Next-Gen PS5 & XSX |OT| Console tEch threaD

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You don't expect the PS5 OS to consume RAM?
I think the PS5 might require less RAM for the OS (as mentioned in the quoted list as system RAM). The SSD of the PS5 would allow it to also stream part of the OS assets (or even state) although I have no clue how hard this would be to implement, if they are actually doing this or how much RAM it would save....
 
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I think the PS5 might require less RAM for the OS (as mentioned in the quoted list as system RAM). The SSD of the PS5 would allow it to also stream part of the OS assets although I have no clue how hard this would be to implement, if they are actually doing this or how much RAM it would save....
In all fairness, the xbx ssd should be ample enough to quickly swap o/s GUI assets too even if not as snappy as PS4. I'm firm in belief the biggest reservation is for gamedvr video without much alternative unless the platforms force usb storage for dvr functionality.

Personally would very much like that, keep as much ram for games as possibl.
 
I think the PS5 might require less RAM for the OS (as mentioned in the quoted list as system RAM). The SSD of the PS5 would allow it to also stream part of the OS assets (or even state) although I have no clue how hard this would be to implement, if they are actually doing this or how much RAM it would save....
PS5 and XSX use different OS so it's impossible to guess which one uses more RAM. 2.4GB/s SSD is a total overkill for an OS and apps like Netflix, so I'm not sure PS5's super-fast SSD will actually help it to save OS RAM usage. On both launching an app and dumping/reading its' memory state will be virtually instantaneous. I mean, how long will it take to read an app like Netflix which has ~200MB memory footprint on a 2.4GB/s SSD? 0.1 seconds? 0.2 seconds? Both machines can easily leave an extremely small memory pool for apps. So what matters is the actual OS footprint in memory, which we have no idea what it will be. It could be anything, 1.5GB, 3GB, anything is possible.
 
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TBH, I'm not sure 100% what you mean. The streaming pool will never be gone, even if you serve the next frame, because you have to buffer that data to be ready for the next frame anyway. But the streaming pool will be so small, you can say it is eliminated. The data for the current frame, what you called the fixed pool, will be huge. So the proportions compared to previous generations will change, from a big streaming pool and a big fixed pool on the PS4 you get a tiny streaming pool and a huge fixed pool on the PS5.

Regarding the advantages, where did you get things like fully usable 16GB on the PS5? Sony still hasn't revealed how much available memory games have, it might be more than the XSX's 13.5, it might be less and it might be exactly the same. We don't know yet.
So basically the way I see it is that currently the fixed pool of RAM contains assets that are so often used throughout a section/level that it's smarter to keep them in RAM continuously. That's what I'm calling the fixed pool. Imagine models/textures for a player model in a 3rd person game. Those assets will always be used so there is not benefit in streaming these.

On the other hand, assets used for buildings or blocks that are not yet in view can be streamed in the RAM depending on player location. This is the steaming pool. It contains both assets currently used and assets that might be used in future frames. For the current generation, the majority of the steaming pool consists of assets that are NOT used for the current view due to the slow harddrive speed.

You postulated that the steaming pool can thus be reduced with fast SSDs but I instead say that you should try to maximise this pool. That means the majority of the RAM is used for streaming and the majority of the streaming pool is used for assets that are used in the current frame and next few frames.

Maybe read my previous post again with this addition and let me know what you think.

Regarding the total RAM pool, we know the XsX has 10GB available for the GPU ideally. The PS5 might have a reduced OS footprint if they implement OS streaming as well (speculation) which results in at least 13.5GB up to maybe 15GB usable RAM for the PS5.

So in the end the PS5 might have more usable RAM combined with a larger portion of the streaming pool used for the current frame due to the higher streaming speeds, further enlarging the RAM benefits.

So the PS5 might show more assets (better LOD, more diversity, etc) in the current frame, up to the limit of the GPU.
 
Are the coherency engines+GPU scrubbers effectively the same thing as SFS?
No I don't believe so. The PS5 solution probably improves cache latency and efficiency for all assets.

SFS - as far as I understand - is a way to prevent having to load entire textures into RAM when only part of the texture is used combined with some logic for different mip levels.
 
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So basically the way I see it is that currently the fixed pool of RAM contains assets that are so often used throughout a section/level that it's smarter to keep them in RAM continuously. That's what I'm calling the fixed pool. Imagine models/textures for a player model in a 3rd person game. Those assets will always be used so there is not benefit in streaming these.

On the other hand, assets used for buildings or blocks that are not yet in view can be streamed in the RAM depending on player location. This is the steaming pool. It contains both assets currently used and assets that might be used in future frames. For the current generation, the majority of the steaming pool consists of assets that are NOT used for the current view due to the slow harddrive speed.

You postulated that the steaming pool can thus be reduced with fast SSDs but I instead say that you should try to maximise this pool. That means the majority of the RAM is used for streaming and the majority of the streaming pool is used for assets that are used in the current frame and next few frames.

Maybe read my previous post again with this addition and let me know what you think.
You can't really 100% separate the two. Right now both the data for this very frame, the data for things 90 degrees to the camera, and data 30 seconds walking distance are kept in RAM. So basically the whole room around you is in RAM and probably a few more rooms around you "just in case". The new SSD approach by MS and Sony is that don't just forget about keeping the adjacent rooms in memory, but forget about things that are 3 centimeters out the frame. All of these will stream into a "next frame buffer" which the next frame will use. It means that almost all VRAM data can be data needed for the currently rendered frame. So looking at it as the PS4 memory usage minus 99% of the streaming pool isn't really correct, it's a full paradagim shift in the way VRAM is used. The fixed pool won't become smaller, it will actually become huge, but it will be extremely efficient because the fixed pool data won't contain textures that are behind you, it will mostly be exactly the things you see in the current frame.

Regarding the total RAM pool, we know the XsX has 10GB available for the GPU ideally. The PS5 might have a reduced OS footprint if they implement OS streaming as well (speculation) which results in at least 13.5GB up to maybe 15GB usable RAM for the PS5.

So in the end the PS5 might have more usable RAM combined with a larger portion of the streaming pool used for the current frame due to the higher streaming speeds, further enlarging the RAM benefits.

So the PS5 might show more assets (better LOD, more diversity, etc) in the current frame, up to the limit of the GPU.
It could be, or it could have less available memory for games. Both options are valid, we will have to wait and see but I see no reason assuming PS5 will have more RAM available. When I make assumptions right now, in order to be fair, I assume both will have 13.5GB because we don't know yet which has the advantage here. 2.5GB memory footprint for an OS + running apps is pretty low in 2020 so expecting the PS5's to be 1GB is a pipedream IMO. If PS5 had anything lower than 2GB OS footprint, Cerny would have yelled it from the rooftop in his talk. But I guess we will have to wait and see how big/small the PS5's OS footprint will be.

Are the coherency engines+GPU scrubbers effectively the same thing as SFS?
Think of the PS5's coherency engine and scrubbers as a way to make PS5's GPU eat up less memory bandwidth while SFS is there to make a more finely grained requests from the SSD. If you turn the camera and there is an oil painting on the wall that 1/4 of it comes into frame, SFS will help the GPU ask just for 1/4 of the oil painting texture instead of the whole texture. It's part of Microsoft's plan to stream from the SSD to the next frame, only the exact specific new data that will display on-screen the next frame will be requested so it will need to transfer fewer data per frame from the SSD to achieve the same results.
 
You can't really 100% separate the two. Right now both the data for this very frame, the data for things 90 degrees to the camera, and data 30 seconds walking distance are kept in RAM. So basically the whole room around you is in RAM and probably a few more rooms around you "just in case". The new SSD approach by MS and Sony is that don't just forget about keeping the adjacent rooms in memory, but forget about things that are 3 centimeters out the frame. All of these will stream into a "next frame buffer" which the next frame will use. It means that almost all VRAM data can be data needed for the currently rendered frame. So looking at it as the PS4 memory usage minus 99% of the streaming pool isn't really correct, it's a full paradagim shift in the way VRAM is used. The fixed pool won't become smaller, it will actually become huge, but it will be extremely efficient because the fixed pool data won't contain textures that are behind you, it will mostly be exactly the things you see in the current frame.
I still don't think you understood my post. Please read my post again and please see how I have defined the fixed/streaming pool. I think if you follow my definitions you see that you basically agree with my post.

It could be, or it could have less available memory for games. Both options are valid, we will have to wait and see but I see no reason assuming PS5 will have more RAM available. When I make assumptions right now, in order to be fair, I assume both will have 13.5GB because we don't know yet which has the advantage here. 2.5GB memory footprint for an OS + running apps is pretty low in 2020 so expecting the PS5's to be 1GB is a pipedream IMO. If PS5 had anything lower than 2GB OS footprint, Cerny would have yelled it from the rooftop in his talk. But I guess we will have to wait and see how big/small the PS5's OS footprint will be

Even if we assume equal or at least similar OS RAM footprint for XsX and PS5, I would still make the point that the PS5 has more effective RAM.

What we know:
- XsX has 10GB fast (GPU dedicated) RAM
- PS5 has 16GB fast RAM (if we remove 2.5GB for OS it leaves us 13.5GB of Fast RAM)
- XsX has 2.5GB OS footprint
- Both can reduce fixed RAM pool due to SSD streaming
- PS5 can have a greater portion of the streaming pool available to the current frame due to streaming and latency advantages

So the PS5 should be able to use more physical RAM for the GPU and should also be able to use that RAM more effectively for the current frame due to faster streaming.
 
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MS' API roadmaps are coordinated hand in hand with Nvidia and AMD architectures. Software techniques from today manifest themselves in future silicon by definition.

There is nothing in this or future HW being designed by the ISVs (RDNA 3/4/5) that is either unknown to or outside the scope of MS' HW or software engineers. Nothing.

Tl;Dr you are wrong in part and whole on that front.

I don't usually like to leave Quote unanswered when I see it. Even if it's for education. But honestly, I don't know if you didn't understand my comment, or if what I wanted to say was not correctly translated. Or if I am not understanding your answer. But I don't see sense in your answer.

What am I supposed to be wrong about? In opinion based on my experiences?
 
Remember Kratos fight against Baldur on top of the dragon. The game wasn't showing the environment at all. Obviously they can't stream the geometry and textures of the environment in time so they have to cheat with the smoke.



Imagine this level in Smash Bro. but with Kratos and an enemy fighting on top of a dragon.




Sony World Wide Studios should wow us with epic gameplay. A gameplay that is also a technical demonstration.
 
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Sony World Wide Studios should wow us with epic gameplay! A gameplay that is also a technical demonstration.
My bet is on Horizon 2 for Sony as their main next-gen showstopper, especially with a flying segment. MS are probably going with Halo and I hope they innovate through gameplay. A flashy but standard run-and-shoot fps demo is gonna feel stale imo.
 
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No, SFS is a software API that can be done on any system while coherency engines and GPU scrubbers are hardware blocks / silicon only available on PS5.

It would be really helpful if any tech savvy poster(s) could lay out what each element does and which elements compare to each other (do the same thing) in a simplified way.

The buzzwords and hardware/software are just making already technical things even more confusing from Googling around.
 
My bet is on Horizon 2 for Sony as their main next-gen showstopper, especially with a flying segment. MS are probably going with Halo and I hope they innovate through gameplay. A flashy but standard run-and-shoot fps demo is gonna feel stale imo.

I understand there are many diehard Halo fans but the series has been overdone at this point.
I hope guerilla games makes a new IP for the PS5 just like they did with horizon.
 
SFS is hardware in the GPU that supports Sampler feedback. It's not a software API.
As far as I understand, SFS is the MS implementation of a system based on AMD hardware. For all we know the PS5 uses the same hardware with their own implementation. But of course so far we have no info on that so let's assume they don't use it.
 
As far as I understand, SFS is the MS implementation of a system based on AMD hardware. For all we know the PS5 uses the same hardware with their own implementation. But of course so far we have no info on that so let's assume they don't use it.

Fair, but it is also weird to assume they do not use it if we assume SFS is based on a common AMD RDNA2/RDNA HW feature.
Why, if we assume that, are we not assuming that SFS is broken and/or limited then? Not the first time a console shipped with a HW big (see anisotropic filtering on PS2 and PSP). Is it likely the case? Nope, but it seems apples to apples that way very weirdly enough...
 
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As far as I understand, SFS is the MS implementation of a system based on AMD hardware. For all we know the PS5 uses the same hardware with their own implementation. But of course so far we have no info on that so let's assume they don't use it.

No that's not true. You're confusing SFS with SF. Sampler Feedback is a technique for efficient texture streaming going back all the way to the Xbox 360. Sampler Feedback Streaming is a name for custom hardware only present in the XSX GPU for among other things, SF. Future AMD GPUs will have hardware for Sampler Feedback, but don't expect it to be that good.
 
My bet is on Horizon 2 for Sony as their main next-gen showstopper, especially with a flying segment. MS are probably going with Halo and I hope they innovate through gameplay. A flashy but standard run-and-shoot fps demo is gonna feel stale imo.
Sincerely. Master Chief throwing a plasma grenade at the face of an Elite would be all I need.
 
It would be really helpful if any tech savvy poster(s) could lay out what each element does and which elements compare to each other (do the same thing) in a simplified way.

The buzzwords and hardware/software are just making already technical things even more confusing from Googling around.

You have to be very careful when reading things on these forums.

 
I don't usually like to leave Quote unanswered when I see it. Even if it's for education. But honestly, I don't know if you didn't understand my comment, or if what I wanted to say was not correctly translated. Or if I am not understanding your answer. But I don't see sense in your answer.

What am I supposed to be wrong about? In opinion based on my experiences?
It was a strawman, dont worry too much. He just wanted to bait you.

It is not the first time the guy makes such shit up.

Check it here 👇:messenger_tears_of_joy:
 
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I understand there are many diehard Halo fans but the series has been overdone at this point.
I hope guerilla games makes a new IP for the PS5 just like they did with horizon.
Too much money and attraction flair in Halo and Horizon to not pursue sequels. That's the boring part about established IPs, devs would rather take the safe route and make Our Beloved Franchise 8 instead of creating new, really creative and exciting stuff.

Sincerely. Master Chief throwing a plasma grenade at the face of an Elite would be all I need.
Just more of the same can be "ok" for another go, I guess. But I think it's important that we speak up when old IPs keep churning the same old formulas without innovating.
 
No that's not true. You're confusing SFS with SF. Sampler Feedback is a technique for efficient texture streaming going back all the way to the Xbox 360. Sampler Feedback Streaming is a name for custom hardware only present in the XSX GPU for among other things, SF. Future AMD GPUs will have hardware for Sampler Feedback, but don't expect it to be that good.

Links exploring and/or backing that up?
 
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Even if we assume equal or at least similar OS RAM footprint for XsX and PS5, I would still make the point that the PS5 has more effective RAM.

What we know:
- XsX has 10GB fast (GPU dedicated) RAM
- PS5 has 16GB fast RAM
- XsX has 2.5GB OS footprint
- Both can reduce fixed RAM pool due to SSD streaming
- PS5 can have a greater portion of the streaming pool available to the current frame due to streaming and latency advantages

So the PS5 could use more physical RAM for the GPU and can also use more RAM for the current frame due to faster streaming.
If your streaming pool is 1 frame size, it doesn't matter if the SSD is 2GB/s, 4GB/s, or 15GB/s, the streaming pool will still be 1 frame size which is the smallest it can possibly be. If you are using the faster SSD to stream higher-quality assets, it means that:
1) You need more RAM for the fixed pool because there are more detailed assets in the frame.
2) You need more RAM for the streaming pool because the new data delta for the next frame is larger because of the higher quality assets.
3) You need more memory bandwidth, GPU power and CPU power to render those better assets.

In reality, what would probably happen in 99% of 3rd party games is that XSX will miss here and there the 1 frame target because of its' slower SSD and lower quality MIPS will appear on the edge of the screen. So basically less LOD pop-in. Games designed from the ground up exclusively to the PS5 are a different story.
 
In the other thread an article appeared that Blobber Team (the studio responsible for "Medium") signed a contract for making games with Microsoft. I'm not linking the article because it's in Polish. So we know which studio in Poland Microsoft bought (and actually didn't buy but rather signed a contract for exclusives).

Makes sense. Will be interesting to compare Medium and Silent Hill as they both will be doing something similar.

You have to be very careful when reading things on these forums.



Sounds like an API feature that is custom to the XSX. Software.
 
We're sure that the PS5 doesn't have separate OS RAM, like the PS4 Pro? I suppose Sony would've mentioned that by now, though?



I think it's fair to say that every PS fan is currently hot for Aloy right now :)
Nah man, not everyone.

Well, to be fair i could be... If i didn't miss Radec so much that lovely bastard.
 
Discussions about the RAM ATM are pretty moot if we don't know how much PS5 reserves for its OS.

It's shady that in a panel aimed at developers the system architect of the PS5 presents it has having 16Gb GDDr6, and doesn't bother to say how much the devs have available to them.
 
In all fairness, the xbx ssd should be ample enough to quickly swap o/s GUI assets too even if not as snappy as PS4. I'm firm in belief the biggest reservation is for gamedvr video without much alternative unless the platforms force usb storage for dvr functionality.

Personally would very much like that, keep as much ram for games as possibl.
Hasn't the Zen chipset been better with game dvr/streaming without much bother compared to the jaguar?
 
It's shady that in a panel aimed at developers the system architect of the PS5 presents it has having 16Gb GDDr6, and doesn't bother to say how much the devs have available to them.

Shady? It was a very general technical overview aimed at the tech industry as to the direction Sony took for PS5, and why they made the decisions they did. It wasn't an introduction to making games for PS5, or the kind of conversation Sony will be having directly with their developers.
Cerny wouldn't need to tell developers that one thing he does is to come and see them and ask for their opinions; they'd already know that.
It was a technical presentation explaining "why" to those in the tech industry that are interested. It's more marketing than descriptive. The developers present would already have a PS5 devkit and be familiar with its current memory usage. This talk explains why PS5 is what it is, and what Sony is trying to encourage.
Developers include game designers, artists, animators, musicians and sound engineers etc. Not just those responsible for profiling, performance and fitting things into RAM.
Nothing shady at all about that.
 
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Discussions about the RAM ATM are pretty moot if we don't know how much PS5 reserves for its OS.

It's shady that in a panel aimed at developers the system architect of the PS5 presents it has having 16Gb GDDr6, and doesn't bother to say how much the devs have available to them.
That's because the Cerny speech wasn't aimed at developers, it was aimed at tech websites. Developers knew this info a long time ago and the talk was very superficial for the developer level. It was clearly aimed at us, and places like Tom's hardware or DF, in order to create hype. Why do you think it had 14M views? Yeah, it's more hardcore than an E3 presentation, but the only developers who learned something new about the PS5 from this talk were probably the ones developing exclusively to Microsoft :)
 
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I think the reason $399 is getting so much traction is because MS PR has said they will be agile and not be caught out on price combined with their steadfast refusal to acknowledge Lockhart exists.

A big part of it is the rumor that MS is planning on subsidizing $100 on the first 10m. With Phil's statements that very well could be true. The issue becomes, what is the cost to produce the XSX and storage and shipping, and everything that goes into that. Pachter's assumption is based on the break-even price of the XSX being $499, but what if it's more like $599?
 
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This what I consider next gen, this what we should expect, not that circus event:



Honestly, instead of graphics, this is what devs should be focusing on next gen. We've already reached a point where graphics aren't going to be majorly improved like they were from PS1 to PS2. Destruction, physics, lightning, mechanics, AI and performance is the future.
 
I would honestly pay $600 for these machines considering what they offer under the hood, as long as they have worthy launch titles.

Wasn't Lockhart confirmed not to be a thing? Think I saw it somewhere, or maybe I dreamt it.
 
A big part of it is the rumor that MS is planning on subsidizing $100 on the first 10m. With Phil's statements that very well could be true. The issue becomes, what is the cost to produce the XSX and storage and shipping, and everything that goes into that. Pachter's assumption is based on the break-even price of the XSX being $499, but what if it's more like $599?
I think Daniel Ahmed talked about ~50$ over the console BOM. So it's something like BOM + 50$.
 
I think the reason $399 is getting so much traction is because MS PR has said they will be agile and not be caught out on price combined with their steadfast refusal to acknowledge Lockhart exists.

I would be surprised if XSX is more expensive than PS5. You pay for size not performance, and Sony's chip has a lot of fixed function accelerators. Manufacturing costs don't tally up the teraflops and then charge appropriately.
You're charged for the size of the canvas, not what you want painted on it.
Meanwhile Microsoft's hardware seems extremely whittled down on costs. TOS-LINK already deleted, RAM costs cut to the point of weirdness, the controller has barely changed and even seems simpler in any tooling required.
Microsoft also need to be seen as cost effective to have a good chance at a comeback.
Sony on the other hand has added a lot more cost to the controller alone. Both in construction and in internal part count.
I think Microsoft will price-match or be equal to PS5 costs, and both machines will be expensive.
 
Taking a bath to reach 10 million when you know you will and you know the competition will, doesn't make sense.

If MS decides to lose say 150$, which at 399$ that's what happens +-, they would lose 1.5 billies for what? There comes a time when the whole M$ game theory runs its course. Because if the argument is "MS can afford it", well MS can afford to sell it for 299$ too. What they need is exclusive content on gamepass, big time.
 
A big part of it is the rumor that MS is planning on subsidizing $100 on the first 10m. With Phil's statements that very well could be true. The issue becomes, what is the cost to produce the XSX and storage and shipping, and everything that goes into that. Pachter's assumption is based on the break-even price of the XSX being $499, but what if it's more like $599?

Lets be honest it is all moot right now has the pricing is already set for both consoles no doubt and Phil even said last E3 they had a price point target and was confident they were going to hit it.

On Sony's side we have the weird Bloomberg articles that say the BOM was around $450 but at the same time claimed the RAM/SSD alone was costing $250. Just didn't add up.
 
Taking a bath to reach 10 million when you know you will and you know the competition will, doesn't make sense.

If MS decides to lose say 150$, which at 399$ that's what happens +-, they would lose 1.5 billies for what? There comes a time when the whole M$ game theory runs its course. Because if the argument is "MS can afford it", well MS can afford to sell it for 299$ too. What they need is exclusive content on gamepass, big time.

It's true that both will hit 10m easily. However, there is historic precedent that the speed you hit that mark can exponentially effect future sales. It's much easier to finish strong when you start strong. Also, as the market challenger, a competitive price stands a better chance of swinging buyers from the competition. Not those that are heavily entrenched in the ecosystem (not the PS users here on GAF), but the low attach buyers that might only have 5 or 6 pieces of software for the PS4. $399 seems low, but I wouldn't discredit the value of initial subsidies.
 
IMO if PS5 is 499$ then XSX is 499$ and Lockheart is 349$, if PS5 is 399$ then XSX is 399$ and Lockheart is scrapped. At least that what I would do.
 
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IMO if PS5 is 499$ then XSX is 499$ and Lockheart is 349$, if PS5 is 399$ then XSX is 399$ and Lockheart is scrapped.

This doesn't have a chance of happening. MS isn't going to cut their nose off to spite their face, especially if trying to grow GamePass is one of their main goals. Unless MS is playing games with the hardcore MS journalists, scrapping plans for your lowered tier box off of the price of your competitor sounds silly. It's not phantom that appears or disappears on a whim. MS would have been developing this thing for a hot minute.
 
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