bitbydeath
Gold Member
Should be obvious but...
Yeah, but if its not prepared they can do a lot more with dynamic lighting. Id like to see them go a bit nuts in that regardI remember when pixel shaders were the new kid on the block, and suddenly every surface was a shiny mess! Hopefully things will calm down over the next year or so and we will see more subtle use of RT. I agree RT GI can greatly improve a scenes look, and I don't need to see my face in every puddle!
Also it is harder to tell if shadows are ray traced or if they are using RT GI to the naked eye, when you can get close approximation from using traditional methods, with less performance cost. RT reflections are much easier to spot.
These people would question the developers for a source.Some people are simply....slow
So, that means Pc rdna2 cards has 2 infinity caches, one is native rdna2 features and another one is SFS from dx12U. Also nvidia ampere also has infinity cache coz it has SFS, Fucking LOL.I listened recently in a xbox channel that Xbox Series X has Samper Feedback Streaming, and this feature is "Xbox Infinity cache".
SFS is a DX12U features, both nvidia and Amd cards support it, nothing to do with nvidia's ampere architecture or amd's RDNA2. Infinity cache is one of the features of rdna2 and exclusively for rdna2 cards.Not really. As far as I know, SFS works with the RAM.
You're saying that they mentioned like that is "the Xbox infinity cache"?
edit: yes, that's what you just wrote. LOL.
No, they are wrong.
Meaning, ps5 will run every games with same amount of noise and heat? But xbox series X will run hot and noisier for some games?No shit we know how it works and why. They run at constant power and let the clock vary, instead of running at a constant clock speed but letting power fluctuate. This made the PS5 thermal & cooling design much easier to engineer.
Also, when there are games hungry for power, will draw more power and produce more heat and fan noise??Mr socks, the answer is right there. It happens several times per frame, and it will not negatively affect performance because it’ll only happen at times in the pipeline where the gpu or cpu does not need the power. It’s an optimization in the usage of the power budget, whereas with “constant” clocks, power is delivered equally to the cpu and gpu no matter if one of them doesn’t need it, and it’s wasted
Both consoles will produce varying amounts of heat depending on the game, as they're not all equally taxing. We already know the PS5 has different fan profiles that will be updated as new games come outAlso, when there are games hungry for power, will draw more power and produce more heat and fan noise??
Am i right?
I remember when pixel shaders were the new kid on the block, and suddenly every surface was a shiny mess! Hopefully things will calm down over the next year or so and we will see more subtle use of RT. I agree RT GI can greatly improve a scenes look, and I don't need to see my face in every puddle!
Also it is harder to tell if shadows are ray traced or if they are using RT GI to the naked eye, when you can get close approximation from using traditional methods, with less performance cost. RT reflections are much easier to spot.
And where were your torches and pitchforks when Greenberg was telling us that the Halo Infinite gameplay reveal is going to be so awesome we're going to need tear drops, Mr. "I hate false advertising", sir?Your triggered game is on point. And what a waste of text since my issue is with false advertising, not how pretty the gwaphics are
Yeah, well, I can record a waveform like that with ambience noise, that doesn't say much of anything, and is not like Audacity is a particularly brilliant software for audio. And anyway, you said it yourself:I'm sure this is all great audio info, very interesting and much appreciated, but it's beside the point.
If you took a good quality mic, pointed it at the exhaust port of a Series X (and had it in reasonably close proximity), would you be able to hear and record it? Yes, of course.
If you put a typical $300 mic on a desk in the same room, say 10 feet away, and pressed record, would the recording meter show anything or would it sit in it's 'zero' position?
It may well sit at zero, like this waveform of a simple test I just did.
This was a continuous recording made in a quiet room with a One X operating. I was sitting on a couch across the room, so fairly typical. The peaks are me moving or clicking my fingers, the bits in-between show nothing on the meter at all.
I cannot hear the console operating.
If I listen to that recording I can hear ambience in the quiet parts but nothing that I could identify reliably as the One X operating.
What Jez said was not controversial. He had an open mic in the same room as an operating Series X console and his recording meter was showing nothing as per the above example. Big deal, right? Totally believable and easily reproducible.
Some people are simply....slow
and no one from Sony Santa Monica Twitter has confirmed that gow will be ps5 only.Okay, let's be fair here. They took too long to reveal that Miles Morales was coming to PS4
and no one from Sony Santa Monica Twitter has confirmed that gow will be ps5 only.
They are very active but curiously quiet on it being a next gen only game.
Huh?Ok? That doesn't address what I said. People want to know how often the GPU or CPU won't be having their full power, meaning that 10.2TF isn't all available.
Ok i was ready to give you the benefit of a doubt above that you just didn't understand what you're talking about but now i think you're just interested in console wars. You are not going to see the "effects" of variable clocks same way you don't see it on your PC. What you are seeing are the effects of optimization from software to better utilize a given hardware.No matter how you want to spin it, variable clocks are worse than constant clocks. People, myself included, want to see the affects that the variable clock rate has.
Then how come PC have variable clocks? Nvidia and AMD cards are also variable.
They are variable to get more performance out of the chip . Not less
No amount of currently available gpu can hit 100% maximum theoretical Tflops. Current architectures in gpu couldn't utilize 100% compute powers. It just a matter of which gpu architecture can hit maximum limit closely.Ok? That doesn't address what I said. People want to know how often the GPU or CPU won't be having their full power, meaning that 10.2TF isn't all available.
What you are implying is utterly incorrect.The trouble is pc graphics cards list the base clock they will guarantee to hit then boost variably from there. What sony have done is stated the maximum boost clock the gpu will run at, then they variably downclock from there. This seems problematic. No matter how much spin they put on it a constant 10.2 tetaflops is better than clocking down at any time.
Well, you can see the affects of it right now.No matter how you want to spin it, variable clocks are worse than constant clocks. People, myself included, want to see the affects that the variable clock rate has.
They havent even confirmed the name of the game, or even the platform its on. There was no splash indicating even PS5. If it wasn't on the PS5 showcase we wouldnt even be able to assume it's on PS5. All we have is a logo and a yearand no one from Sony Santa Monica Twitter has confirmed that gow will be ps5 only.
They are very active but curiously quiet on it being a next gen only game.
First of all, what in the world is a constant 10.2TF? And why is it better than clocking down at anytime?The trouble is pc graphics cards list the base clock they will guarantee to hit then boost variably from there. What sony have done is stated the maximum boost clock the gpu will run at, then they variably downclock from there. This seems problematic. No matter how much spin they put on it a constant 10.2 tetaflops is better than clocking down at any time.
Should be obvious but...
I seriously don't understand Ubisoft teams, water is something they have almost perfected in Assasins Creed, WTH is this shit?
- Aren't they using the same engine?
- Don't they share their tech across their teams to deliver in better times?
What you are implying is utterly incorrect.
It doesn't even make sense from the perspective of how the GPU functions.
dropping power 10 percent to a GPU is only a 1 or 2 percent drop in frequency most of the time. These adjustments too are going to happen literally multiple times a frame, at 120 FPS it could shift power 3 or 4 times within ONE frame
9 min and 43 sec footage of Spider-Man: Miles Morales in the 'Into the Spider-verse' suit.
Exactly, this is how every gpu and cpu works. Series x will up and downclock constantly. They up and downclock when needed or not needed. The fact that sony have needed to state variable clocks is a worry because it must be more than how it normally works. Like I said pc gpus state the minimum clock then variably boost up. Sony have stated the boost top end and not stated the lower end. At any given time my pc gpu can rely on a certain clock at any time. Ps5 it seems can not guarantee this.
Exactly, this is how every gpu and cpu works. Series x will up and downclock constantly. They up and downclock when needed or not needed. The fact that sony have needed to state variable clocks is a worry because it must be more than how it normally works. Like I said pc gpus state the minimum clock then variably boost up. Sony have stated the boost top end and not stated the lower end. At any given time my pc gpu can rely on a certain clock at any time. Ps5 it seems can not guarantee this.
The DX12U API is more unified with PC, but that doesn't mean it is less low-level. Actually the inverse is true:Well, that just goes to show that TF isn’t everything. Software (APIs) plays a huge role in taking advantage of the hardware and Xbox just moved their API’s further away from the console realm and closer to that of PC so that alone will have itscraigsimpacts.
DirectX 12 Ultimate, largely unifies Windows PCs with the upcoming Xbox Series X platform, offering the platform's new precision rendering features to Windows gamers with supporting video cards.
Many of the new features have more to do with the software side of development than the hardware. The new DirectX 12 Ultimate API calls aren't just enabling access to new hardware features, they're offering deeper, lower-level, and potentially more efficient access to hardware features and resources that are already present.
Inline ray tracing is an alternate API that allows developers lower-level access to the ray tracing pipeline than DXR1.0's dynamic-shader based ray tracing. Rather than replacing dynamic-shader ray tracing, inline ray tracing is present as an alternative model, which can enable developers to make inexpensive ray tracing calls that don't carry the full weight of a dynamic shader call. Examples include constrained shadow calculation, queries from shaders that don't support dynamic-shader rays, or simple recursive rays.
What people want to know is how often the PS5 will drop clock speeds of the CPU or GPU. It will absolutely 100% do it, otherwise they would have just gone with constant instead of variable.
This is NeoGAF. Of course it is.Once again avoiding the question i see.
Be brave stand up, its ok to criticise xbox
So you won't be able to see anything....................but you will be able to?
What people want to know is how often the PS5 will drop clock speeds of the CPU or GPU. It will absolutely 100% do it, otherwise they would have just gone with constant instead of variable.
Again you are incorrect. XSX can't downclock just like the pervious consoles. It will stay at the given frequencies that is set by the Xbox team. It is the power draw that will go up or down depending on the given workload. Sony stated PS5 is variable because it is Xbox isn't. Xbox constant frequency variable power. PS5 constant power variable frequency.Exactly, this is how every gpu and cpu works. Series x will up and downclock constantly. They up and downclock when needed or not needed. The fact that sony have needed to state variable clocks is a worry because it must be more than how it normally works. Like I said pc gpus state the minimum clock then variably boost up. Sony have stated the boost top end and not stated the lower end. At any given time my pc gpu can rely on a certain clock at any time. Ps5 it seems can not guarantee this.
Okay, let's be fair here. They took too long to reveal that Miles Morales was coming to PS4
Should be obvious but...
So you won't be able to see anything....................but you will be able to?
What people want to know is how often the PS5 will drop clock speeds of the CPU or GPU. It will absolutely 100% do it, otherwise they would have just gone with constant instead of variable.
Honestly I've seen both sides believe in absolute bullshit. Like the bullshit that the PS5 was going to be an underpowered broken system.
Don't you ever learn?
As I said many times before the proof will be in the games.
i mean its called God of War: RagnarokThey havent even confirmed the name of the game, or even the platform its on. There was no splash indicating even PS5. If it wasn't on the PS5 showcase we wouldnt even be able to assume it's on PS5. All we have is a logo and a year
I'd say you're jumping to conclusions on how quiet they are being
Educate yourself before talking nonsense that was explained in this very thread about 1000 times already.
PS5 is using smartshift, the XSX isn't. That's why it was called out particularly. It allows an easier control of POWER DRAW which makes it easier to cool. This is important for hardware that is power limited like laptops and consoles. Basically a technology that improves APUs real world performance.
So about your last point, being able to rely on a certain clock at any time, yes, the PS5 will be able to rely on the max frequency any time it actually needs, based on workload. Once the workload is done by the GPU, that power can shift again (if needed) to the cpu rather than go to waste (which is what happens in the xsx and other more inefficient platforms).
Again you are incorrect. XSX can't downclock just like the pervious consoles. It will stay at the given frequencies that is set by the Xbox team. It is the power draw that will go up or down depending on the given workload. Sony stated PS5 is variable because it is Xbox isn't. Xbox constant frequency variable power. PS5 constant power variable frequency.
Sony did state if they have to downclock in a worst scenario it will be minimum.
Dude, how the hell can PS4 do instance world shifts? The game won't be the same, are you guys expecting a load screen every time Rachet uses the deminsion gun?
Who are these "people" who want to know? Those who only measure teraflops instead of actually playing games? Who does that?
It seems you are either unfamiliar with the DF interview Cerny gave - after the Road to Ps5 - or are wantonly peddling not 10.23TF just by a different MO.Exactly, this is how every gpu and cpu works. Series x will up and downclock constantly. They up and downclock when needed or not needed. The fact that sony have needed to state variable clocks is a worry because it must be more than how it normally works. Like I said pc gpus state the minimum clock then variably boost up. Sony have stated the boost top end and not stated the lower end. At any given time my pc gpu can rely on a certain clock at any time. Ps5 it seems can not guarantee this.