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

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This is absolutely not the case, at all. Where are you finding this crap...?

The 10gb higher speed is more than enough for what you will need, but the extra 3.5gb of the slower is for other instructions that don't require fast speeds. But it will NOT drop the speed of you use all of it, you just have to split tasks it correctly.

In terms of extra coding for an engine to work with this, it's like, one line. Instead of dumping it all into one memory sector you just dictate what uses what.

Why are people honestly having so many issues with this? It's actually a much better ram setup than the PS5 is using?

Lady Gaia engine optimser professional on era, go read the thread where all technical posters commented and asked of her expertise.


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I think its even more complicated, with 4 transfers per clock and making sure timings and cross talk are correct, lets see how the mixed bus MS system works first. All we know is 2 bandwidth speeds and 10 GB limit on the fast access.

B3d poster was saying there was attemps at doing more with the arrangement but had cross talk / timing issues - so who knows. Do you know how its done ?
 
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The reason people are getting this confused is that they are essentially seeing the memory setup as a split pool type situation, but this isn't actually comparable to anything we have seen before in the PC gaming space, hence why she's wrong.

You have 10gb of higher speed, and that's actually more than you would need for even a higher level scene memory consumption at 4k, because anything that isn't graphic intensive is offloaded into the slower speed memory, and isn't actually even touched, at all, by the higher speed.

So even if for some strange reason the memory throttled down to lower speeds (which is exactly what's it's designed this way NOT to do), you won't actually even get to the stage where that would even become a problem anyway(even if it was), because there are other things in play to stop memory consumption being utilised 100% like this all of the time.

I can understand why if you look a this as a traditional split pool type PC area you would think what she does, however it's not actually the case. These systems (plural) have been designed in a way that you don't need shit tons of memory to fully utilise higher memory cost assets. That's the whole point. It's like worry about whether it's true or not you 10 pint cup can hold 10 pints, when you will never even put 8 pints in it. It's baseless.
 
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The reason people are getting this confused is that they are essentially seeing the memory setup as a split pool type situation, but this isn't actually comparable to anything we have seen before in the PC gaming space, hence why she's wrong.

You have 10gb of higher speed, and that's actually more than you Would need for even a higher level scene memory consumption at 4k, because anything thag isn't graphic intensive is offloaded into the slower speed memory, and isn't actually even touched, at all, by the higher speed.

So even if for some strange reason the memory throttled down to lower speeds (which is exactly what's it's designed this way NOT to do), you won't actually even get to the stage where that would even become a problem anyway(even if it was), because there are other things in play to stop memory consumption being utilised 100% like this all of the time.

I can understand why if you look a this as a traditional split pool type PC area you would think what she does, however it's not actually the case.

No she is analysiing the APU and shared bus, nothing to do with PC at all. If the amount of access to the > 10 GB memory is 48 GBs, then the GPU available max bandwidth is 480 GBS which is still better than Ps5 at 400 GBS if same non GPU use is used....,

Also did MS not say they would put CPU bound memory in the slower pool, I cant recall. Thats where the 48 comes from ....estimated.

And funnily enough that GPU bandwidth is the same per TF...

Obviously if game < 10 GB, it does not matter.
 
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You mean the opinion threads that were quickly closed, from both sides of this juvenile inanimate object war?

If you're only intention is to sow discord here with your preconceived notion, let us know now and we can take care of that pain it's causing you.

Closed is the key word, which exactly proves my point that there are different scales for ban-able offenses.

As for my pain you don't got worry about it I hop on for a few minutes and dip out and stay in certain threads more than others, where supervision of content isn't in demand as you guys are "slammed" controlling acceptable content.
 
I do understand your point, but are we certain that we can use the DualSense with the old PSVR?

Since Sony has "confirmed" that the DS4 can be used with the PS5, I can see this as a way to assure retrocompatibility with the previous gen games and hardward (PSVR).
We're not certain of anything. I'm trying to think why psvr2 would still be using a separate camera rather than inside out tracking/its own built in cameras.
From Ps5 devs thread on era : VRS is in GE.
That's not what the dev is saying. He's simply stating when in the process VRS comes into play in relation to GE/culling engine.

BTW, GE is part of rdna1/2. It's not a ps5 exclusive feature.
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VRS is a basic part of rdna2 so the safe bet is it's in PS5 unless sony, for some reason, removed it.
 
No she is analysiing the APU and shared bus, nothing to do with PC at all. If the amount of access to the > 10 GB memory is 48 GBs, then the GPU available max bandwidth is 480 GBS which is still better than Ps5 at 400 GBS if same non GPU use is used....,

And funnily enough that GPU bandwidth is the same per TF...

I have no knowledge of this person, what they do, their experience etc, so no offence intended, of course.

But as I said, regardless of it being one case or the other (and it's already been proven that the speed doesn't drop. I believe MS are going to do a better techdive on this soon no?), it actually will never get to the point that it could, because your memory management is split between two different sets of speeds for two different sets of tasks, which frees up even more memory.
 
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Closed is the key word, which exactly proves my point that there are different scales for ban-able offenses.

As for my pain you don't got worry about it I hop on for a few minutes and dip out and stay in certain threads more than others, where supervision of content isn't in demand as you guys are "slammed" controlling acceptable content.

Yes, we take things case by case. There are a myriad of factors that go into each one, it's not as black and white as bias perceptions make it out to be. Your point isn't proven at all. We can pick this up in the Meta thread if you like?
 
I have no knowledge of this person, what they do, their experience etc, so no offence intended, of course.

But as I said, regardless of it being one case or the other (and it's already been proven that the speed doesn't drop. I believe MS are going to do a better techdive on this soon no?), it actually will never get to the point that to could, because your memory management is split between two different sets of speeds for two different sets of tasks, which frees up even more memory.

I dont know who she is either, but she posts that she is / was a professional engine analsyer and optimsier and lots on Era ask here questions, wherther Dr Keo or NX gamer....for what its worth. She did 3 or 4 posts explaining in detail. Its a good read. Lets face it, if its bullshitting it would not last long over there lol.

Anyway, we will see, as its a common SX question, also like Ps5 clocks. SX still has a bandwidth benefit, but not as much as it looks.

Also its a shared bus, shared, so when the slow memory is accessed, the thought is that the fast memory is doing nothing and if your accessing at 336, thats LONGER time when fast memory is not accessing. Unless there is dual access possible to both pools at same time ....most think not.
 
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I dont know who she is either, but she posts that she is / was a professional engine analsyer and optimsier and lots on Era ask here questions, wherther Dr Keo or NX gamer....for what its worth. She did 3 or 4 posts explaing in detail. Its a good read.

Anyway, we will see, as its a common SX question, also like Ps5 clocks. SX still has a bandwidth benefit, but not as much as it looks.

The problem I have with all this, and why I tend to stay away a bit more, is that it's absolutely NOT as cut and dry as people make out. Both machines are utter power house moisture makers, and you will be happy either way. But people shit on Xbox, and people shit on PS5. It's annoying. It's like just now, I was reading some posts on twitter from people who actually had no idea the Xbox even HAS an SSD, and this was from people with bloody websites that post this crap.

There is a fuck ton of FUD out there, and it's on both Sony and Ms to provide this information, in detail. And while I believe MS have done a good job, they still need to do more. Sony on the other hand are clearly not dropping all info at once so that they don't create a situation that could be an issue for themselves, quite right too.

But Gaf, Twitter and Era are not the places to go for 100% accurate no bias technology information on these machines. There's too much personal shit in the way from people. Hell, even full on developers are creating confusion. You only have to see how people latch on to the latest developer spilling his guts.

We badly need concrete tech Q&A here.
 
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The reason people are getting this confused is that they are essentially seeing the memory setup as a split pool type situation, but this isn't actually comparable to anything we have seen before in the PC gaming space, hence why she's wrong.

You have 10gb of higher speed, and that's actually more than you would need for even a higher level scene memory consumption at 4k, because anything that isn't graphic intensive is offloaded into the slower speed memory, and isn't actually even touched, at all, by the higher speed.

So even if for some strange reason the memory throttled down to lower speeds (which is exactly what's it's designed this way NOT to do), you won't actually even get to the stage where that would even become a problem anyway(even if it was), because there are other things in play to stop memory consumption being utilised 100% like this all of the time.

I can understand why if you look a this as a traditional split pool type PC area you would think what she does, however it's not actually the case. These systems (plural) have been designed in a way that you don't need shit tons of memory to fully utilise higher memory cost assets. That's the whole point. It's like worry about whether it's true or not you 10 pint cup can hold 10 pints, when you will never even put 8 pints in it. It's baseless.
Isn't it actually split? Since the gpu can not access the ram outside of its 10gb limit but cpu can access all of it?
 
Yes, we take things case by case. There are a myriad of factors that go into each one, it's not as black and white as bias perceptions make it out to be. Your point isn't proven at all. We can pick this up in the Meta thread if you like?

It is fine, you guys are the moderates and you do what you personally believe is right or wrong. I am gonna dip out and let you do your duties to the best of your abilities, enjoy your day.
 
The problem I have with all this, and why I tend to stay away a bit more, is that it's absolutely NOT as cut and dry as people make out. Both machines are utterly power house moisture makers, and you will be happy either way. But people shit on Xbox, and people shit on PS5. It's annoying. It's like just now, I was reading some posts on twitter from people who actually had no idea the Xbox even HAS an SSD, and this was from people with bloody websites that post this crap.

There is a fuck ton of FUD out there, and it's on both Sony and Ms to provide this information, in detail. And while I believe MS have done a good job, they still need to do more. Sony on the other hand and clearly not dropping all info at once so that they don't create a situation that could be an issue for themselves, quite right too.

But Gaf, Twitter and Era are not the places to go for 100% accurate no bias technology information on these machines. There's too much personal shit in the way from people. Hell, even full on developers are creating confusion.

We badly need concrete tech Q&A here.

I am not shitting on anything, as I said XSX even with 48 GBs of slow access portion still has 480 vs 400 benefit. I am interested in talking teh engineering vs cost compromises both console makers have made,

And the memory is a compromise and therefore interesting technically, And given GDDR6 is 4 transfers per clock with need to get timings and crosstalk good its even more interesting.

Lets face it, if cost was not an issue, both would have 320 bus and 20 GB of RAM.

I find Ps5 frequency control interesting and SX RAM solution interesting, because they are. Not because its good / bad - its thinking out the box solutions / compromises thats cool..
 
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Isn't it actually split? Since the gpu can not access the ram outside of its 10gb limit but cpu can access all of it?

It's split into two speeds and two sections but not in a traditional sense like PS3 was where it caused a lot of head aches for memory management.

I actually think a lot of people are looking at it like old style memory systems, where you needed vast amounts of memory. You just don't with these setups, that's the whole point.

geordiemp geordiemp I didn't mean you, I mean just in general.
 
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I am not shitting on anything, as I said XSX even with 48 GBs of slow access portion still has 480 vs 400 benefit. I am interested in talking teh engineering vs cost compromises both console makers have made,

And the memory is a compromise and therefore interesting technically, And given GDDR6 is 4 transfers per clock with need to get timings and crosstalk good its even more interesting.

Lets face it, if cost was not an issue, both would have 320 bus and 20 GB of RAM.
I think in the current climate, supply even played a greater role than cost alone.
 
It's split into two speeds and two sections but not in a traditional sense like PS3 was.
I get that but the gpu prefers the faster 10gb and has no access to the slower pool. Where as the cpu is made to use the slower if and when gpu needs all 10gb. Which is essentially creating a split in data where the cpu is made to not go in the faster pool and gpu by design can't access slower pool.
 
It is fine, you guys are the moderates and you do what you personally believe is right or wrong. I am gonna dip out and let you do your duties to the best of your abilities, enjoy your day.
He's not 'do what he is believe is right or wrong'. The staff needs to reach consensus before the verdict. As an old gaming staff member myself (from other gaming forums) I suggest you move on this conversation to the meta thread.
 
I get that but the gpu prefers the faster 10gb and has no access to the slower pool. Where as the cpu is made to use the slower if and when gpu needs all 10gb. Which is essentially creating a split in data where the cpu is made to not go in the faster pool and gpu by design can't access slower pool.

No, think of it this way. In a game engine you have things to load, but each of those things requires a different priority. A priority means essentially what do you want to load first? So some things will need instant delivery, but others won't need that access speed.

So, you have two sections of memory to use for calling into and out of, and they are ultra fast and fast. It's important to note at this stage that even the "slow" memory is still really fast, faster than current gen.

So what do you do? Well, you split your memory access tasking off into different priorities. Some will go into the fast, and some will go into the slow, because to stick say for example a cpu instruction into the fast memory will yield zero speed increase over the slow. It's pointless, but worse still is it's taking up valuable memory from things that do.

BOTH the fast and the slow memory will be used at all times. So that's part of the 10gb will be used, and part of the 3.5gb will be used, at all times. It's not a case of "well we are only using 4gb memory so let's just use all the fast", because in doing that you then create an issue for when that memory consumption goes higher.
 
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Next-gen games is suppose to be way lower in size... actual games discs have too many duplicated assets for sequential reads... SSD kills that trick.

I won't be surprise if we go from an average 50GB per game this gen to less than 20GB on average next-gen.

I just want to see how much smaller the games on PS5 compared to XSX. Xbox don't have that feature so 825GB might end up being > 1TB on XSX, just like 12.1TF+X1+PC+Lockhart makes it < 10.3TF:messenger_sunglasses:
 
No, think of it this way. In a game engine you have things to load, but each of those things requires a different priority. A priority means essentially what do you want to load first? So some things will need instant delivery, but others won't need that access speed.

So, you have two sections of memory to use for calling into and out of, and they are ultra fast and fast. It's important to note at this stage that even the "slow" memory is still really fast, faster than current gen.

So what do you do? Well, you split your memory access tasking off into different priorities. Some will go into the fast, and some will go into the slow, because to stick say for example a cpu instruction into the fast memory will yield zero speed increase over the slow. It's pointless, but worse still is it's taking up valuable memory from things that do.

BOTH the fast and the slow memory will be used at all times. So that's part of the 10gb will be used, and part of the 3.5gb will be used, at all times. It's not a case of "well we are only using 4gb memory so let's just use all the fast", because in doing that you then create an issue for when that memory consumption goes higher.
When I suggested that, it was debunked quickly and with technical reasons. The CPU continually generates work for the GPU (on all consoles and PCs,) but mostly from assets already in GPU fast memory, but when the CPU is copying those GPU instructions – of what to process - to the 10GB, the bus is unavailable to the GPU and is limited to 336GB/s - unless Microsoft tell us differently.
 
When I suggested that, it was debunked quickly and with technical reasons. The CPU continually generates work for the GPU (on all consoles and PCs,) but mostly from assets already in GPU fast memory, but when the CPU is copying those GPU instructions – of what to process - to the 10GB, the bus is unavailable to the GPU and is limited to 336GB/s - unless Microsoft tell us differently.

We will have to wait for real clarification, but that's how I understand it working at least, and also how people working with it are saying it does.

But you don't put a sun roof on a car unless you want to enjoy the weather when driving.

Regardless as I said, the memory thing is being over thought anyway as it's more than enough for both systems that won't go over that. It's like a cows opinion really.
 
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I bet we have a whole load of large texttures and sound data to make up for that.

Anyway, as long as I can keep the 4 or 5 games I am currently invested in on SSD, I can chuck the backlog on an external HD and swap them out as needed. I will need a huge external druve anyway for a massive ps4 backlog.

You can get 16TB HDD for PS4 games, they are fast now at speeds of 256MB/s which is at least 2.5-5x PS4's HDD.

 
No, think of it this way. In a game engine you have things to load, but each of those things requires a different priority. A priority means essentially what do you want to load first? So some things will need instant delivery, but others won't need that access speed.

So, you have two sections of memory to use for calling into and out of, and they are ultra fast and fast. It's important to note at this stage that even the "slow" memory is still really fast, faster than current gen.

So what do you do? Well, you split your memory access tasking off into different priorities. Some will go into the fast, and some will go into the slow, because to stick say for example a cpu instruction into the fast memory will yield zero speed increase over the slow. It's pointless, but worse still is it's taking up valuable memory from things that do.

BOTH the fast and the slow memory will be used at all times. So that's part of the 10gb will be used, and part of the 3.5gb will be used, at all times. It's not a case of "well we are only using 4gb memory so let's just use all the fast", because in doing that you then create an issue for when that memory consumption goes higher.

wouldnt this mean more complex development process?
 
wouldnt this mean more complex development process?

I'm not even joking with this example, but.

20 balls of different colour.

PS5 is putting all your balls in one bag.

SX is putting all your green balls in one bag and all your red balls in another bag.

It's essentially barely any extra code at all. Are you using something that needs the fast memory? Then when defining the function add like an extra code line, that's it. Are you using the slow? Then when defining the function, add an extra code line.

Its no more difficult than coding music and game volume independently lol
 
I just want to see how much smaller the games on PS5 compared to XSX. Xbox don't have that feature so 825GB might end up being > 1TB on XSX, just like 12.1TF+X1+PC+Lockhart makes it < 10.3TF:messenger_sunglasses:

people tend to forget that Xsex will also have ssd, slower, but still ssd that is pretty fast compared to this gen storage
 
But you don't put a sun roof on a car unless you want to enjoy the weather when driving.

Regardless as I said, the memory thing is being over thought anyway as it's more than enough for both systems that won't go over that. It's like a cows opinion really.

The interesting things in this gen will be the little things that improve latency and speed for a technical viewpoint, not needing double access or clearing caches which will make a good bathtub read - I look foward to more details and teardowns, its interesting.

Does it make a difference in the warz - hello no,. I have a LG C7 and an older Sony 42" 1080p with < 10 ms response, and I prefer the older TV for COD and the like - I cant see shit.

At least you have moved on from Pigeons to open top cars and cows.

I'm not even joking with this example, but.

20 balls of different colour.

PS5 is putting all your balls in one bag.

SX is putting all your green balls in one bag and all your red balls in another bag.

It's essentially barely any extra code at all. Are you using something that needs the fast memory? Then when defining the function add like an extra code line, that's it. Are you using the slow? Then when defining the function, add an extra code line.

Its no more difficult than coding music and game volume independently lol

MS even said iI recall they would even make the balls in bags seamless - Its the access to RAM and how it effects throughput and latency is the interesting bits for me, stuff like cache scrubber and cohernecy the invisible touches....the inspired touches....
 
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people tend to forget that Xsex will also have ssd, slower, but still ssd that is pretty fast compared to this gen storage

Problem is it'll use Windows, that will make it even slower and will face more throttling.

EDIT: Forgot to add that XSX is not programmed like PS5, so it will NOT work like PS5. Then it means it'll still need duplicates, if not then Phil would've jumped and pointed out that in XSX as well in a #MEtoo fashion like with the misleading Project Acoustics vs The Tempest 3D Audio engine.
 
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Yes, if Lockhart can do that then it's a smart move. Alienware is doing that but it should be sold with a marginal price as it has no exclusive store. If you can make something as powerful as the Alienware and sell it for like $500-400 at a loss then people will raid the stores for it in Japan and many other countries!

AGPeuNwMsoaD46a6i2NSPJ.jpeg


Make some games at 720p if you need to, Xbox One survived with 720p gaming.

Alienware's kit should cost around $1200 at least, because they need to make money out of it.

On the last couple of hundred sites of this tread someone posted some weeks ago that the guys from windows central told in some of their podcasts that they heard rumors that Lockhart could be a handheld/tablet form console. Than some time later the guy who analyses CPU stuff on Youtube (moores law or something) found some evidence of an AMD 4TF+ APU that has uptick and downtick clocks and featured also ray tracing, etc. btw uptick and downtick (I think those were his words) are used in Nintendo Switch for docked and handheld mode.
 
It's split into two speeds and two sections but not in a traditional sense like PS3 was where it caused a lot of head aches for memory management.

I actually think a lot of people are looking at it like old style memory systems, where you needed vast amounts of memory. You just don't with these setups, that's the whole point.

geordiemp geordiemp I didn't mean you, I mean just in general.

Want to add to this real quick...I think MS said that the two pools are tailored towards their particularly mentioned purposes, but aren't hard-set to them, correct? So technically, you can have non-GPU data on the fast pool, and graphics data on the slow pool..if you want. Seeing how I believe the split pool is kind of there for XBO X BC (read a theory on that somewhere..actually I think DF themselves mentioned this, can't recall), I would assume the pools can be used for whatever purpose dev consider best-fit for them.

I think some people are only looking at the pools in an "all or nothing" use-case; the 336 GB/s pool means you MUST be processing 6 GB of physical data, the 560 GB/s one 10 GB of physical data, etc. But it's actually kind of rare when the GPU or CPU will need that much data to process in a given access. If the memory setup between the two pools is as flexible as I think it aught to be, then if there's CPU-bound data that is, say, 2 GB in physical size, it might only need 112 GB/s bandwidth...why not put that data in the 560 GB/s pool of two of the 1 GB chips or upper 1 GB boundary of two 2 GB chips? That is, of course, if you need the data accessed that quickly,
but particularly if you may or may NOT need it that quickly while still needing the GPU to process data at a larger amount and faster bus rate than what the 336 GB/s pool can provide.

Dunno; there's something to XSX's memory setup I feel hasn't been fully disclosed or maybe even properly conveyed. It would not make sense to me to hard-set 10 GB for only GPU use and 6 GB for non-GPU use, when the only thing really defining the two pools of memory bandwidth are how many chips have enough physical capacity to define the slower pool (six chips, or 336 GB/s combined bandwidth). The only time the 336 GB/s pool would be an issue is if you have more than 3 GB of physical data for the GPU to operate on, but even so that is still 3 GB of graphics data spread on 3x 2 GB chips that each give 56 GB/s bandwidth, could you not just arrange that data so that, if 112 GB/s bandwidth is okay, 1x 2 GB chip holds 2 GB of that physical data and another holds 1 GB of it?

From that angle I feel the way MS has described could be more in what they are speaking of in regards to optimized placement of data on the modules and along the bus, because the GPU is going to be the most bandwidth-demanding component of any part of a console design, and larger GPUs need larger bandwidths. But IMHO it feels like that was them describing an optimal arrangement of bus utilization, but the reality should (hopefully) be a lot more flexible. For communication reasons tho I can see why they mention the split pool because you can't technically say "16 GB @ 560 GB/s" when people are expecting 2 GB modules and no combination of 2 GB modules on a 256-bit or 320-bit bus gives you 16 GB physical memory AND 560 GB/s bandwidth.
 
I'm not even joking with this example, but.

20 balls of different colour.

PS5 is putting all your balls in one bag.

SX is putting all your green balls in one bag and all your red balls in another bag.

It's essentially barely any extra code at all. Are you using something that needs the fast memory? Then when defining the function add like an extra code line, that's it. Are you using the slow? Then when defining the function, add an extra code line.

Its no more difficult than coding music and game volume independently lol
Man you are something with the analogies that you come up with. Don't make much sense.
 
Yes, if Lockhart can do that then it's a smart move. Alienware is doing that but it should be sold with a marginal price as it has no exclusive store. If you can make something as powerful as the Alienware and sell it for like $500-400 at a loss then people will raid the stores for it in Japan and many other countries!

AGPeuNwMsoaD46a6i2NSPJ.jpeg


Make some games at 720p if you need to, Xbox One survived with 720p gaming.

Alienware's kit should cost around $1200 at least, because they need to make money out of it.

The only reason the Xbox One survived this Gen was/is the fact, that Microsoft gave out the console nearly for free.

99€ with 4 games for an XOAD.. Xbox One S Bundled with 3 Games and 2 Pads. This was insane.

I also own an AD (Still sealed) and a Xbox One X with 1 cm dust on top 😅
 
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From RedGamingTech

"I reached out to a couple of people and aksed them if they heard the same thing, is the PS5 overheating? and I got told very distinctly "NO it's not", I've actually spoken to some other people since then and got told pretty much the same thing, the console is definitely not having thermal problems."
 
On the last couple of hundred sites of this tread someone posted some weeks ago that the guys from windows central told in some of their podcasts that they heard rumors that Lockhart could be a handheld/tablet form console. Than some time later the guy who analyses CPU stuff on Youtube (moores law or something) found some evidence of an AMD 4TF+ APU that has uptick and downtick clocks and featured also ray tracing, etc. btw uptick and downtick (I think those were his words) are used in Nintendo Switch for docked and handheld mode.

A new Vita is needed then, even if this rumor is not true.

The only reason the Xbox One survived this Gen was/is the fact, that Microsoft gave out the console nearly for free.

99€ with 4 games for an XOAD.. Xbox One S Bundled with 3 Games and 2 Pads. This was insane.

I also own an AD (Still sealed) and a Xbox One X with 1 cm dust on top 😅

Wow! That's just insane. Never heard of that anyway, xbox isn't popular around here, although you can find it in big stores. I remember last Black Friday it was priced less than the Switch and PS4 Slim and barely sold a handful of them.


Shuhei Yoshida must be the CEO! He's just too good to be dedicated to indie games. He speaks little but provide so much humor. I remember his P5S (Persona) photo when asked about PS5 :lollipop_tears_of_joy:
 
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Where is this Meta thread? And is it accessible when you're banned?


You can view it while not being logged in, if banned.
 


From RedGamingTech

"I reached out to a couple of people and aksed them if they heard the same thing, is the PS5 overheating? and I got told very distinctly "NO it's not", I've actually spoken to some other people since then and got told pretty much the same thing, the console is definitely not having thermal problems."


I don't believe for one second that the PS5 is overheating, they are proud of their cooling solution which we will get to see it in the near future when they eventually show off the console. I am personally excited for the teardown of the console! I am willing to bet not only does it cool really well, I bet the PS5 will be a very quiet console.

A new Vita is needed then, even if this rumor is not true. I can s



Wow! That's just insane. Never heard of that anyway, xbox isn't popular around here, although you can find it in big stores. I remember last Black Friday it was priced less than the Switch and PS4 Slim and barely sold a handful of them.



Shuhei Yoshida must be the CEO! He's just too good to be dedicated to indie games. He speaks little but provide so much humor. I remember his P5S (Persona) photo when asked about PS5 :lollipop_tears_of_joy:

I miss him as well, he is such a genuinely great person and very down to earth!
 
I don't believe for one second that the PS5 is overheating, they are proud of their cooling solution which we will get to see it in the near future when they eventually show off the console. I am personally excited for the teardown of the console! I am willing to bet not only does it cool really well, I bet the PS5 will be a very quiet console.



I miss him as well, he is such a genuinely great person and very down to earth!


I always thought it was some stupid FUD being spread around. Kind of a shame that it made it to N4G and some individuals were trying to pass it off as true. At least they dealt with it quickly here instead of letting it fester.

On a side note it makes Windows Central seem pretty unprofessional and immature. Really shameful what they did.
 
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Problem is it'll use Windows, that will make it even slower and will face more throttling.

EDIT: Forgot to add that XSX is not programmed like PS5, so it will NOT work like PS5. Then it means it'll still need duplicates, if not then Phil would've jumped and pointed out that in XSX as well in a #MEtoo fashion like with the misleading Project Acoustics vs The Tempest 3D Audio engine.

That is basically what the Crytek dev says, but some people is acting as he was just a bad dream 😆

You missed some awkward moments while you were banned.


Ali Salehi, a rendering engineer at Crytek:
For the Xbox, they have to put DirectX and Windows on the console, which is many years old, but for each new console that Sony builds, it also rebuilds the software and APIs in any way it wants. It is in their interest and in our interest. Because there is only one way to do everything, and theirs is the best way possible.

A good example of this is the Xbox Series X hardware. Microsoft two separate pools of Ram. The same mistake that they made over Xbox one. One pool of RAM has high bandwidth and the other pool of RAM has lower bandwidth. As a result, coding for the console is sometimes problematic. Because the total number of things we have to put in the faster pool RAM is so much that it will be annoying again, and add insult to injury the 4k output needs even more bandwidth. So there will be some factors which bottleneck XSX's GPU.
 
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I think i speak for all of us when i say i cant wait anymore and need both consoles now like right now.
We are locked up anyways for the next while and i my craving is stronger then ever.
 
Huh, the Elite S2 is £150 in the UK.

It's £319 in that awful meme because it's so popular, has been sold out by Amazon, so their 3rd-party sellers are price gouging.



Don't know what's going on with the One S/One X pricing though :messenger_tears_of_joy: I think retailers here in the UK are just trying to ship as many as possible. You can get the One X for £250 which is a bargain considering the PS4 Pro is holding it's value at £350
 
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I'm not even joking with this example, but.

20 balls of different colour.

PS5 is putting all your balls in one bag.

SX is putting all your green balls in one bag and all your red balls in another bag.

It's essentially barely any extra code at all. Are you using something that needs the fast memory? Then when defining the function add like an extra code line, that's it. Are you using the slow? Then when defining the function, add an extra code line.

Its no more difficult than coding music and game volume independently lol

I'm not disputing what you are saying, but reducing it to difficulty feels like a pivot when it is actually about utilisation of the bandwidth, and I really don't believe that the 560GB/s mostly is true versus 448GBs . The specs gain of 560GB/s over 448GB/s is so small that simpler should win out(short of Microsoft redefining how the bus works), IMHO, because unified and fast is a basic design principle for a HSA systems. Both XsX and PS5 both got enough bandwidth for great games, but which is the better solution? On the information we have at present the PS5 is the solution people like John Carmack would have been asking for based on the Rage tech Talk/QA he did when it released.
 
Have you guys seen? There's some verified user on the other place saying Silent Hill is in development for PS5, by Sony Japan. Amazing news if true.

It was a new user too, and they vetted the info itself. Looks like there are legs to this rumor, previous two users who originally confirmed the rumor have stood firm. Also, its not unusual for Japanese companies to deny rumors which are true, you had Capcom denying RE3 Remake was in development last year, Konami also had different PR tone when the whole Kojima fiasco happened.

What's important to consider that it is a 'Silent Hill' game being developed by internal team at Japan Studio. This rumor is separate to the other one, whereby Sony are trying to resurrects Kojimas' 'Silent Hills' IP, now that one sounds utterly bonkers but then you had that horror manga artist putting out pictures on Instagram yesterday, also Kojima been talking about developing a horror game so who knows at this point.
 
It would be a crime not to release this officially! I mean it is a niche version but 'tis one that would make a buttload of money if they ever did. Instead of all those basic color versions, I really would want this first above all others.
Have you guys seen? There's some verified user on the other place saying Silent Hill is in development for PS5, by Sony Japan. Amazing news if true.
Can you link? Does GAF allow other place links?
 
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