xool
Member
Still noSelect a file, right mouse button, property.
It show both I believe.

Still noSelect a file, right mouse button, property.
It show both I believe.
PS4 limited to hdd. Had to boot up the game but PS5 Super SSD can bolt specific chapters directly on OS just by browsingThey promised this with PS4 as did Microsoft. They barely delivered
Yes, games are the most important part of both systems. and playstation have some great exclusives, but what if someone doesn't like 3rd person adventure games? Are there any IPs worth mentioning outside of these type of games on PS4 (I buy ps consoles mostly for games like wipeout, and I have finished all uncharted titles etc. But uncharted 4 didn't impress me, spent like 1h with Spider-Man and got bored, DStranding similar to Spider-Man )? I love FPS, RTS, aRPG and arcade racers.
After discovering the "Moore's Law Is Dead" YouTube channel and I watched his vids on PS5 and Series X and they're quite informative.
Underlining that the PS5 SSD is not just about loading, it's actually not about loading at all, there is no loading, it's about other things and it will in fact help rendering (I sure hope so).
Here is another YouTuber I found to be informative.
Comparing LOD in the 3 or 4 frames following a quick turn will be the new grass counting. Can't wait.Of course, if a dev uses a lower quality texture and reconstructs to a higher quality in real time, that muddies the waters.
I see Senjutsu Sage is posting another turd of his. How many times can you be wrong and still not give up.
Until more of one forum banned him in the same timeI see Senjutsu Sage is posting another turd of his. How many times can you be wrong and still not give up.
As much as I love my xm3, I am not too sure the xm4 would be any better. New Bluetooth standard and maybe a tad better noise canceling.No clue, I'm not that much of an audiophile, it's just that when I want to buy something I do a lot of research so that I know I buy the best possible product for my price range.
I use my QuietComfort 35 II when gaming, bought a separate wire for it to connect to my controller. But this headset wasn't bought for gaming, that was purely for work and travel, so I don't know what would be best when it comes to sound. I wouldn't buy the WH-1000XM3 though, in September the M4 will be released and that will be a big step up from the M3.
There definitely exists amplifiers with HDMI eARC, you should check out What HIFI. It's my go to source for anything audio related.
May I suggest head-fi.org?
Peak in new cases was 8 days ago In the US. I wanted to see yesterday's stats before getting overly optimistic. Pretty much matched our models, peaked 6 days earlier than expected. Worst is in. Summer in nearly here.They'd be STUPID not to do a console teardown/reveal mid COVID lockdown (assuming it doesn't turn really tragic in US like happened in northern Italy)
.. internet would go nuts. End of April - my guess
That said .. under new management
I'm expecting innovations from the laundry appliance industry to be transferred to the console game market. Sony going to have water pipe in and water pipe out on the PS5.![]()
Tested and true.
That when we say XSX will use duplicates, if there will be no duplicates on PS5, or more duplicates on XSX vs less duplicates on PS5 = 100GB XSX vs 70-30GB on PS5 of the same game depending on how pacy the game is.
It would surprise me if there were any differences in install size that were this dramatic. A game typically already contains multiple data sets for objects, to allow for shifting LOD priorities. Not doing that would actually result in a less realistic image when objects moved farther away in the scene. Excessive detail at too great a distance isn't desirable.
Surely there is still so much to consider and gnaw from what we've already been servedMan I really bored without any new info of the consoles but I just playing FFVII Remake and even with some issue in the textures oh
my god how gorgeous is the game.
As much as I love my xm3, I am not too sure the xm4 would be any better. New Bluetooth standard and maybe a tad better noise canceling.
It would be miner like coming from the qc35 to the 700s.
Well, probably here might come the mesh shading tech to gimp them instead of having duplicates? We are approaching a new era of gaming that we don't know all about, I guess. Future will tell.
Surely there is still so much to consider and gnaw from what we've already been served
For instance, people keep mentioning the ASIC for audio in the XsX using CPU bandwidth and then inferring the PS5 Tempest (engine) operating in 3D audio mode will do the same. But the comparison of an ASIC and an SPU is like comparing Fixed path T&L to GPGPU...and given the SPU description of the Tempest engine, we can probably safely assume that like SPUs it is a complete satellite processor (a DF desc of the SPUs) . Thus only requiring the Zen2 to set it up at game boot time – then it should be able to run independently using scratchpad RAM(maybe 8x Zen2 cores L1 or L2 caches in total size?) and only occupy main memory bandwidth when DMA'ing to 16GB of unified GDDR6 memory.
"GPUs process hundreds or even thousands of wavefronts; the Tempest engine supports two," explains Mark Cerny. "One wavefront is for the 3D audio and other system functionality, and one is for the game. Bandwidth-wise, the Tempest engine can use over 20GB/s, but we have to be a little careful because we don't want the audio to take a notch out of the graphics processing.
It depends what he meant by can. The 6x SPUs could have flooded the northbridge with requests on the PS3 at the expense of the PPU and communication to the RSX. If the Tempest Engine doesn't have scratch memory and can't run in isolation like an SPU, then I would argue that comparing it to SPUs needed more clarity on the limits of the SPU-ness.Cerny already mentioned that using the tempest engine developers will have to be careful otherwise it may take up to 20GB/s of bandwidth.
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PlayStation 5 uncovered: the Mark Cerny tech deep dive
On March 18th, Sony finally broke cover with in-depth information on the technical make-up of PlayStation 5. Expanding …www.eurogamer.net
So almost exactly the way Microsoft accomplished the same thing.Cerny already mentioned that using the tempest engine developers will have to be careful otherwise it may take up to 20GB/s of bandwidth.
![]()
PlayStation 5 uncovered: the Mark Cerny tech deep dive
On March 18th, Sony finally broke cover with in-depth information on the technical make-up of PlayStation 5. Expanding …www.eurogamer.net
Xm3 only supports 4.2..Does it support Bluetooth 5.0 (XM3)? If not, then most likey XM4 will, and PS5 as well. But I think it's safer to wait until we see reviews before investing in one. PS5 promise for all headsets/sound systems is quite BOLD to say the least, expecting DualSense will send that quality through its 3.5 AUX.
Imagine buying those trash hype beast brands in the first place. Buy Senheiser or Sony for quality headsets.pretty much astro in a nutshell barely decent quality cans sold as premium top tier audio. I hate them as much as i hate beats audio.
Consider GPU is working on 10GB pool at near full speed when the CPU has to access the slow pool. For the GPU to continue its work it needs access to the 10 chips because the data its working with is spread across all 10 chips hence 560GB/s bandwidth. So that leaves 2 options:Consider a 64–word memory that is 4–way interleaved. This means that
there are four memory banks, each holding 16 words.
I understand previous implementations of TSS weren't enabled by hardware, nvidia introduced hardware accelerated TSS with Turing months before DX API supported it with sampler feedbackIt's all hardware accelerated, Sampler Feedback is the foundational hardware feature, texture space shading is just a technique using that hardware,
In 2018, GeForce RTX graphics cards launched with numerous 'world's first' graphics technologies: hardware-accelerated ray tracing, Variable Rate Shading, Mesh Shading, and more. These technologies represent the biggest leap in graphics since the invention of programmable shaders in 2002, bringing cinema-quality reflections, shadows, and lighting to games.
Now, Microsoft has announced DirectX 12 Ultimate, their new graphics API, which codifies GeForce RTX's innovative technologies as the standard for multi-platform, next-gen games.
Sampler Feedback shares the same philosophy as Variable Rate Shading: work smarter to reduce GPU load and improve performance. It is enabled by a hardware capability in our GeForce RTX architecture called Texture Space Shading.
VRS can be done in primitive shaders (Geometry Engine).
In fact looking at AMD patent it can be used in any step of the pipeline after the first frame was done (it needs render one frame because the Shader Rate is defined at Rasterizarion step to be used in the subsequents frames render).
USB?the way to go is a good DAC/Amp
PS5 is RDNA2 why wouldn't it support a standard RDNA2 feature?RDNA 2 is the first time AMD is adding VRS to their GPU architecture. Nvidia has supported it since Turing.
We really still don't know if the PS5 GPU actually supports VRS
You can call it what you want, I'll reiterate the point I made since our conversation began: SF/TTS hardware capability is a standard Turing/RDNA2 feature not owned by MS, nothing stops Sony from developing their own software to take advantage of the standard TSS/SF hardware capability found in RDNA2
USB?
PS5 is RDNA2 why wouldn't it support a standard RDNA2 feature?
So almost exactly the way Microsoft accomplished the same thing.
USB?
At no point do i say microsoft owns sampler feedback, though the Sampler Feedback Streaming implementation on the Series X is not just standard RDNA 2 and is custom made for Xbox Series X as confirmed by a Microsoft Architect. It doesn't stop others from developing their own similar such streaming solutions utilizing the sampler feedback feature along with other complimenting features, if the hardware supports it.
That said, Sony can't just "develop" something for a hardware feature they may not support and expect it to be the same as the real thing when to this point there is zero evidence that they have the hardware support in their GPU for Sampler Feedback. You keep forgetting there is no guarantee at all that features that are present in Series X or eventually PC RDNA 2 are automatically in PS5. Even Mark Cerny was cautioning people about assuming such similarities automatically exist. Custom RDNA2 means just that, some things may be similar to Xbox Series X and PC RDNA2, and some things may not be.
Standard for RDNA 2 on PC! We know every PC GPU of RDNA 2 will support Sampler Feedback because it has to and must. Last I checked the PS5 is no PC. That same guarantee of a specific feature because something else supports it doesn't, and has never, held true for games consoles, and that remains the case for PS5 and Xbox Series X.
PS5 and Xbox Series X are Custom RDNA 2. Microsoft, for their part, has actually confirmed they have these features. Sony to this point has not, not even a peep, and they've been asked. It's really as simple as that.
The GPU hardware implementation at least is standard RDNA2the Sampler Feedback Streaming implementation on the Series X is not just standard RDNA 2
Do you have a source that states the GPU hardware implementation is custom made for XSX?custom made for Xbox Series X as confirmed by a Microsoft Architect.
Why would they not support a standard RDNA2 feature that frees up resources?That said, Sony can't just "develop" something for a hardware feature they may not support
There is zero evidence that they don'tthere is zero evidence that they have the hardware support in their GPU for Sampler Feedback
You keep forgetting all these features you mention are standard RDNA2. You keep forgetting there is no guarantee at all that features that are present in Series X
PS5 has VRS, it's been said months ago by Matt.
Looks like he is just tired of our discussion maybe he is just thinking "I will not said anything because you know NDA "
Is that Windows 10?Still no
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Not any different from the "Not RDNA2 enough" FUD blackhole that certain people try to feed every now and then.Thanks a lot for this precious post, we were being pulled into FUD blackholes here that Mesh Shading/VRS are only XSX/PC exclusives.
It has been true for the entire history of AMD & NV designs for PlaystationStandard for RDNA 2 on PC! We know every PC GPU of RDNA 2 will support Sampler Feedback because it has to and must. Last I checked the PS5 is no PC. That same guarantee of a specific feature because something else supports it doesn't, and has never, held true for games consoles
So in simple terms PS5 supports VRS.VRS can be done if the PS5 GPU actually has hardware support for it. Primitive Shaders and VRS are two entirely separate features. The presence of one doesn't automatically mean the other is present. VRS doesn't just come with the Primitive Shaders feature. I say this because the way you said what you just said makes it sound like you are implying Primitive Shaders in itself is confirmation of VRS, but that's not the case.
Vega GPUs supported Primitive Shaders, but no VRS support. And the feature was never actually made properly available to developers because there were flaws in the implementation. They gained zero performance benefit from its use on Vega according to Anandtech.
RDNA 1 is the first AMD GPU architecture to fully activate or expose Primitive Shaders and they had to make hardware fixes in RDNA 1 before doing so according to Anandtech, but it's important to keep in mind that there was still no VRS. RDNA 2 is the first time AMD is adding VRS to their GPU architecture. Nvidia has supported it since Turing.
We really still don't know if the PS5 GPU actually supports VRS because to this point they haven't uttered a word about it and they've been asked by DF also to my knowledge with no answer.
The GPU hardware implementation at least is standard RDNA2
Do you have a source that states the GPU hardware implementation is custom made for XSX?
Why would they not support a standard RDNA2 feature that frees up resources?
There is zero evidence that they don't
You keep forgetting all these features you mention are standard RDNA2
Answer this:
Why do you think Sony will go out of their way to remove basic RDNA2 features when current gen PS4/Pro matched and excedeed the feature set of their respective architecture?
Microsoft didn't detail their chip out, so I'm assuming you're simply speculating? Microsoft had 3 audio-based research projects if I recall correctly.As far as I can tell the difference is the depth of the audio chip or the capability to be more precise.
Sonys audio solution seems way deeper and more immersive, which is kinda obvious because sony has more direct knowlegde about sound considering their overall portfolio.
Thanks a lot for this precious post, we were being pulled into a FUD blackhole here that Mesh Shading/VRS are only XSX/PC exclusives.
Are we really doing the insider thing again, really? Matt also said the Github information on PS5 was inaccurate. that it didn't mean anything. He was quite obviously wrong. The "insiders" were wrong. Unless Matt has changed his name to Mark Cerny, I much rather wait and hear that confirmed by the PS5 architect who just finished doing a deep dive presentation for developers and made no such mention. But he did mention an RDNA1 feature, Primitive Shaders, along with confirming the RDNA 2 compute unit, RDNA 2 feature ray tracing with even explicit mention of a PS5 game currently using it along with other aspects of their GPU. No VRS mentioned, no Sampler Feedback.
And we can't even be 100% certain that Primitive Shaders and Mesh Shaders are even the same things. We know the basic fundamental goals are the same, but this is why the have tiers in DirectX for this kind of stuff, because sometimes a piece of hardware can support something, but not support it to the same extent as another piece of hardware.
That what I've been seeking for years now.If ya'll want crisp, lossless audio just send your ears right up to my sweet, sweet, juicy lips.
Unless he saying... nah, can't be.PS5 is RDNA2 why wouldn't it support a standard RDNA2 feature?
No confusion at all in the Xbox Discord chat though, I'm sure he can vouch for that!here is Alex from Digital Foundry clearing up a lot of confusion that seems to be popping up everywhere