carloseduardocd
Member
RedGamingTech says he was contacted by a developer who works in a studio and has a PS5 developer kit, he gave some information however RGT did state that this was not one of his regular "AMD and Sony" sources so take it with a grain of salt! However RGT did say a lot of the things he was told by this developer corroborated with stuff he heard from more reliable sources.
I havent quoted everything verbatum because it's way to long so just check out the video for yourselves. I might have missed 1 or 2 things. Again take this information with a grain of salt, take it or leave it. The developer said that more information "might" be revealed in the coming days because most of the NDA's will be lifted however this is not certain and will depend on how open developers want to talk about it.
- Why was Sony hesitant on revealing a lot of deep technical information about the PS5? Apparently this was because Jim Ryan wanted to focus less on the technical side of the PS5 and instead focus more on showing the games and experiences of the PS5. They believe that most customers don't really care about the technical aspects of the console but rather focus on games and pricing
- Is it difficult to code for the PS5? they said no, according them it only took a few weeks to get code up and running on the PS5 despite the lack of initial optimisation. The developers also saw significant rises in frame rate when they made use of the CPU's SMT
- PS5 is capable of the same lower precision operations as the Series X and would be capable of upsampling techniques in line with RDNA 2 dGPU's and Series X
- With the game the developer was coding, the GPU was hitting it's maximum clock frequency 95% of the time with the more demanding sections dropping to around 2.1 Ghz however this only happened with very intense CPU usage and the frequencies could shift within a single frame multiple times.
- Developer thinks devs will optimise their code better in the future when more tools are available and the architecture is understood better
- Developer says CPU is Zen 2 based however the cache is 8MB and unified the same as Zen 3
- There is NOT an additional cache pool on the GPU (infinity cache) however there is a lot of cache coherency which mitigates a lot of bandwidth issues
- Memory addressing is much faster on the PS5 compared to the PS4
- The Geometry Engine is the "Pièce de résistance" of the console and is totally custom, the developer states that the graphics pipeline strength of the PS5 comes from the GE
- The developers are being actively encouraged to investigate the Geometry Engine with robust code samples and demos as well as information on how it functions
- Very few games right now leverage the Geometry Engine to it's fullest potential because it does take a long time to learn. It's going to be most likely second and third wave games when developers start fully utilising it (this includes 3rd party)
- VR and open world games will benefit heavily from the GE as well
- The functionality of the Geometry Engine closely emulates a mesh shader of the DX12 U, however it's better in some ways because it allows the geometry to be culled much earlier and allows more control than a mesh shader, this is through a compute based primitive shader. However it is much more tricky to code for than a DX12 Mesh Shader, although this is from the perspective of this developer only
- VRS is handled with the PS5's Geometry Engine and is handled much earlier in the pipeline, VRS with GE allows very high levels of accuracy
It's pure ROAD TO PS5. Nothing more, nothing less.
Oh, wait, there's something more: Zen3 8MB cache CCX and int4 and int8 precision. These low-precision operators are in RDNA 1 white paper. Obviously PS5 would implement.
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