ethomaz
Banned
Mesh Shaders are done by Primitive Shader unit inside the Geometry Engine.Mesh/primitive shaders are baked into rdna2 and different to the geometry engine. Seemingly only Sony has the geometry engine.
RDNA can do Mesh Shaders.
Mesh Shaders are done by Primitive Shader unit inside the Geometry Engine.Mesh/primitive shaders are baked into rdna2 and different to the geometry engine. Seemingly only Sony has the geometry engine.
Compared with last generation.Then why the focus? This is so weird.
Well 12nm is just 16nm+++ rebranded so 7nm is a big move for them and probably allow that much more into the GPU at same time.If this is true than Nvidia would basically double their CUDA Cores and Tensor Cores and even tripple their RT-Cores and additionaly boost the clock speed with 200MHz. And than there is the die shrink from 12nm to 7nm. That would be a massive performance increasement
You could be right. However from memory, culling triangles and vertexes was discussed as the task of the Geometry Engine. Obviously mesh/primitive shaders do the opposite and could be a feature of a single unit.Mesh Shaders are done by Primitive Shader unit inside the Geometry Engine.
RDNA can do Mesh Shaders.
Didn't cerny in road to ps5 say big chunk of apu is devoted to IO which has equivalent of 11 zen 2 cpu cores working to ensure main cpu is not needed and run its game task at peak all the times ?
Mark Cerny said:Inside the main custom chip is a pretty hefty unit dedicated to I/O
unfortunately whatever this guy reports it's always the opposite of what he says. I don't think anything he's said in the past have ever come true.
So many generations and people still think the first footage is console gameplay? Exceptions apart(GOW first trailer), everything comes from PC first, ye olde downgradable material.I almost sure the trailer of the new AC will be CGI but If you have to bet in case to be gameplay where do you think was capture ?
a) PC (I think is this one)
b)XSX
c)Xbox one X
d)PS5
e)PS4 pro
BTW I love some the CGI trailers of AC.
There are different bottlenecks for rendering a frame. It's not all about the teraflop count. You can have all the teraflops in the world, but if you don't have the data for them to work on, you can't do anything. That's why loading screens and other tricks exist. It's not that the GPU can't draw the frame. It's that the full data to draw it isn't ready. The fact that data needs to be streamed is one of the main reasons why open world games look less graphically complex than linear games even though they both run on the same hardware.But the GPU can only produce 10TF of information so if you have LOD 10 objects in the background, surely they would load quickly off the SSD but now you have 5 MIllion+ triangles for every asteroid on screen which doesn't make sense and would make your game engine grossly inefficient. The point of the LOD system isn't because it's difficult pulling up assets, but to ease the strain of the GPU on distant objects. THe only place the SSD has in all this is changing that object from a LOD1 to a LOD10 depending on how close it is to the player. Having an SSD doesn't magically give the PS5 more GPU power to display more triangles, it simply allows the loading of many different types of assets quickly, but you're still held back by the GPU and what it can render.
It's like putting a Ferrari engine in a Mini Cooper.There are different bottlenecks for rendering a frame. It's not all about the teraflop count. You can have all the teraflops in the world, but if you don't have the data for them to work on, you can't do anything. That's why loading screens and other tricks exist. It's not that the GPU can't draw the frame. It's that the full data to draw it isn't ready. The fact that data needs to be streamed is one of the main reasons why open world games look less graphically complex than linear games even though they both run on the same hardware.
The PS5's SSD greatly reduces the streaming bottleneck. It allows the 10TF to more efficiently be utilized. With it you don't have to limit the graphical complexity of the game because of streaming issues. You don't have to use as much duplicate gemorty and textures. You can load more animation data. You can load more sound. You can have more light probes to improve illumination. And so on. That kind of stuff doesn't significantly affect computational requirements, but it does make the final results look and feel a lot better.
unfortunately whatever this guy reports it's always the opposite of what he says. I don't think anything he's said in the past have ever come true.
Microsoft's amplification shader can paradoxically be used to cull geometry. Mesh/primitive shaders can do it to. It's all part of RDNA2 because all they are is new capability to allow some of the gemetry processing functionality that was hardwired into the GPU to now be under the control of a shader program written by the devs. With them, the devs can do whatever they want to the geometry. They can programmatically add geometry to add detail, or they can take it away to improve performance based on whatever criteria they decide.You could be right. However from memory, culling triangles and vertexes was discussed as the task of the Geometry Engine. Obviously mesh/primitive shaders do the opposite and could be a feature of a single unit.
Whether the full feature set Sony was talking about is part of stock RDN2 is inconclusive tho unless I'm missing something.
As per the NV Mesh Shading demo:
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This is how both consoles will handle the geometry, A LOT of resources saved on things no one would even noticed. The close-ups/cut-scenes will be glorious on next-gen systems.
It's like putting a Ferrari engine in a Mini Cooper.
Can the culls be done before draw calls?Yes, cpu provides the draw calls and GPU acts on them. So culling things would be a benefit system wide for all processors including ram usage & bandwidth.
A CPU without data is like a car without gas. Neither is doing anything. The equivalent of before SSDs is a Ferrari that had a very tiny gas tank, which limited where it could go. If there were many gas stations around, it could go all out, but if there weren't, either it couldn't go there at all or had to reduce its speed to improve its gas millage.It's like putting a Ferrari engine in a Mini Cooper.
Absolutely. A game only tries to draw what is immediately around the player. So if you are outside, the game isn't going to try to draw the interior of room two blocks away. Most of the level data is culled this way because it's easy to determine that you are nowhere near it. Things go to the GPU for culling when they are closer and you don't really know if it should be culled until you do some more calculations at greater detail. For example it's possible that you could see the back side of a box in front of you. You only know you can't when you do the calculation to find out that side is facing away.Can the culls be done before draw calls?
But am i wrong or software (as games exploiting the feature) don't exist at all for now even on pc ?Compared with last generation.
Cerny talk specifically about GE to perform primitive shading that is indeed new with RDNA and Turing.
The API side the same.
For example Turing have hardware support to Mesh Shaders since Turing launch in 2018 while AMD added Primitive Shader Units to GE with RDNA in 2019.
MS only supported it with DX12U released few weeks ago... 2 years after the hardware.
Sony will support that now in their API... something new and not present in PS4/PS4 Pro.
There is nothing weird at all... it is really new to consoles.
On PC even without the feature being supported directly by the API you have extension to use it in DX11, DX12, Vulkan and OpenGL.
Consoles lacked hardware and software support for Mesh/Primitive Shader.
i think ps5 GE is customized from rdna2.0 that's why they talked about like it's big deal ms talked about VRS which we know GE is superior to VRS and that's why sony didn't mention VRS even if ps5 supports it, also that would suggest that this customized GE will be only in ps5 other way ms also would had it if was standart RDNA 2.0 feature but ms didn't even talked about it so asume it's not there. at this point all major features are out of the bag for both consoles.Then why the focus? This is so weird.
Games can uses Mesh Shaders via extension on Turing GPUs.But am i wrong or software (as games exploiting the feature) don't exist at all for now even on pc ?
i think ps5 GE is customized from rdna2.0 that's why they talked about like it's big deal ms talked about VRS which we know GE is superior to VRS and that's why sony didn't mention VRS even if ps5 supports it, also that would suggest that this customized GE will be only in ps5 other way ms would also should have it if was standart RDNA 2.0 feature but ms didn't even talked about it so asume it's not there. at this point all major features are out of the bag for both consoles.
Games can uses Mesh Shaders via extension on Turing GPUs.
If there is any that already use I have do to more research.
This is a demo from 2018:
This demo uses Mesh Shaders with Vulkan Extension:
Humus - 3D
www.humus.name
The Geometry engine is just the PS5 API for using geometry shaders on the RDNA2 GPU. Microsoft calls them mesh and amplification shaders in their DirectX Ultimate API. It's just different names for the same thing.i think ps5 GE is customized from rdna2.0 that's why they talked about like it's big deal ms talked about VRS which we know GE is superior to VRS and that's why sony didn't mention VRS even if ps5 supports it, also that would suggest that this customized GE will be only in ps5 other way ms would also should have it if was standart RDNA 2.0 feature but ms didn't even talked about it so asume it's not there. at this point all major features are out of the bag for both consoles.
All i did was claim Sony was being vague; I did not bring a subject up. Maybe people should take issue with the over-sensitive types that literally immediately jumped on me for saying that instead of insulting me over and over.Maybe we're tired of the same subjects being brought back over and over.
That's a real problem. I saw a video, don't remember where, talking about a bug in the ray traced Minecraft caused by something like this. Culling was removing ceiling blocks at the far end of a tunnel because they couldn't be seen. However, that made the ray traced lighting think it was open to the sky, so it made the end of the tunnel light up. My guess is that the solution to this is to code in hints that certain things shouldn't be culled.But with ray-tracing, what happens with the culling. Take the reflections for an example, you can't have a reflections of an object outside of the viewpoint if it's culled?
I don't understand how it can work with ray-tracing. For a good ray-tracing, you need to simulate the light bounces even on the back face of the objects?
Thnks for the info. Also trust me I'm well aware that ice team was created to be the goto specialists amongst all Sony game studios. I just know that some people on Ice are made up of one or two people from those top studios such as guerilla and Naughty. As I stated if anyone can pull it off it's one of those dev studios as they are the cream of the crop so much so individuals from those studios have been tasked with being on Ice and helping others in time of need.
Yoshida again brought Cerny to help plan out a means for the new console to share some of the same functionality as the previous consoles as to reduce the burden and cost for developers. Cerny along with Sony and Naughty Dog to form the Initiative for a Common Engine (ICE) Team, with part of the team working directly with Sony's hardware developers in Japan to bring about Yoshida's vision.
?What the hell? Is he getting his leaks from f-ing Twitter?
Ah, I see. Thanks.He did not claim that this "leak" is his, he is just speculating about it.
It's probably XBOX. Finally something
?
He did not claim that this "leak" is his, he is just speculating about it.
In fact, it is public how he knows about that "info":
Ahmad usually talks about things that are going to happen soon, if it's not the same day, it's at most 1 or 2 days later, and he usually gets it right.Its always "soon", but what means soon to them i never know, day, week, or month.
your comment is vogue, can you elaborate?All i did was claim Sony was being vague; I did not bring a subject up. Maybe people should take issue with the over-sensitive types that literally immediately jumped on me for saying that instead of insulting me over and over.
MLID does say he is getting leaks about the new Horizon. Correcting his wording from "I'm seeing" to "I'm getting". I didn't think he talked about leaks from other Youtubers without mentioning them.
Haha what do u know. I was right .May 7I m sure ms will annouce the xss reveal event today for May 7th .
There is no Lockhart my friend.Finally someone confirms game showings....
Interesting they specifically say Series X games. Still not ready to acknowledge Lockhart?
MS usually calls their First Parties that way. In addition, it may be that they have partnerships, which are not necessarily XBOX exclusive, that will use the MS stage for Marketing, so they end up having to use this term to encompass everyone.So, they don´t show first party titles? because the tweet says "Check out First Look next-gen gameplay from our global developers " So they will show third party titles?
Finally someone confirms game showings....
Interesting they specifically say Series X games. Still not ready to acknowledge Lockhart?