’s really curious why people are that desperate for a PS5 Pro. Are they not happy with Cerny’s magic this fast?
Yeah, we all see on Ratchet & Clank... very beneficialThis is why desktop PCs are using low latency dedicated system RAM for CPUs paired with a lot of cache
4800S is Xbox Series X APU made to work as normal PC platform by AMD (done much better than 4700S made from PS5), it looks like performance is lower than ANY Zen 2 CPU available in PC space and comparable to Zen 1 chips.
I'd rather have less frames than a more aggressive DRS, 720P looks like ass.Zen 2 mobile is just like Zen 1 desktop
And why are they saying the Xbox is 4800s and Ps5 4700s when PS5 has better frames in most games?
Ratchet is VRAM bottleneckedYeah, we all see on Ratchet & Clank... very beneficial
It has more frames for the same resolutionI'd rather have less frames than a more aggressive DRS, 720P looks like ass.
I think AMD numbering is more concerned with the whole board package versus caring about a PS5/Xbox comparison. These chips in this setting are interesting only for a PC bench not in relation to how they perform in their designed console environment.Zen 2 mobile is just like Zen 1 desktop
And why are they saying the Xbox is 4800s and Ps5 4700s when PS5 has better frames in most games?
It’s really curious why people are that desperate for a PS5 Pro. Are they not happy with Cerny’s magic this fast?
Which bespoke features? What are consoles doing that PC can't?no. devs need to stop using console as budget pc and start using it's bespoke features and optimizations
a lot of things. Consoles are not a PC despite "seemingly similar x86 architecture"Which bespoke features? What are consoles doing that PC can't?
It's not even 8MB but 2x4MB. Not unified, console cores have direct access to only 4MB L3 cuz they are split into two 4 core areas called CCX.Lets hope they fix this with mid gen refreshes. im guessing the 8MB L2 cache is holding them back.
Yep, average Zen2 with normal decent memory should be at 75ns and manually tuned at low 60s.I noticed that when they tested the latency on these CPUs, that the 3600 had 90ns. This is really bad for this CPU.
It takes really bad memory and low speeds to get this bad.
But this also explains why in so many benchmarks that DF made with the 3600, it's performance seemed lower than what it should be.
Why did they screw up latency on this CPU so badly?
This is simply pointing out the bottlenecks in the hardware. Console gaming is an exercise in sacrifices made to hit an affordable pricepoint but you still have to be smart about it. There is no point including an 8 core 16 thread cpu running at 3.5 Ghz if you are going to gut it by removing the cache that was needed to take full advantage of those 16 threads.I really don't understand the complaints to the PS5 and Series X hardware, both machines were great for a price of $499 in 2020 with better balanced hardware than the PS4-ONE generation with that pretty bad jaguar CPU, 8 zen2 cores, 10 -12 Tflops, 16 gigabytes of ram and a 2.4Gb-5.5Gb SSD, etc... there should be little complaint.
Yep, average Zen2 with normal decent memory should be at 75ns and manually tuned at low 60s.
It has more frames for the same resolution
no. devs need to stop using console as budget pc and start using it's bespoke features and optimizations
The difference is that Jaguar was a complete crap even at the PS4/XONE release day, where's Zen1/2 from PS5/SERIES was in much better situation compared to PC hardware.I think it's funny how everyone said the PS4 and xone had bad cpus, then when this gen came out it was amazing hardware, and now we're back to saying the consoles have bad cpus.
Nothing really changed in the last 3 years, except for hype levels.
Pro consoles come out next year, and in 2 years we will need 10th gen since this hardware is so limited.
CPU is crippled by GDDR6, so nothing new really. Hopefully in next cycle people won't praise the shared memory.
a lot of things. Consoles are not a PC despite "seemingly similar x86 architecture"
There are A TON of differences. more than similarities.
Consoles have way different IO with separate bespoke IO processors/accelerators, direct level hardware access, obviously no directx on ps5, apu(custom rdna), one shared pool of ram+vram. you access assets in entirely different way. Shaders can be precompiled, that's also one thing not to worry on console.
Then there are features differences like the kraken decompressions... and more. I don't even remember now.
point being - IT IS NOT a pc. There are very little similarities. You can't get a game and just put it on ps5. Rename .exe to whatever linux uses and go.
listen from 14:00
Or some interesting tidbits in this video:
Why do you think that teams of MOST experienced developers on the planet (like naughty dog or nixxies) are having trouble porting games to pc?
Games take months or up to 2 years (god of war) to port to pc. It's not that simple.
Or listen to this pdocasts. it highlights how differen pc and ps5 are:
19:50 onwards
edit:
sorry for adding to many links!!! This is also very insightful with some dev:
But the Pro biggest hurdle seems just the CPU and a modest bump to the GPU.Why a PS5 Pro is needed? There you go.
It is very much a problem, since there is low L3 cache, the values are mostly store in RAM, which is a highway with few entry/exits, thus you are waiting way longer than you should on return values and so on.Damn, this puts into perspective some technical performances we've seen then. It would even, IMO, explain why Series X might struggle with framerates more often on 3P games than PS5. The PS5 has a lot of custom ASIC hardware for offloading pretty much all of the I/O and decompression routines off the CPU.
While Series X (and S) have some I/O to handle these things, it's nowhere near as robust as on the PS5, so the CPU has to do more of the heavy lifting there. A 100 MHz advantage seemingly isn't enough to make up for this, not to mention I don't think the Series systems have dedicated I/O ASICs for handling cache coherency. Then there's the lack of cache scrubbers, so cache line flushes are more frequent with the Xbox systems, which take up CPU cycle times.
All of that would impact the rate at which draw calls for the GPU could be issued. Hence the 5-10 (sometimes more) lower FPS we see in a lot of Series X 3P games compared to PS5 ones at similar settings. This is just me giving a possible explanation for some of the performance we've seen in games on both platforms; the fact the CPUs in neither the Xbox Series or PS5 systems are as robust as first thought, just shows the increased likelihood of this all being true.
Guess this might make it two console gens in a row where the CPUs were rather weak-sauce? We need another Cell moment; the industry is ready this time.
You think it's a latency issue? That's the only thing I could think of.
IMO then, unified memory isn't the problem. They just need lower-latency memory. HBM is the future for console memory.
You think it's a latency issue? That's the only thing I could think of.
IMO then, unified memory isn't the problem. They just need lower-latency memory. HBM is the future for console memory.
It is very much a problem, since there is low L3 cache, the values are mostly store in RAM, which is a highway with few entry/exits, thus you are waiting way longer than you should on return values and so on.
HBM is way too expensive for a console. Even for PC GPUs and that's why we only see it in enterprise class products.
Consoles have 2 solutions. One is to go for a dual pool of memory. DDR4 for the CPU and GDDR6 for the GPU.
The other is to add more cache. This helps a lot with scheduling. But consoles cut on this, as both the PS5 and Series X, only have 4MB per CCX.
Having the full 16MB per CCX that Zen2 has on PC, would alleviate a lot the issues with memory latency. Or even better, adding some 3DVcache.
CPUs are very sensitive for fast memory, that's why you see massive uplifts in performance, because the developing process is small enough to fit a huge memory there, they are basically could get lazy for few years and just add more memory and it would be seen, since with multicore programs there is more overhead and you always take some "logical cell", which could be 512kb while you storing just a few bytes (depends on language, compiler) and that way you aren't ever have enough memory directly on-die.Yeah, and as SmokSmog said earlier, the 8 MB L3$ is really 2x 4 MB chunks so you have 4 cores/8 threads accessing 4 MB of L3$ in these systems.
There wasn't really anything Sony or Microsoft could've done there, though; that setup was all on AMD. A PS5 Pro actually has a more realistic chance of having Zen 4 than first thought, and since Zen 4 is BC with Zen 2 code, it might make the change there more acceptable from a design POV. IIRC the reason the PS4 Pro and One X used the same Jaguar cores was because AMD's new CPUs at the time were not BC in microcode with the Jaguar CPUs, so too much work would've been required in recompiling games.
At least, that's my understanding of things. But for next-gen systems, I genuinely think they need to move away from GDDR and towards HBM3 (maybe ben HBM-PIM but that depends on what can be done with AMD in GPU/CPU architecture by then), if they want a unified memory solution. Which is still preferable to a non-unified memory pool, especially in console, plus generally being cheaper due to more volume allowing better economies of scale.
This is so pathetic and ultimately pointless. Consoles are bottled necked, the shock """
What next, putting in an OG Xbox CPU in Alex's old PC and getting sh8t results?
Consoles are different to a PC and that's why one is called a console and the other the PC and a console user can't happily change their CPU or GPUs
Console CPUs are handicapped by low L3 cache and high GDDR6 latency. Nothing new.
PS5 and XSX CPUs = Zen1 in gaming.
This is why desktop PCs are using low latency dedicated system RAM for CPUs paired with a lot of cache. GPUs have their own high bandwidth version with higher latency called GDDR.
This is so pathetic and ultimately pointless. Consoles are bottled necked, the shock """
What next, putting in an OG Xbox CPU in Alex's old PC and getting sh8t results?
Consoles are different to a PC and that's why one is called a console and the other the PC and a console user can't happily change their CPU or GPUs