Lort
Banned
You guys should watch the following video from 14:59 to 20:42. It explains why Sony chose to sacrifice a higher number of CUs for I/O optimization.
1. Accessing and storing information is the biggest bottleneck in modern computer systems.
2. Performing arithmetic operations doesn't consume nearly as much energy and bandwidth as accessing and storing the information needed to perform the operations - and accessing and storing the information that results from the operations.
3. Hence, CU count and frequency, which are proportional to the number of operations that a GPU can perform per cycle, are not as important as conveying and accessing the information associated with the computations that are performed by the CUs per cycle.
4. This is why Sony opted to allocate more of the budget for the PS5's design to its I/O system rather than the number of CUs in its GPU.
5. Hence, the XSX GPU will be hindered by the massive bandwidth consumption of the larger number of computations that its larger number of CUs perform per cycle, and it will consume much more power.
6. Hence, the greater computational capacity of the XSX's GPU will counteract itself due to its greater consumption of bandwidth and energy - and it will also be counteracted by the PS5's significantly faster I/O system.
This guy knows more than you but not half as much as he thinks he does.
His confused arguments fall apart when you actually listen.
He says arithmetics doesn't matter ( it actually does) because nVidia says it's free .. then he says 2 min later "that's why it's so important to reduce precision" .. completely contradicting himself. The whole fp16 tflops rating of the ps5 did not help.. because games actually generally need fp32 most of the time ( but not always). The xbox one x has a higher mem bandwidth and CU .. which is why it easily won head to heads. He then goes onto say that communication costs are high ( which they are) but then fails to acknowledge the way things actually work in games ( he probably doesn't actually know)... games are generated using procedural variants from base textures .. they are no statically read from the disk. This means the hardware decompression helps but only to a limited extent.( which both consoles have and he didn't realise that even the xbox one had on chip as well .. his obviously new to this). He also seems to try and infer the RDNA vram is something that only Sony has .. even though it's been a system feature developed with Microsoft as part of its velocity engine and talked about since before the ps5 reveal.
The total SSD speed doesn't make much difference because in order to use it fully and stream static textures consistently you would have to have 5gbytes of data per second of the game. A game is likely to be max 100 gigbytes.. and you can fit 10 gig of that in RAM at any time. I'll do the math for you that's about 20 seconds to load all 100gig or 40 on the xbox. Games simply will not be big enough to actually make use of this consistant streaming fallacy.
Nobody has latency time differences for SSD of xbox vs ps.. both are using the same RDNA 2 chip with likely the exact same VRAM implementation
....what we can say is the esram low latency ram of the xbox one .. did NOT help much .. because few coders leveraged it. Each CU has its own caches so whilst the ps5 will be clocked higher ... the xbox will have more. Also the memory on the xbox is significantly faster (again) which by his measure is very important.
Microsoft's patented enhanced VRS implementation on lighting, ads to the simpler VRS the ps5 likely has.. to actually significantly reduce the amount of internal cache misses( communication penalty) and computational requirements.
If you think this video is the be all and end all your going to be sadly mistaken .. but that's fine ... that's your opinion but it is not fact.
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