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

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So, guys, what games are you hoping to see tomorrow on the Xbox presentation? I'm eager to see a bit more about the new AC, but I'm ready for some surprises.
I'm not eager to see a game that even in this generation doesn't look high end. I think that, if they don't reserve it for their digital event in June, tomorrow what is going to drop jaws is Battlefield. They always scale very well with cross-generational tech. Anything else, including Cyberpunk, I expect it to look like a 4K version of a PS4 game.
 
About tools and MSFT.

What will the following output in MSVC++2019?

C++:
#include <unordered_map>
#include <iostream>

int foo() {
    std::unordered_map<int, int> m;
    m[665] = 123;
    m[666] = m.size(); // <---
    return m[666];
}

int main() {
  std::cout << foo();
}
This should be a size of 1 right?
 
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FOOLS! This is the only book you'll ever need:

51TGEPRTDNL._SX377_BO1,204,203,200_.jpg
Linus, is that you?
 
I'm not eager to see a game that even in this generation doesn't look high end. I think that, if they don't reserve it for their digital event in June, tomorrow what is going to drop jaws is Battlefield. They always scale very well with cross-generational tech. Anything else, including Cyberpunk, I expect it to look like a 4K version of a PS4 game.
That's a fair point, but I'm leaning towards hopes for good gameplay rather than impressive graphics as of a now. As you said, we are in cross-gen territory, and in that regard, I'm expecting that much.
 
So, guys, what games are you hoping to see tomorrow on the Xbox presentation? I'm eager to see a bit more about the new AC, but I'm ready for some surprises.
Elden Ring! I'm excited to see how the soulsborne formula will evolve. Hopefully they will show something.
Honestly my mind is blank about what other games can or will be shown (not including Valhalla or maybe even Cyberpunk) but I'm very interested.
 
This should be a size of 1 right?

Its two.

I guess the m[666] = m.size(); creates the map before the value is assigned so it becomes two.

This returns 1:

Code:
#include <unordered_map>
#include <iostream>

int foo() {
    std::unordered_map<int, int> m;
    m[665] = 123;
    int temp = m.size();
    m[666] = temp; // <---
    return m[666];
}

int main() {
  std::cout << foo();
}
 
Its two.

I guess the m[666] = m.size(); creates the map before the value is assigned so it becomes two.

This returns 1:

Code:
#include <unordered_map>
#include <iostream>

int foo() {
    std::unordered_map<int, int> m;
    m[665] = 123;
    int temp = m.size();
    m[666] = temp; // <---
    return m[666];
}

int main() {
  std::cout << foo();
}
That operator[] is an accessor with a side effect. Pure evil. Almost as bad as the infamous auto_ptr.
 
If it's C++17 yes.
If earlier it's UB.
In MSVC 2019 it is UB in some versions (newer ones) because of a regression bug.
Goes without saying, not all MSVC bugs are bad. Try specializing a nested class template in MSVC (2015 I think), then try compiling the same code in an actually compliant compiler such as Clang.
 
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Since Unreal Engine 4.25 with support for Xbox Series X and PS5 is released - do we know anything more that have not been known before about the consoles?

Have anyone did a deepdive in the new release and found something?
 
With all due respect, it can't exceed more than 16GB total, there is still much, much more room for the bandwidth. I know you know tech better than I do, but you might've missed that you can't have more than 16-13.5GB because of the ram.
I think you are confusing memory size and memory bandwidth :)
A fast SSD saves on RAM space up until your streaming gets so fast it can feed the GPU for the next frame. Right now there are huge pools of data inside the RAM just in case, because if you need a piece of data, you won't have it available even if you only need it in 20 frames, the HDD isn't fast enough. So basically everything around you is in memory (at least most of it, engines that try to stream some of this stuff with fewer data in memory are the ones that you see blurry texture that pop back in after a few seconds). With an SSD, developers can just keep whatever you see, no need to buffer the whole world around you and as you turn the camera or get closer to an object, the new data can stream into memory. This can work very well if you stream data fast enough, even if all you can do is stream 10 frames forwards. Once you get to 1 frame forward, which means you basically keep nothing "just in case" but feed the memory with the next frame data, you've saved all the data you can and the SSD doesn't save data in memory anymore.

So if a game streams data 8 frames forwards on XSX, it can probably stream ~4 frames forward on PS5 and it will save memory because you are holding less data in memory at a given time (you are holding 4 frames worth of data instead of 8). But when you get to the lowest unit, a single frame, you can't save data using fast streaming. So it's really game by game basis.

Memory bandwidth is something completely different. The SSD uses it, it doesn't help it. So the 488GB/s the PS5 has is being used at the same time by the GPU, CPU, SSD, and Tempest Engine. So the SSD doesn't help memory bandwidth, actually, the faster it is, the more memory bandwidth it uses.

You are right. there are a lot of things coming together to load the games, which is precisely why you are seeing 11 seconds load times for a last gen game with maybe 5gb of ram max. Cerny himself said that simply increasing the ssd speed wont result in faster load times. which is why he made sure to add all that stuff in the i/o to remove every bottleneck there is and ensure that this 100x faster speed in ssd translates into 100x faster loading and streaming.

zhyTE1I.png


The screen before this one is the most important because he talked about how a 10x faster ssd only improved the load times by 2x. Which is why they decided to put most of their efforts into the I/O to eliminate those bottlenecks to get 1:1 perf/speed. judging by the demo MS released, i dont think they were able to get that ratio or come anywhere close to that. they had a year to come up with a loading demo to go up against the spiderman loading demo and thats the demo they put out there on youtube. they have been super media savvy this entire marketing run and this doesnt seem like a mistake they would make.


you can watch Cerny talk about the above screenshot here. i've timestamped this clip.


Two things:
1) What I've said regarding "loading isn't just data", it has nothing to do with the slide you've brought. This slide describes how you can get rid of bottlenecks in order to feed the memory with data quickly, but you still have a lot of CPU work during loading that has nothing to do with streaming data. That's why just because your data flows at x100 faster, don't expect x100 faster loading. If you are expecting PS4 games that take 45 seconds to load, to load on PS5 in 0.45 seconds, forget about it.
2) XSX actually has all of these steps too, except for the coherency engine (or at least we don't know about a coherency engine just yet).

If I would have to guess, then third party games will load less than x2 faster on PS5 because its' IO is x2 faster but loading also needs a lot of CPU work and the CPU is the same.

They gave an example when player taking half a sec to turn, they can load 5GB of uncompressed data. They also mentioned how there is no need of data parking into the RAM like done previously. As the RAM only need next 1sec frame and it keeps updating it self. If this was going to bottleneck rest of system why would they even be mentioning this in the presentation ?
I've said that everything but the SSD could be a bottleneck, not that the SSD is a bottleneck. If I had to guess the PS5's bottleneck, that will be by far the 448GB/s memory bandwidth.

1.- I am still fascinated about they can load much more data in just one frame in a 60 FPS game than entire title of Spiderman game in one second which was around 25 MB If I remember .
I need the new Ace Combat ....:lollipop_smiling_hearts:

2.- Also the new SSD for both consoles should help to improve complex animation or use it in much more NPC in the same time as the position for the vertex of these use bandwidth.
Animations will benefit greatly from the new CPU too, think things like Euphoria that RDR2 uses that deforms and changes animation according to outside forces or ML based animations or more advanced IK. The new CPU will open a whole new world of animations and physics.

A few more questions about SSD since I am a noob.

Here is what I understand about both PS5 and XsX SSD's:
-Reduces loading times to something seconds to nothing range.
-Pick up where you left off BETWEEN multiple different games
-Virtual RAM for streaming game assets
-Allow larger open world games, allows developers to create level designs without any constraints.

Here is where I get confused:
-How does the SSD contribute to the *PROCESSING AND PERFORMANCE* of High Fidelity Graphics. In other words does the SSD help with:

Realism in texture detail, fluidity of animations. Examples such as realistic hair, animal fur plus the movement of hair and animal fur. Realistic water texture and the fluid movement of water.

I guess you could say that the SSD widens the pipes and increases the amount of fuel going in to the engine, so the engine can really show what it can do versus before the pipes were narrow and not much fuel going in?
In theory, the SSD can allow you infinite detail because as you move closer to something, it can stream in real-time a more and more detailed model of that thing while on PS4 you would have to keep all the levels of detail of that thing in memory. Mesh Shaders (that's how it's called in DX12, Turing, and RDNA2 but Sony calls it "Geometry engine" on PS5) will also allow adding an insane amount of polygons as you get closer to an object. Things like hair need raw processing power, so the SSD doesn't really help there. But you can expect amazing hair next generation, just like the new hair strands tech DICE is using in their next-generation iteration of Frostbite:

A9txcux.jpg


On the basic PS4 they can do 15K short hair strands in just 2.3ms (and 10K long hair strands in 9.2ms) in 900p so I'm sure we are going to see that on a 10TF-12TF systems. But just to be fair, the image above is 70K+ strands each :)

Imagine a character creator that literally lets you cut your hair the way you want with a pair of virtual "scissors".
 
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I think you are confusing memory size and memory bandwidth :)
A fast SSD saves on RAM space up until your streaming gets so fast it can feed the GPU for the next frame. Right now there are huge pools of data inside the RAM just in case, because if you need a piece of data, you won't have it available even if you only need it in 20 frames, the HDD isn't fast enough. So basically everything around you is in memory (at least most of it, engines that try to stream some of this stuff with fewer data in memory are the ones that you see blurry texture that pop back in after a few seconds). With an SSD, developers can just keep whatever you see, no need to buffer the whole world around you and as you turn the camera or get closer to an object, the new data can stream into memory. This can work very well if you stream data fast enough, even if all you can do is stream 10 frames forwards. Once you get to 1 frame forward, which means you basically keep nothing "just in case" but feed the memory with the next frame data, you've saved all the data you can and the SSD doesn't save data in memory anymore.

So if a game streams data 8 frames forwards on XSX, it can probably stream ~4 frames forward on PS5 and it will save memory because you are holding less data in memory at a given time (you are holding 4 frames worth of data instead of 8). But when you get to the lowest unit, a single frame, you can't save data using fast streaming. So it's really game by game basis.

Memory bandwidth is something completely different. The SSD uses it, it doesn't help it. So the 488GB/s the PS5 has is being used at the same time by the GPU, CPU, SSD, and Tempest Engine. So the SSD doesn't help memory bandwidth, actually, the faster it is, the more memory bandwidth it uses.


Two things:
1) What I've said regarding "loading isn't just data", it has nothing to do with the slide you've brought. This slide describes how you can get rid of bottlenecks in order to feed the memory with data quickly, but you still have a lot of CPU work during loading that has nothing to do with streaming data. That's why just because your data flows at x100 faster, don't expect x100 faster loading. If you are expecting PS4 games that take 45 seconds to load, to load on PS5 in 0.45 seconds, forget about it.
2) XSX actually has all of these steps too, except for the coherency engine (or at least we don't know about a coherency engine just yet).

If I would have to guess, then third party games will load less than x2 faster on PS5 because its' IO is x2 faster but loading also needs a lot of CPU work and the CPU is the same.


I've said that everything but the SSD could be a bottleneck, not that the SSD is a bottleneck. If I had to guess the PS5's bottleneck, that will be by far the 448GB/s memory bandwidth.


Animations will benefit greatly from the new CPU too, think things like Euphoria that RDR2 uses that deforms and changes animation according to outside forces or ML based animations or more advanced IK. The new CPU will open a whole new world of animations and physics.


In theory, the SSD can allow you infinite detail because as you move closer to something, it can stream in real-time a more and more detailed model of that thing while on PS4 you would have to keep all the levels of detail of that thing in memory. Mesh Shaders (that's how it's called in DX12, Turing, and RDNA2 but Sony calls it "Geometry engine" on PS5) will also allow adding an insane amount of polygons as you get closer to an object. Things like hair need raw processing power, so the SSD doesn't really help there. But you can expect amazing hair next generation, just like the new hair strands tech DICE is using in their next-generation iteration of Frostbite:

A9txcux.jpg


On the basic PS4 they can do 15K short hair strands in just 2.3ms (and 10K long hair strands in 9.2ms) in 900p so I'm sure we are going to see that on a 10TF-12TF systems. But just to be fair, the image above is 70K+ strands each :)

Imagine a character creator that literally lets you cut your hair the way you want with a pair of virtual "scissors".

After seeing some quarantine haircuts, i dont think they should give players the ability to cut their hair
 
1) Unlike prevues consoles PS5 and XSX are streaming data for the next frame. That's how RAM is saved, only the data for the next frame is in RAM so we save all the buffer space. It means that both consoles save exactly the same amount of RAM and keep in memory just one frame (and lowest quality LOD). If one console can stream for the next frame x2 more data, it means the next frame will need x2 more data in memory. So higher quality assets == more memory needed.
2) Higher quality textures don't tax the GPU much, higher quality models, animations, shaders, alpha, etc. does.

You have it in reverse
 
Two things:
1) What I've said regarding "loading isn't just data", it has nothing to do with the slide you've brought. This slide describes how you can get rid of bottlenecks in order to feed the memory with data quickly, but you still have a lot of CPU work during loading that has nothing to do with streaming data. That's why just because your data flows at x100 faster, don't expect x100 faster loading. If you are expecting PS4 games that take 45 seconds to load, to load on PS5 in 0.45 seconds, forget about it.
if ps4 games would be patched to fully utilize ps5 ssd we would get under 1 second loading times that's near x100 faster compared to ps4 loading times.
2) XSX actually has all of these steps too, except for the coherency engine (or at least we don't know about a coherency engine just yet).
from what i know XSX has just 2 blocks inside APU which is related to IO which are DMA controller and decompression block(i might be wrong or we don't know everything eat) compared to total of 6 units inside PS5 and we don't know about coherency engine in XSX because it isn't there. weird logic you have to expect something which isn't there.
If I would have to guess, then third party games will load less than x2 faster on PS5 because its' IO is x2 faster but loading also needs a lot of CPU work and the CPU is the same.
i don't think that CPU does game logic when loading more likely some draw calls to GPU or sometihing minor which CPU could do x times faster compared to SSD getting data under 1 second. so CPU isn't bottlenecking SSD when loading.
I've said that everything but the SSD could be a bottleneck, not that the SSD is a bottleneck. If I had to guess the PS5's bottleneck, that will be by far the 448GB/s memory bandwidth.
ps5 have coherency engines which saves bandwidth so for 36CU's it has sufficiently enough of it.
 
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C'mon. This was shown on YouTube. They're obviously demonstrating to the public the XSX's speed. You think they expect average Joe and little Timmy to think "Context is important"? You'd think they'd leave a fineprint on there indicating games ran on XSX unoptimized, so speeds may be faster on final hardware or something along those lines.

One would think that they will have current gen games to show at some point?

Fast travel is not a thing in Spiderman? I could have sworn it is.

I don't remember the part where you race through the city until the system can't keep up, or the fast travel scenario where the subway animation doesn't load (hint, even if things went blistering fast, the unedited code would still attempt to start then stop this animation).
 
I've said that everything but the SSD could be a bottleneck, not that the SSD is a bottleneck. If I had to guess the PS5's bottleneck, that will be by far the 448GB/s memory bandwidth.
Given how small the raw power differences are between the PS5 ans XSX if one has a GPU/CPU bottleneck the other will have it too.... Weh ave yet to see how it turns out in 4K games, I suspect that more PS5 games will drop resolution to around 1800p from time to time, so in effect I'm not worried.
Two things:
1) What I've said regarding "loading isn't just data", it has nothing to do with the slide you've brought. This slide describes how you can get rid of bottlenecks in order to feed the memory with data quickly, but you still have a lot of CPU work during loading that has nothing to do with streaming data. That's why just because your data flows at x100 faster, don't expect x100 faster loading. If you are expecting PS4 games that take 45 seconds to load, to load on PS5 in 0.45 seconds, forget about it.
2) XSX actually has all of these steps too, except for the coherency engine (or at least we don't know about a coherency engine just yet).

If I would have to guess, then third party games will load less than x2 faster on PS5 because its' IO is x2 faster but loading also needs a lot of CPU work and the CPU is the same.
From the man himself:
The final piece of the puzzle is the Coherency engine. Cerny states that Coherency comes up alot and most notably in the GPU Caches. He then states " flushing the caches of the GPU when new data is read from the SSD is an unattractive option " so they created this chip to assist this process.

This chip will " inform the GPU of the overwritten address ranges " and then the custom GPU scrubbers within the GPU can get rid of the data in just those areas. This is a pretty significant statement as it means developers can load specific texture data which is no longer needed, which goes hand in hand with the Geometry Engine and Primitive Shaders that are talked about. Instead of full on cache flushing during say LOD changes, which can slow the process down, the Coherency engine can tell the game what textures are in need of a switch and the GPU scrubbers can immediately scrub ONLY those areas with the new data flowing into those areas.. That's pretty exciting really.

Cerny then states that the most impressive thing is, this entire process is automated. Meaning the I/O unit is meant to work independent from anything the game is doing or anything the developer is doing. The complex receives new data and sends the data to RAM on its own, along with any instructions within the process that may need usage of say the GPU scrubbers.

And this entire process is completely independent from the CPU. Which is a common theme with the PS5 it seems. Audio, which is talked about at the end of the presentation, is also within its own unique complex and also does what it does independent from the CPU.
As I understand it, it maps certain portions of the SSD drive as memory and swap the data in as needed. This is there to allow close to 1:1 use of the SSD's data transfer speeds.Which is something you apparently don't adhere to.

Now, I don't know how that works on legacy code, like in spiderman, but given that it seems like it was his test bed I assume he would know about this specific game, at least a recompiled ps5 version... Given all the efforts put in this specific area, even on the ps4 I would not be surprised if it came very close to 100x performance, even the I\O chip has spare bandwidth, it can transfer up to 22GB\sec to memory!

Then you proceed to show some compute heavy scenario, where there is not much difference between the consoles, it's neat but in the end should not be a differentiator.
 
from what i know XSX has just 2 blocks inside APU which is related to IO which are DMA controller and decompression block(i might be wrong or we don't know everything eat) compared to total of 6 units inside PS5 and we don't about coherency engine in XSX because it isn't there. weird logic you have to expect something which isn't there.
gicen how MS has made it a point to highlight any and all features of their hardware we can assume that we would have heard about their version of a coherency engine, at least as a dx12 ultimate feature.

Sony on the other hand has not gone into much details, comparatively speaking, which has resulted in countless hours wasted in arguments over what is an rdna2 feature, what they share\what they don't in their GPUs.
 
C'mon. This was shown on YouTube. They're obviously demonstrating to the public the XSX's speed. You think they expect average Joe and little Timmy to think "Context is important"? You'd think they'd leave a fineprint on there indicating games ran on XSX unoptimized, so speeds may be faster on final hardware or something along those lines.
It aleady runs better and with enhancements compared to the model x version... and the differences are not so obvious... Loading speeds are the most important differentiator in this case (compressed video hides a lot of details).
 
If I'm Sony, I'm "leaking" some snippet of gameplay from a 1st party, just to steal some thunder from tomorrow's games.
Tomorrow games will all be playable on ps5. Beside sony would upset 3rd parties so its highly unlikely they would do that . They will post all those trailers on their site immediately and thats all they will do
 
Tomorrow games will all be playable on ps5. Beside sony would upset 3rd parties so its highly unlikely they would do that . They will post all those trailers on their site immediately and thats all they will do

well, yeah but all eyes are on xbox now, even sony fanys will tune in. Would be great though, if sony would show something, Would love to directly compare the graphics of those 3rd party games.
 
It aleady runs better and with enhancements compared to the model x version... and the differences are not so obvious... Loading speeds are the most important differentiator in this case (compressed video hides a lot of details).
You can see that the game loads with the same pop-ups, just faster. Not really impressive TBH but that could be the fault of the engine.
 
well, yeah but all eyes are on xbox now, even sony fanys will tune in. Would be great though, if sony would show something, Would love to directly compare the graphics of those 3rd party games.
To be fair every e3 sony fans watch ms show as it has so many 3rd party announcement. No different here .
 
To be fair every e3 sony fans watch ms show as it has so many 3rd party announcement. No different here .

Especially if they are interested in those multiplats. Usually Xbox shows are great source for multiplatform games. I always end up watching the trailers that come out of those streams. However this doesn't mean that those people are interested in Xbox itself.
 
I'm not eager to see a game that even in this generation doesn't look high end. I think that, if they don't reserve it for their digital event in June, tomorrow what is going to drop jaws is Battlefield. They always scale very well with cross-generational tech. Anything else, including Cyberpunk, I expect it to look like a 4K version of a PS4 game.

You sir sound like you greatly underestimate the value of a big budget well spent with the time and resources to get it right, along with some very creative design choices, impressive art direction, and an amazing attention to detail. A cross-gen game targeting PS4 and Xbox One in the hands of the right team with the right direction can blow away even a "more proper next-gen" release.

4K version of a PS4 game? That's an oversimplification of what Cyberpunk 2077 looks set to accomplish based on what's been shown thus far. Cyberpunk is easily one of the most ambitious games being released in the last decade. I say that game will have the same impact GTA3 and San Andreas did back when they were released. That impact doesn't necessarily have to come in the form of raw sales numbers, but I suspect it does well there also.
 
Well that really depends if the BOM makes the system underpowered and more expensive than the competition. They could have focused on other areas like power or price instead of developing such an expensive I/O Architecture.



So essentially Smart Delivery (Similar to Crossbuy) for the PS5)

Smart Delivery main feature is the ability to keep the progress and save files.

For some people this is very important and for some - not so much. They are just happy to get the "new" version.
 
My guess is that EA will sell two versions of current gen games. One you can upgrade for free (costs more than other version) and one you can't. You've seen it here first guys!
 
PSErebus isn't reliable and has been wrong many times. Also has a habit of deleting Tweets.

On the above Tweets he also seems wrong. The August edition #176 goes on sale (at newsagents) on June 2 and the usual rule of thumb is subscribers get it ~ 1 week earlier than that so if Sony were to reveal the PS5 design on the PSblog on June 2nd it would've already leaked via OPM subscribers a week before. Also OPM are in Sony bad books for many things....
 
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Smart Delivery is what you get when you have suits trying to sell you basic Backward Compatibility. Every single game released this fall will automatically work on next gen consoles seeing as how both support BC. Just like how every single PS4 game now works on the Pro, and x1 game on the x1x. No smart delivery required. You literally just put the disc in and play the damn game.

If they didn't, you would have these next gen consoles running Cyberpunk at base x1 settings or 720p instead of the higher resolution x1x version. That is what I would call Dumb Delivery. No one in their sane mind is going to put out base versions of games on 10-12 tflops console. You will get Pro and X versions, and if there is something better, then that will get patched in at launch. Seeing as how every game is already on PC nowadays, it shouldnt be too hard to increase the framecap and the resolution at the very least.

It's not smart delivery, its just common sense delivery.
 
For being the main feature it's the first time that I'm hearing about this.

I thought the main feature was the automatic upgrade to the next gen version.

The main feature isn't just free next gen upgrades of games, that's what it's been simplified to. It's one part free next gen upgrades, yes, but the key is the "smart" part. Next Gen titles, due to their high speed hardware decompression, new I/O designs and their fast SSDs will mean that game file sizes may be drastically different from older titles, meaning you only get files relevant to the next gen version and save yourself a ton of space on your SSD with a next gen console. Developers don't need to duplicate content quite as much now to account for older (slower) mechanical hard drives.


Smart Delivery is about giving you only the files you need, and not everything including the ones you don't. It's very much about preserving disk space on next gen consoles also. So we shall see how this plays out in game file sizes.
 
For being the main feature it's the first time that I'm hearing about this.

I thought the main feature was the automatic upgrade to the next gen version.

Well, its a lot of things with a fancy name.

For us users its the automatic updates and kept progress.

For developers its the ability to package the "new" version with the same game that is released for Xbox One so you only have to download the extra stuff instead of a whole new digital SKU.
 
Cyberpunk is easily one of the most ambitious games being released in the last decade. I say that game will have the same impact GTA3 and San Andreas did back when they were released. That impact doesn't necessarily have to come in the form of raw sales numbers, but I suspect it does well there also.
I'm curious, why are you saying this? What features is it supposed to have to support this claim? We've seen some gameplay, it's a pretty standard RPG/FPS mix. I'd say that Watch Dogs: Legion has more ambitious ideas (I'm not saying they're going to accomplish what they promise, just the premise).

Smart Delivery is about giving you only the files you need, and not everything including the ones you don't. It's very much about preserving disk space on next gen consoles also. So we shall see how this plays out in game file sizes.
Just like any browser out there which can recognize the client and then can serve you this or that file package, depending on your OS/CPU/whatever config. There's noting new about it, just a fancy name.
 
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If I were MS I would pump XsX Ram to 20GB just to have consistent 560GB/s BW across the board and remove the weird bottlenecked setup they have currently.

I thought the reason they didn't do that was because they having GDDR6 signalling issues? It wasn't a money thing.

Or have I got it wrong and the signalling was why they went 14Gbps chips instead of 16?
 
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