ethomaz
Banned
Bye bye. Why was he banned?

Bye bye. Why was he banned?
Can someone explain the XSX's hardware component that's dedicated to ray tracing? Does it really completely take the load off the GPU and make the XSX's compute performance for ray tracing equivalent to 25 teraflops? Also, is it true that the PS5 doesn't have an equivalent to this?
Considering how poorly Nvidia's very expensive RTX cards perform while ray tracing, I'm curious how Microsoft was able to implement a superior hardware solution in a game console that's going to cost much less than Nvidia's very expensive cards.
I haven't watched it myself yet.
Do you have a source, because I've seen numerous posts asserting that this tech is exclusive to the XSX.uhm, no.
the raytracing hardware is embedded into the Compute Units. and they work the same in both systems. basically every compute unit (CU) has one of these "Intersection Engines" built into them.
that 25TF number comes from the fact that you would need the full power of a 13TF GPU in order to have enough horsepower to calculate as many rays as the hardware inside the Series X can calculate alone. but it doesn't off-load all of the work, the GPU still has to shade, render etc.
so if the Series X didn't have any raytracing acceleration it would need a 25TF gpu in order to run, Minectraft RayTracing for example, at the same quality as it does with it's 12TF GPU + RT Acceleration hardware.
Do you have a source, because I've seen numerous posts asserting that this tech is exclusive to the XSX.
I can believe a special edition would have more storageNice...only its a 1 TB SSD![]()
Well to be fair he didn't say it would limit it either, he said it wouldn't have a big impact on open worlds visuals (asset quality and diversity) which is still false but you get the point.How would a fast SSD limit open world design instead of enhance it?
Understood. However, considering how taxing ray tracing is, I doubt that either console will be powerful enough to implement it on visually complex games (i.e. not games like Minecraft) without massive drops in frame rate.that's not the case. and what you have most likely seen are posts about Direct X DXR 1.1 which was developed by Microsoft together with AMD in order to fully support their way of doing raytracing within Direct X, and DIrect X is a microsoft exclusive of course.
all AMD RDNA2 gpus work like this.
they have what they call an "intersection engine" in each compute unit. this part of the hardware is fully dedicated to calculating rays. both consoles have these, the Series X has a lot more of them but they work the same in both.
Understood. However, considering how taxing ray tracing is, I doubt that either console will be powerful enough to implement it on visually complex games (i.e. not games like Minecraft) without massive drops in frame rate.
Spidermans not even being rendered it's just showing how fast it streams the world
Who is this referred to?![]()
Who is this referred to?
Yeah I enjoyed that exchange, Other place can have some nice technical inputs, I like reading Lady Gaia perspective.
I haven't watched it myself yet.
OH, oh I see now.![]()
Next-Gen PS5 & XSX |OT| Console tEch threaD
RDNA 1 not rdna 2 FYI. If we're gonna compare apples to apples RDNA 2, not RDNA 1. Stop trolling. Edit: imtjnotu beat me to it. I guess you guys aren't okay :( Gaf is here for youwww.neogaf.com
Fantasies aside, lets listen Mark Cerny again
Timestamped: 22gb/s figure
Sorry folks, I can see that my post was pretty poorly worded. My post was in response to the claim that the SSD itself was capable of 22gb/s. As per Cerny's presentation, the SSD can move approximately 9gb/s of compressed data - using Kraken for its compression - with a base speed of 5.5gb/s. The Kraken unit - separate to the SSD, while still part of the IO chain - is capable of 22gb/s if the data is compressed particularly well. This is quite separate to the SSD, and the reason I highlighted it specifically was because we were discussing the compression systems at play. To get a little more clearer, if Sony's custom SSD itself was capable of 22gb/s - prior to Kraken's involvement - Microsoft's compression system could never hope to drag its slower SSD to a comparable figure, regardless of how good it was. I should've been clearer in that I was only referring to the physical custom SSD speeds, rather than compression output. I'll do better in the future to be clear about what I'm talking about, as specifics matter in this topics. Thanks for pointing this out.Road to PS5. 17:50 minute mark.
"but the unit itself is capable of outputting as much as 22G/bps if the data had compressed particularly well"
Microsoft successfully migrated their Windows OS to ARM architecture, and continue their support to this day. So... not sure what you're talking about? As for the market leader, aren't Microsoft famous for not winning a single console generation, and lagging behind in the gaming space in terms of raw numbers? Hardly the market leader then, and explains why they're looking innovate in several key ways. For example, the competition from Vulkan, and the continued support of OpenGL, have pushed Microsoft's DirectX platform enormously for better performance and lower level hardware access. DX12 has a long way to go *cough*Division2hasterribleDX12performance*cough* but its still an incredible achievement, and part of Microsoft's larger move to embrace multi-platform development. In fact, in terms of pure platform agnosticism, I'd say Microsoft are just about the global leaders. And let's be clear - it's not from the goodness of their hearts. They're a multi-billion dollar global corporation. These moves are because more platforms = more users = more revenue. Still, it doesn't detract from their efforts....I think I have a deja vu. "We invented DirectX" and other bold statements of the previous generation change.
As far as Microsoft's "leadership" in multi-platform development goes, e.g. they totally failed at migrating their OS to ARM architecture and I think it's even been discontinued. I don't claim they make no progress but if you have at least a vague idea how large corporations operate, you know that being a market leader and cutting-edge innovative is a very rare case. There's no point in investing in R&D extensively if you dominate the market and your shareholders are happy with the cash you make.
I already did, in response toOk, then explain to everyone if MS have this magical feature, why did they choose to use unoptimized content to show their tech?
While reading his ramble about plans my mind was picturing Trump.
Understood. However, considering how taxing ray tracing is, I doubt that either console will be powerful enough to implement it on visually complex games (i.e. not games like Minecraft) without massive drops in frame rate.
lady gaia got upset at me because of my chicken little tactics or perhaps because i thought she was a dude. lmao.yeah lady gaia has some of the best technical posts there
I like gofreak and that guy with the rat avatar (ananananou or something lol I can't remember...is he banned?)
love how blatantly ms has been lying since e3 2019 and no one seems to have an issue with it. but when cerny said his ssd is faster than anything on pc, people freak out and call him a liar. when he said rt is hardware based, they go but is it really? (dictator) and now after he was right about both of things, they have switched to questioning him on variable clocks and even ssd speeds. (brad sams)Technically the XSX isn't "Fastest. Most Powerful."
But "Widest. Most Powerful." hasn't got the same ring to it..
=P
I think this bit is worth highlighting
in case anyone was wondering if ms had a plan![]()
lady gaia got upset at me because of my chicken little tactics or perhaps because i thought she was a dude. lmao.
she's alright, but after seeing so many devs mislead insiders and journalists like klee, osiris, jason, colin and reiner, im no longer as trusting as i used to be. i want to see this magical ssd in action. im cautiously hopeful.
The developer stated why they are not supporting PlayStation;
Where's the support for PlayStation?
PS4/5 development kits are far too expensive for me to obtain (they are in excess of $4000, compared to Switch's $400 and Xbox's $0 dev mode). Unless someone wants to donate me a couple of PS4/5 devkits, I have no plans to support the platform. I apologize for any inconvience this may cause. Talk to Sony about lowering the price of their devkits to something reasonable if you are unhappy. You are of course free to make your own PS4/5 fork of Void2D, as long as it remains open source. If I do manage to get my hands on some PS4/5 devkits I may even use your code in the main branch, and of course you will be fully credited.
![]()
GitHub - Kirby0Louise/Void2D: Void2D Game Engine - Powerful open source, retro-console based 2D game engine
Void2D Game Engine - Powerful open source, retro-console based 2D game engine - Kirby0Louise/Void2Dgithub.com
So the developer has a grudge on Sony devkit prices and decides to downplay PS because cannot afford one? Ok, let's just throw professionalism out of the window and be bitter.
People get so hung up over pure TF numbers, and I think this has something to do with the past generation due to the need for increasing resolutions. This gen will be quite a bit different in a certain respect since the mid-gen refreshes already got us to CB 4K and we really aren't going to go beyond native 4K for any reason (and hopefully devs opt to go lower to push graphics further).
We've never really had an interesting situation where the consoles had a pretty big difference in throughput, so this is the first time we are coming to terms with what that could mean. Ever since we left the Cartridge era, loading has just been something developers have put up with in order to get access to a LOT of data (even if it's slow to access), and streaming systems became much more modern and important yet the slow throughput became a pretty big bottleneck.
What you see on the screen is not single handedly determined by TFlops. It's one factor, but they don't see the limitation on the sheer amount of detail that these games lack due to limitations in throughput. Back in 2005, RAM was a big deal. Shaders were becoming mainstream on console GPUs. EPIC warned Microsoft that they would be at a severe disadvantage if they did not increase their RAM to 512 MB. So they doubled it, and Sony followed suit. I feel like this generation will have a similar vibe, but where Sony doubled their throughput and got a bit exotic while Microsoft went with a more conventional approach that will probably in retrospect look to be a missed opportunity for them and not very forward looking.
The I/O speeds are a big deal in terms of the detail you see on screen. The GPUs will process what they can process, and if that means a slight dip in resolution to account for a gap then that's what will happen. But if that GPU cannot get texture detail fast enough, the devs are going to rely on the same textures.
Super fast SSDs enable LOD streaming the likes of which we've never seen. Detail abundant absolutely everywhere, because it can load in most of VRAM in less than a second on PS5. Objects getting closer into the screen? No problem, we can wipe out the data we don't need that second (because it can be added back a second later if need be), and you will see ridiculously detailed faces, pores, skin textures, etc. The closer you zoom in, the more EFFICIENT the compression then becomes as well, because a lot of the detail comprises of similar image characteristics...so you're looking at faces with 22 gb/s of detail...It will look ABSURD. Why? Because the system can. It is not a problem. Imagine all the texture complexity into an entire open world game being applied extensively to a few characters, then to 1 character, then to only that character's face. That's what the ex ND technical director was trying to convey.
I definitely think that each console will have a certain "look" when it comes to third party games. PS5 versions being much more richly diverse and detailed potentially if the devs take advantage of it. XSX will have an effective higher resolution, but the difference will be so small that nobody is going to really notice. So you'll have higher resolution...that's blurrier because the texture streaming solution is significantly weaker....what will look better, do you think? First party will go absolutely bonkers on the set-up and really blow away the competition moreso than they EVER have IMHO...especially when they can focus 100% on PS5 and won't be held back by Xbox One or Lockhart.
This is why Jason Schreir was saying that the PS5 is one of the most exciting advances in console history according to some of his developer friends. Computational power isn't as much of a limitation as the sheer data you can feed it. I suspect the big limitation will be potential file sizes this gen, because it will be tempting for a lot of devs to really go nuts with what they can do on the PS5.
But "Widest. Most Powerful." hasn't got the same ring to it..
=P
People get so hung up over pure TF numbers, and I think this has something to do with the past generation due to the need for increasing resolutions. This gen will be quite a bit different in a certain respect since the mid-gen refreshes already got us to CB 4K and we really aren't going to go beyond native 4K for any reason (and hopefully devs opt to go lower to push graphics further).
We've never really had an interesting situation where the consoles had a pretty big difference in throughput, so this is the first time we are coming to terms with what that could mean. Ever since we left the Cartridge era, loading has just been something developers have put up with in order to get access to a LOT of data (even if it's slow to access), and streaming systems became much more modern and important yet the slow throughput became a pretty big bottleneck.
What you see on the screen is not single handedly determined by TFlops. It's one factor, but they don't see the limitation on the sheer amount of detail that these games lack due to limitations in throughput. Back in 2005, RAM was a big deal. Shaders were becoming mainstream on console GPUs. EPIC warned Microsoft that they would be at a severe disadvantage if they did not increase their RAM to 512 MB. So they doubled it, and Sony followed suit. I feel like this generation will have a similar vibe, but where Sony doubled their throughput and got a bit exotic while Microsoft went with a more conventional approach that will probably in retrospect look to be a missed opportunity for them and not very forward looking.
The I/O speeds are a big deal in terms of the detail you see on screen. The GPUs will process what they can process, and if that means a slight dip in resolution to account for a gap then that's what will happen. But if that GPU cannot get texture detail fast enough, the devs are going to rely on the same textures.
Super fast SSDs enable LOD streaming the likes of which we've never seen. Detail abundant absolutely everywhere, because it can load in most of VRAM in less than a second on PS5. Objects getting closer into the screen? No problem, we can wipe out the data we don't need that second (because it can be added back a second later if need be), and you will see ridiculously detailed faces, pores, skin textures, etc. The closer you zoom in, the more EFFICIENT the compression then becomes as well, because a lot of the detail comprises of similar image characteristics...so you're looking at faces with 22 gb/s of detail...It will look ABSURD. Why? Because the system can. It is not a problem. Imagine all the texture complexity into an entire open world game being applied extensively to a few characters, then to 1 character, then to only that character's face. That's what the ex ND technical director was trying to convey.
I definitely think that each console will have a certain "look" when it comes to third party games. PS5 versions being much more richly diverse and detailed potentially if the devs take advantage of it. XSX will have an effective higher resolution, but the difference will be so small that nobody is going to really notice. So you'll have higher resolution...that's blurrier because the texture streaming solution is significantly weaker....what will look better, do you think? First party will go absolutely bonkers on the set-up and really blow away the competition moreso than they EVER have IMHO...especially when they can focus 100% on PS5 and won't be held back by Xbox One or Lockhart.
This is why Jason Schreir was saying that the PS5 is one of the most exciting advances in console history according to some of his developer friends. Computational power isn't as much of a limitation as the sheer data you can feed it. I suspect the big limitation will be potential file sizes this gen, because it will be tempting for a lot of devs to really go nuts with what they can do on the PS5.
are you aegon?lady gaia got upset at me because of my chicken little tactics or perhaps because i thought she was a dude. lmao.
she's alright, but after seeing so many devs mislead insiders and journalists like klee, osiris, jason, colin and reiner, im no longer as trusting as i used to be. i want to see this magical ssd in action. im cautiously hopeful.
are you aegon?
RX 5700 OC (~ 2150MHz, 2304 Shading Units, 256-bit memory bus, 448GB/s memory bandwidth, ~ 9,9TF FP32 performance)
RX 5700 XT Stock (~1750MHz, 2560 Shading Units, 256-bit memory bus, 448GB/s memory bandwidth, ~8,9TF FP32 performance)
+256 Shading Units vs. higher frequency
i want to believe.People get so hung up over pure TF numbers, and I think this has something to do with the past generation due to the need for increasing resolutions. This gen will be quite a bit different in a certain respect since the mid-gen refreshes already got us to CB 4K and we really aren't going to go beyond native 4K for any reason (and hopefully devs opt to go lower to push graphics further).
We've never really had an interesting situation where the consoles had a pretty big difference in throughput, so this is the first time we are coming to terms with what that could mean. Ever since we left the Cartridge era, loading has just been something developers have put up with in order to get access to a LOT of data (even if it's slow to access), and streaming systems became much more modern and important yet the slow throughput became a pretty big bottleneck.
What you see on the screen is not single handedly determined by TFlops. It's one factor, but they don't see the limitation on the sheer amount of detail that these games lack due to limitations in throughput. Back in 2005, RAM was a big deal. Shaders were becoming mainstream on console GPUs. EPIC warned Microsoft that they would be at a severe disadvantage if they did not increase their RAM to 512 MB. So they doubled it, and Sony followed suit. I feel like this generation will have a similar vibe, but where Sony doubled their throughput and got a bit exotic while Microsoft went with a more conventional approach that will probably in retrospect look to be a missed opportunity for them and not very forward looking.
The I/O speeds are a big deal in terms of the detail you see on screen. The GPUs will process what they can process, and if that means a slight dip in resolution to account for a gap then that's what will happen. But if that GPU cannot get texture detail fast enough, the devs are going to rely on the same textures.
Super fast SSDs enable LOD streaming the likes of which we've never seen. Detail abundant absolutely everywhere, because it can load in most of VRAM in less than a second on PS5. Objects getting closer into the screen? No problem, we can wipe out the data we don't need that second (because it can be added back a second later if need be), and you will see ridiculously detailed faces, pores, skin textures, etc. The closer you zoom in, the more EFFICIENT the compression then becomes as well, because a lot of the detail comprises of similar image characteristics...so you're looking at faces with 22 gb/s of detail...It will look ABSURD. Why? Because the system can. It is not a problem. Imagine all the texture complexity into an entire open world game being applied extensively to a few characters, then to 1 character, then to only that character's face. That's what the ex ND technical director was trying to convey.
I definitely think that each console will have a certain "look" when it comes to third party games. PS5 versions being much more richly diverse and detailed potentially if the devs take advantage of it. XSX will have an effective higher resolution, but the difference will be so small that nobody is going to really notice. So you'll have higher resolution...that's blurrier because the texture streaming solution is significantly weaker....what will look better, do you think? First party will go absolutely bonkers on the set-up and really blow away the competition moreso than they EVER have IMHO...especially when they can focus 100% on PS5 and won't be held back by Xbox One or Lockhart.
This is why Jason Schreir was saying that the PS5 is one of the most exciting advances in console history according to some of his developer friends. Computational power isn't as much of a limitation as the sheer data you can feed it. I suspect the big limitation will be potential file sizes this gen, because it will be tempting for a lot of devs to really go nuts with what they can do on the PS5.
guilty as charged. i have a feeling im gonna be perma'd during my 3 week long ban. despite being a hardcore sony fan, i always manage to get myself banned for making fun of or criticizing sony.are you aegon?
Possibly, didn't consider the dateobviously apr 1 joke
Big fan of your posts on previous/current ree next gen threads lol (just a few days ago was thinking how your posting style was similar), sorry i got annoyed with you at first on this thread wasn't quite familiar with your extreme skepticism or chicken little tactics as you put itguilty as charged.
Yeah... it seems as if they were just looking for a reason to punish you for being one of the contributors to yesterday's debacle. Ree staff cant handle losing control and they make sure to scold outliers/"troublemakers" to control the herdi have a feeling im gonna be perma'd during my 3 week long ban. despite being a hardcore sony fan, i always manage to get myself banned for making fun of or criticizing sony.
It does seem a bit too plausible to be an april fools joke, though.obviously apr 1 joke
PS5 can do it already in a 4K 60 game (kind of Dead space game,):Understood. However, considering how taxing ray tracing is, I doubt that either console will be powerful enough to implement it on visually complex games (i.e. not games like Minecraft) without massive drops in frame rate.
It would be interesting if consoles use 7nm EUV, those high clocks wouldn't take as much power"In order to avoid confusion, AMD is dropping the '+' from its roadmaps. In speaking with AMD, the company confirmed that its next generations of 7nm products are likely to use process enhancements and the best high-performance libraries for the target market, however it is not explicity stating whether this would be N7P or N7+, just that it will be 'better' than the base N7 used in its first 7nm line."
AMD 7nm can be N7P or N7+.
What do you mean both?Or maybe features or both ?
Yeap I guess the 50% perf. watt increase is related to 7nm+ EUV.It would be interesting if consoles use 7nm EUV, those high clocks wouldn't take as much power
btw did you see coreteks video? he theorizes PS5/SEX use 7nm+ (EUV) based on SRAM used in the IO which is listed as 7nm+ part on Synopsis site
What do you mean both?
Neither didIt seems pretty detailed and assertive. I dunno; he doesn't seem to be trolling.
We have detailed 4chan leaks all the time and insiders who seemed like good guys and everyone thought they wouldn't lie get exposed the day the PS5 reveal happened . After all that shit I certainly wouldn't trust a random YouTube comment .It seems pretty detailed and assertive. I dunno; he doesn't seem to be trolling.
yep. i noticed that too. i actually survived six hours after making that post, and only got banned after alex threw a fit and basically forced the mods to ban everyone.Big fan of your posts on previous/current ree next gen threads lol (just a few days ago was thinking how your posting style was similar), sorry i got annoyed with you at first on this thread wasn't quite familiar with your extreme skepticism or chicken little tactics as you put it, thought you were either trolling or biased.
Yeah... it seems as if they were just looking for a reason to punish you for being one of the contributors to yesterday's debacle. Ree staff cant handle losing control and they make sure to scold outliers/"troublemakers" to control the herd
I mean they ban you for this![]()
While overlooking this
![]()
It seems pretty detailed and assertive. I dunno; he doesn't seem to be trolling.