really? where did he state that? can you quote him?
all i read from his interview about api was:
For the Xbox, they have to put DirectX and Windows on the console, which is many years old, but for each new console that Sony builds, it also rebuilds the software and APIs in any way it wants.
i don't see any word about update. he means that ms build upon older version of dx but sony starts from 0 every generation that's why it's better then ms api.
In the original interview, Salehi said that DirectX 12 hadn't been updated for a long time, and curious omitted any mention of DirectX 12 Ultimate. It's unclear if he's had any time with the Xbox Series X development kit, which is regarded quite favorably by the industry judging by our conversations.
So yes.. that trumps the PS5 SSD solution. There is nothing that PS has revealed so far that gives the GPU direct access to 100GB of data on SSD at this gens memory bandwidth speeds. Rough terms would be about 326GB/s for gddr5. Thats near instant.
If the gap remains between Sony and Microsoft, which is more than likely to happen again in a more devastating way, then Sony could easily strike more exclusives deals with 3rd party games, resulting in more games with new next gen experiences instead of half-baked experiences.
really? where did he state that? can you quote him?
all i read from his interview about api was:
For the Xbox, they have to put DirectX and Windows on the console, which is many years old, but for each new console that Sony builds, it also rebuilds the software and APIs in any way it wants.
i don't see any word about update. he means that ms build upon older version of dx but sony starts from 0 every generation that's why it's better then ms api.
Wait wha?
8-channel NAND is getting to 326GB/s how exactly? Bypassing system components in the way doeesn't remove the physicality of the bits available here.
I see based on the reveled aspects of their velocity architecture, that the XSX GPU has access to not only 6GB/s of compressed read write access to the SSD, 560GB/s to 10 GB of VRAM, and also direct access to a special 100GB partition on the SSD that does not require shuttling data across the PCIE bus at all.
So yes.. that trumps the PS5 SSD solution. There is nothing that PS has revealed so far that gives the GPU direct access to 100GB of data on SSD at this gens memory bandwidth speeds. Rough terms would be about 326GB/s for gddr5. Thats near instant.
What's great is that this part of the Xbox Velocity architecture spec is constantly repeated by them openly.
Only people rooting for this piece of hardware or that piece ignore this spec. I don't understand why we can't just examine and understand the tech.
Can anyone tell me of anything within the Sony i/o implementation that matches that?
Read the articles I've posted. Their solution appears to be based on Radeon Pro SSG solution that dies exactly this using a basic PCIE4 SSD.
Sometimes you get the feeling that people consider Cerny as an infallable all-knowing God, that singlehandedly designes the Playstation, while the Microsoft-engineers are bumbling idiots that has no clue what they are doing.
Comments such as "off the shelf", "just a pc", "brute force", "so many bottlenecks" and what have you are idiotic and should almost be a bannable offence. It ruins any form of discussion.
There comes a point where these things are just elementary at lower resolutions. If the system has a 1080p external render target, you don't need as much ram (or bandwidth) to make that happen. I will assume the SSD will be the same configuration, MS is already using a budget controller (according to most reports, and the specs appear to align with that) so not much to gain by lowering the bar there. We don't yet know how things will be approached regarding the TFs either. First-party games could set aside 1.5 - 2TF for ML techniques that lower internal resolution targets a great deal and reduce texture bandwidth needs by a factor of 4.
Apart from the savage words, I do wonder how much of a potential diff there really is. I get a feeling PS5 is really far ahead here. The LOD potentials on it are in another league. But I do wonder how much hdd on pc primarily will hold things back, in that order.
lockhart is budget console so i doubt it will have 1TB storage. ferwer chips—>lower speed. and textures will be smaller, seems like a waste of money to have the same ssd setup.
they are cutting costs to the bone with LH (if the rumors of no disc drive are true) so I expect the bare minimum with the console and a $299 msrp with frequent $199 sales.
How is that logical? The reason why they rewrite the api is because every generation they had a different ISA.
emotion engine, cell, amd architecture... vs... directx
Thats why the XSX has mesh shaders and SFS... its incredible that people seem to invent awesome capabilities for the PS5, which the XSX actually has and have demonstrated, but claim that PS5's capabilities will be better.
This place is odd.
Our sympathies. Where are you and family?
Why don't they just call it the PSX (Playstaion Series X)![]()
And you've come to this conclusion based on DF SSD Theory video, too? I reference that video several times in this thread and I know how they were talking about how next gen consoles would work on a smaller scale in comparison's to AMD's SSG demonstration.I see based on the reveled aspects of their velocity architecture, that the XSX GPU has access to not only 6GB/s of compressed read write access to the SSD, 560GB/s to 10 GB of VRAM, and also direct access to a special 100GB partition on the SSD that does not require shuttling data across the PCIE bus at all.
So yes.. that trumps the PS5 SSD solution. There is nothing that PS has revealed so far that gives the GPU direct access to 100GB of data on SSD at this gens memory bandwidth speeds. Rough terms would be about 326GB/s for gddr5. Thats near instant.
What's great is that this part of the Xbox Velocity architecture spec is constantly repeated by them openly.
Only people rooting for this piece of hardware or that piece ignore this spec. I don't understand why we can't just examine and understand the tech.
Can anyone tell me of anything within the Sony i/o implementation that matches that?
Hold on, what's this "instant access to 100 gb/s" jibberee-joo?
In order for CPU access to not take a disproportionate amount of bandwidth (48GB/s vs 80GB/s in the example) CPU data must be inside the fast poolOne thing though: why would only 10 GB of data be available for games in Scenario #2? I don't think that would make good sense from an engineering POV, even as a compromise for going mixed 1 GB/2 GB modules.
Its just how interleaved memory configurations work, MS would need to reinvent interleaved memory to overcome this reality, same limit is present on PS5 btwDunno, something feels like info on the memory setup is still not fully understood, I would assume the system would allow for data access from both pools
I think it's all said and shown here, time to eat some juicy egg sandwiches then play Final Fantasy 7. You may consider watching what Mark Cerny said about how it's being read/transferred if you're interested in understanding the matter.
Edited.
I didn't want to deflect the thread.
This ^
It's basic math, a 4 channel gen 3 drive can't hit XSX SDD performance (will be a little short). The average budget gen 4 (not on the market yet), will likely land at 3.5GBs.
I'm already using 3.5GB/s (raw) from my 1 year old PC. PCIe 4.0 should be maxed at 7GB/s. XSX is 2.4 GB/s which is average/below average speeds for PCIe 3.0.
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In order for CPU access to not take a disproportionate amount of bandwidth (48GB/s vs 80GB/s in the example) CPU data must be inside the fast pool
There's nothing inherently bad here, its a compromise, even the Xbox architect called it a trade off. This system was needed to feed the more powerful GPU (GB/s per TF is comparable to PS5). They didn't fuck up, its a calculated tradeoff.
In short:
If they use the full 13.5GB , average bandwidth available to GPU is similar to PS5 proportional to GPU power ( similar GB/s per TF)
If they limit game access to 10GB, the XSX GPU has slight surplus bandwidth advantage over PS5's (higher GB/s per TF)
Its just how interleaved memory configurations work, MS would need to reinvent interleaved memory to overcome this reality, same limit is present on PS5 btw
Even to access 10MB worth of data all 10 chips or 6 chips must be accessed for XSX, same for PS5 to access that 10MB all 8 chips must be run simultaneously
To change how data is evenly distributed across all chips every time CPU access RAM would bring its own set of complications, latencies and performance penalties
I'm still intrigued by the number of priority levels mentioned. Anything more than two levels (high, low) hasn't really been viable - without using a ring-bus - because a bridged type bus at saturation is so preoccupied with binary-back-off collisions for accessing the bus that providing any sort of isochronous throughput is too difficult at high load. I will be surprised if the PS5 doesn't have at least one ring bus to accommodate those 6 levels of priority under heavy load.We don't know this, Cerny said it has to be higher than the internal to make up for the overhead of the IO unit handling the extra priority levels
By how much we don't know, could be 6GB/s 6.5GB/s 7GB/s etc.
I'm not pretending to know how it works. I would imagine it works in a similar way to this.My friend, why not stop the psychic talk and personal mockery and keep it informative? Can you explain how 100GB-ready is when you can only transfer at the speed of 2.4GB/s (4.8GB/s compressed)? I think you're smarter than me as you've been showing here that I'm suffering from psychic or behavior issues, in that case you should be smarter than that misleading information that adds nothing new. It's like someone saying I can eat a burger in one bite, then the other responds that he can eat a whole cow in 2 months, it's not the same.
EDIT: PS5 is capped at 22GB/s compressed, andBGs has seen 20GB/s in action. XSX is capped at 6GB/s.
There is room for it from a business perspective for sure. It could, possibly, maybe, sell like hotcakes if it's a next-gen console for little money.Is there really room for Lockhart? Seriously asking.
Even if there were easy ways to upscale quality between Lockhart and XsX, there is bound to be a ton of people touting how Lockhart is holding XsX back from its full potential. I just feel like that would kind of shift the focus point to shipping the cheaper box in bulk, leaving the XsX to be the "high-end" niche product - which would be a damn shame. Obv we don't know the costs of any of these boxes yet so...![]()
I'm not pretending to know how it works. I would imagine it works in a similar way to this.
AMD has been working on this technology for years now and demonstrated it back on 2016. It needed 1.5 to 2GBps. Doesn't need 22GBps. Again that took me all of 3 minutes to find.AMD’s new SSG Technology blends an SSD with a GPU?!
AMD says its Solid State Graphics Technology will revolutionize professional GPU performance by adding NAND memory to its upcoming pro graphics cards.www.pcworld.com
Is there really room for Lockhart? Seriously asking.
Even if there were easy ways to upscale quality between Lockhart and XsX, there is bound to be a ton of people touting how Lockhart is holding XsX back from its full potential. I just feel like that would kind of shift the focus point to shipping the cheaper box in bulk, leaving the XsX to be the "high-end" niche product - which would be a damn shame. Obv we don't know the costs of any of these boxes yet so...![]()
And you've come to this conclusion based on DF SSD Theory video, too? I reference that video several times in this thread and I know how they were talking about how next gen consoles would work on a smaller scale in comparison's to AMD's SSG demonstration.
I find it a bit amusing that people are saying PlayStation 5's SSD is not secret sauce, but somehow Xbox's Velocity Architecture can help close the gap or exceed PlayStation 5's SSD raw speed.
Future will tell, with more unique 4K assets, travelling insanely fast, XSX would need more CPU work than PS5. Overall, on slower-paced games, PS5 will use less CPU, yet having a unified ram that is still around 16GB available compared to 10GB+3.5GB with drastic speed differences that need extra work from devs to optimize for.
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Xbox Series X Allocates 13.5 GB of Memory to Games
gamingbolt.com
Why would the CPU have to work more? Is this a guess? If it does have to work more, well frankly it's faster so that would pick up the slack. That whole split ram argument is also just an assumption your making. I've heard that it's one line of code that a developer must add to accommodate the XSX ram setup so my "assumption" is there isn't gonna be an appreciable difference in difficulty to code for.Future will tell, with more unique 4K assets, travelling insanely fast, XSX would need more CPU work than PS5. Overall, on slower-paced games, PS5 will use less CPU, yet having a unified ram that is still around 16GB available compared to 10GB+3.5GB with drastic speed differences that need extra work from devs to optimize for.
![]()
Xbox Series X Allocates 13.5 GB of Memory to Games
gamingbolt.com
its not 100GB/s its 100Gb of storage directly accessible to the GPU. That neither jibberish or magic.Hold on, what's this "instant access to 100 gb/s" jibberee-joo?
There is room for it from a business perspective for sure. It could, possibly, maybe, sell like hotcakes if it's a next-gen console for little money.
Lockhart will not be a success and won't move many units in comparison to other consoles. As an option it's OK but as for profit I don't see it doing anything. It's caught in between too many things or below them.
its not 100GB/s its 100Gb of storage directly accessible to the GPU. That neither jibberish or magic.
let's all believe windows central now!![]()
Crytek engineer retracts claim that PS5 is easier to develop for than Xbox Series X
Should've talked about DirectX 12 Ultimate.www.windowscentral.com
In the original interview, Salehi said that DirectX 12 hadn't been updated for a long time, and curious omitted any mention of DirectX 12 Ultimate. It's unclear if he's had any time with the Xbox Series X development kit, which is regarded quite favorably by the industry judging by our conversations.
There is room for it from a business perspective for sure. It could, possibly, maybe, sell like hotcakes if it's a next-gen console for little money.
From an enthusiast perspective it is not so cash money of MS to release it. It WILL hold games back as a shitty casual baseline for sure. People should drop the scalability delusion.
The Last of Us: Part 2 could be Sony's Breath of The Wild moment if they hold it back for PS5 launch. It could be considered the best launch title of all time. I think they should do it. TLoU2 is already delayed indefinitely...it also fits in with their tech approach to gaming. They want the content to work across a wide spectrum. X1 in years 1 and possibly 2, and lower end pcs for the whole gen. Baseline is low with or without xss, so might as chuck it out there.
if sony has nothing that looks and or plays like nothing on the xbox xeries platform, then xss will have been a good call. If sony somehow makes a Zelda botw must play exclusive that outclasses things on any other platform...
I'm not denying the impact of caching either, it just sounded like it was being claimed that the NAND would be over 300GB/s at first.
With the VRAM acting as another caching layer and a high cache hit rate, certainly you can access many of those assets as soon as you need them with this new paradigm. It doesn't, however, change the speed of the NAND physically, at all, so I think we agree.
I'm not denying the impact of caching either, it just sounded like it was being claimed that the NAND would be over 300GB/s at first.
With the VRAM acting as another caching layer and a high cache hit rate, certainly you can access many of those assets as soon as you need them with this new paradigm. It doesn't, however, change the speed of the NAND physically, at all, so I think we agree.
Yeah, this I am sure is the thought process. Also to be able to tout Xbox as "the most powerful" and have - I believe someone has been using "Little Timmy?"'s father buy the cheaper but most likely "similarly" powerful - could work for their advantage. Marketing message translating to all series boxes. I guess I am just hoping for a strong next gen for all parties to make sure nothing IS hold back
I guess this is a pricing and PR question. I CAN see it selling big among casuals if it is cheap enough and still can play all the next-gen titles, per CrysisFreak's notion above. Could very well lead to a Xbox One vs X situation - albeit if launched at the same time the whole situation is a bit different.
"That "instant" access might be a slight exaggeration, since that expanded pool of data still seemingly has to come from the system's NVMe storage at a 2.4GB/s transfer rate. Even expanded to 4.8GB/s thanks to a new decompression stack, that's well below the 336 to 560GB/s access for data stored on the system's 16GB of RAM. It's also not clear why Microsoft specifically cites a 100GB limit for those "instant" assets amid the 1TB of internal storage built into the system."
- https://www.google.com/amp/s/arstechnica.com/gaming/2020/03/going-for-speed-the-load-busting-lag-limiting-tech-of-the-xbox-series-x/?amp=1
Yes I think that is what they mean by instant in this regard. Sorry for the confusion earlier. In all cases checking local cache, then vram then this Virtual mem pool/buffer is faster than doing a read/write access to stream off any SSD.
The reddit post and this conversation with you have actually been the most enlightening I've seen on the subject. Now if we can just pin down the memory architecture access process.
I'm still trying to understand 10/6 split in reasonable terms. Somewhere in there there is a gap as to whether or not the CPU/GPU access locks out the other processors access to the RAM resource that its not locked to. I dont think the memory diagrams explain it well yet. Although I think rnival is very close.
let's all believe windows central now!
again can you quote his words about the update of dx from his interview? misinformation from others sites doesn't count.
"Many years old" and "not updated" is the same thing, so please dont suggest windows central is lying.For the Xbox, they have to put DirectX and Windows on the console, which is many years old,
I don't think he was saying ps5 can't do that as well. He was responding to the suggestion that XSX couldn't stream data off of it's SSD like ps5 can.....and? What makes you think the PS5's setup can't do that as well? Even Spencer was impressed with PS5's SSD tech.