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

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Don't know about anyone else, but tomorrow I'm expecting my reaction to be:

Yeah, that's all really good. Not as good as I was hoping for, but pretty decent. I'll get one 6 months down the line.

Just me..? Anyone else tempering their expectations?

I expect what they show to be very strong but what they show from first party will be farther out than people expect. Plus I don't expect more than 2-3 first party games and the rest of will be third party.
 
I'm ready

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I expect what they show to be very strong but what they show from first party will be farther out than people expect. Plus I don't expect more than 2-3 first party games and the rest of will be third party.

I think they will have allot to show, but no point in putting 5 games to the market at the same time, they will space them out in release schedule.
 


This Observer System Redux gameplay demo highlights a lot of the next-gen tech, like 4k textures, ray-tracing, and HDR, and that has gone into the Observer System remake. If you're a fan of the Observer System game, then this remastered version could be the horror remake you've been looking for.

NEXT GEN version of the game

They talk about taking advantage of next-gen hardware in this version of the game, specifically say SSDs eliminate much loading, etc. Looks pretty cool.
 
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I'll try it with my XZ premium smartphone I think it supports LDAC but I will try with my 7.1 Steelseries too.

I wonder which one will fare better but I'd wager the WH will be better mostly because it's more recent and way more high end than the Steelseries.

I've always been more inclined toward a very neutral/somewhat cold sound and wonder how HRTF will change that. I may post here to tell you how many ear profile there is and if it really changes things.

thurnishaleygw thurnishaleygw Audiophile Audiophile

I think you only need 2.0 Channel, right? Any stereo headphones could do that.
 
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Ninja Theory a big dev? Only if MS got the deal with Epic.
Don't forget though that Ninja Theory worked very closely with Epic Games with their tech especially with the live motion-capture they did onstage with Melina (Senua)


I'm more sceptical that the Hellblade II trailer was UE5 and that it was running in real-time, as they only used the phrase "In-engine" but that's irrelevant.
 
Don't know what this even means. My tcl six series 65inch has great HDR, full gamut, dimming etc and only cost 750 and I out it against tvs tht are 2000 and rtngs will tell you the same. Pound for pound it is a beast. My games look sublime.

I would take the shittiest, cheapest 4K HDR over any 1080p tv. TCL is doing something great for 4K with great bang for the buck ratio, but I'll go for Sony for best picture and color accuracy.
 

Q: Which enhancement were you most excited about to explore leveraging for Dirt 5 on Xbox Series X?

A:
Obviously, that SSD drive is incredible. It's not like a PC SSD, it's more than that. Being able to load data so ridiculously fast is not only really impressive but as a developer, it's very interesting.

Q: Why did your development team choose to focus on 4k resolution and 120fps as enhancement areas for Dirt 5?

A:
Framerate is obviously key in a racing game. You get a stronger sense of speed and responsiveness at higher frame rates. 120fps seemed crazy to me at first, when Xbox told me that Xbox Series X could support 120fps, I thought "Sure, for something a little more simple perhaps… Perhaps a simple arcade game or something…"

Firstly, I was very surprised at how quickly we were able to configure for 120fps and get it up and running. More importantly, I was shocked at how quickly we could hit 120fps! We hadn't done any optimization for it at this stage but the game was frequently hitting 120fps.

We chose to support high frame rates because simply, the power of Series X meant we could. It's such a great, smooth experience – I hadn't experienced another racer like it.

Pretty cool stuff
 
Back in Dec. 2018, there was that famous pastebin leak regarding PS5. I tried using the wayback archive site to retrieve the image, but couldn't. Seems someone last year copied the info from it. Some of these did happen I believe.

 







Pretty cool stuff


Why is it Xbox feels the need each time sony does something to be a bit like the jealous kid in the playground?

Sony show off the controller... Xbox ... WE HAVE A CONTROLLER TOO, YOU'VE SEEN IT REMEMBER, EVERYBODY LOOK.

Sony event imminent... Xbox... DID YOU FORGET WERE HERE WITH 12 TF AND A LOAD OF OLD INFO AGAIN, REMEMBER US. HERE HAVE THIS AS WELL, WE COULD HAVE RELEASED THIS ANY TIME BUT CHOSE TO NOW, REMEMBER LOOK AT US NOT OVER THERE..

It just seems a bit desperate to me. They should be confident in their own product and not feel they have to chirp up whenever Sony does or is about to.

Add to all this, the power narrative from all these different sources seems to suggest the gap isn't as big as raw numbers TF suggest and Microsoft and the hardcore following seem to be backing themselves into a corner. They might find it hard to meaningfully back up their bragging and show us the 'huge difference' some poeple believe they have, from listening to their marketing and some of the fan channels.
 
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I've seen videos of it. Looks really cool. But the game aspect is somewhat lacking :D
I understand but the game has really progressed and the team deliver constant updates adding cars tracks and races as well as mini games.
You can even design your own cars and tracks or maps and that destruction is amazing.
 
I don't know if I should post this here, but...
I decided to give it a last try before they (hopefully) reveal the real thing tomorrow.


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Why is it Xbox feels the need each time sony does something to be a bit like the jealous kid in the playground?

Sony show off the controller... Xbox ... WE HAVE A CONTROLLER TOO, YOU'VE SEEN IT REMEMBER, EVERYBODY LOOK.

Sony event imminent... Xbox... DID YOU FORGET WERE HERE WITH 12 TF AND A LOAD OF OLD INFO AGAIN, REMEMBER US. HERE HAVE THIS AS WELL, WE COULD HAVE RELEASED THIS ANY TIME BUT CHOSE TO NOW, REMEMBER LOOK AT US NOT OVER THERE..

It just seems a bit desperate to me. They should be confident in their own product and not feel they have to chirp up whenever Sony does or is about to.

Add to all this, the power narrative from all these different sources seems to suggest the gap isn't as big as raw numbers TF suggest and Microsoft and the hardcore following seem to be backing themselves into a corner. They might find it hard to meaningfully back up their bragging and show us the 'huge difference' some poeple believe they have, from listening to their marketing and some of the fan channels.
Sony is the market dominator, obviously they are not confident and try to pay people attention in the wrong way, they should use their moment wisely, not that gameplay reveal of non gameplay of previous gen upscaled games
 
The two things that have been bugging me a little about the hardware side of things with XsX and PS5 is the importance of bcPack to XsX for consistent compression/throughput – with it being built into the texturing units and predictable compression because it is lossy– and the constant vagueness of compression expected from the IO complex in the PS5 – which then just gets discussed as being 5.5GB/s (IMHO)..

As much as I'm completely behind the benefits of 360 audio from the Tempest Engine in PS5 games, I have this nagging feeling that a compression R&D arms race has already began between the two consoles and the Tempest Engine will be repurposed in multi-platform games to provide BcPack support on PS5. So even though the XsX will be much higher latency and less efficient with its 2 CPU cores trying to do the work of the I/O complex, overall throughput will still be important contest for loading times.

For example, I could see on the Xbox side BcPack being used with other tricks to up the throughput by heavily compressing a texture signal at 8:1, then measuring the noise/error of that signal to create a texture for that error signal. If the error texture was then independently compressed, either by minification, zlib or even higher BcPack compression ratio – or some combination of those methods – then reconstruct of the BcPack texture from the signal texture and error texture could be achieved on the GPU with minimal overhead and probably result in a 5 or 6 to 1 compression without the peak errors of such a high lossy compression ratio..

On PS5 side of things, I could see Playstation mimic bcpack – as previously mentioned using Tempest Engine – but I could also see playstation's SDK provide options to manipulate or interleave the data (blocks) sent to kraken in optimal ways (chosen from a list of algorithms) so that kraken always yielded more than 2:1 compression – with the only downside being that the Tempest Engine would then be needed to reverse the garbled decompressed data (blocks) for the data to be usable..
 
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