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

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PS5's 3d audio is headphones only at launch; I don't really understand that myself.
I think Cerny said TV speakers were expected to be fully ready at launch too, but I don't remember for sure. It actually makes sense, HRTF-based spatial audio is not exactly easy to apply on speaker systems. It's not just surround, where you mainly direct the sources to the speaker you need to and call it a day, it also has to take into consideration the HRTF calculations so it can be absolutely precise on the delivery from the sources to the speakers, so it's something that takes time to fine tune. While, at the same time, you have to be able to do it in a way where the sweet spot for the listening experience is as large as you can, so the user doesn't have to be on an extremely tight location in relation to the speakers to be able to experience the spatial audio.
 
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Enjoy the reality check.
This is a Microsoft Engine Architect saying your wrong.

Now if you want to claim Microsoft is lying I can get with that. But please stop acting like I'm the one misunderstanding what they are claiming

For texture data
It's the raw throughput (2.4) * Effective modifier due to compression (2) * Effective modifier due to SFS(2.5) = 12 (
Atleast according to the guy working on it

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Read the last sentence from his tweet and try to understand it because you really don't at the moment.
 
Sounds like you need a new TV that supports arc or earc
I had the same issue on my Sony tv. They updated the OS and tons of people (like me) got affected. It borked the eArc port when they did the Oreo update so in order to work I had to buy an optical cable. Sound works fine.

I know it was borked for at least 6 months. Never bothered trying again. Maybe I should.
 
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Enjoy the reality check.
This is a Microsoft Engine Architect saying your wrong.

Now if you want to claim Microsoft is lying I can get with that. But please stop acting like I'm the one misunderstanding what they are claiming

For texture data
It's the raw throughput (2.4) * Effective modifier due to compression (2) * Effective modifier due to SFS(2.5) = 12 (
Atleast according to the guy working on it

unknown.png
Well, I guess that makes sense if indeed works like that. I was not taking into cosideration the effective modifier due to compression, that's why I ended up at 6 and not 12. Interesting stuff to be honest
 
Read the last sentence from his tweet and try to understand it because you really don't at the moment.

"SFS is a strategy on not wasting bandwidth on unneeded textures"
"SFS means 2.5X more texture data that you actually need"
"This means the XBSX 4.8GB/s of compressed texture data effectively streams in more useful texture data than a system with 10GB/S without SFS"
"A 3GB texture only needs to stream in 1 GB with SFS and teh 0.5GB with BCpack?" "Yes"

I'm reading and re-reading, if you can explain where I've made a mistake then please do that instead of assume I just failed to read since it seems very logical to understand what I'm reading as very clearly stating that SFS allows 2.5X the effective texture streaming capability. This isn't a fight.

If I'm making a mistake then I fail to see why you wouldn't understand my confusion.
 
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I had the same issue on my Sony tv. They updated the OS and tons of people (like me) got affected. It borked the eArc port when they did the Oreo update so in order to work I had to buy an optical cable. Sound works fine.

I know it was borked for at least 6 months. Never bothered trying again. Maybe I should.
Happened on my 900r and my 950h which is why I switched to the c9
 
OK, for the fun of it, you realise that SFS is completely software based, right? It's also rather similar to PRT (Partially Resident Textures) which is in hardware and could be used by the PS5. Besides that Sony could create some software that does the exact same thing.
Actually I have been reading about SFS and it's not only software. There is a hardware side as well. MS specifically mentioned the filters required to switch mip levels without noticeable pop in. The PRT part of SFS also utilises hardware (which is available on Xbox One and PS4). However, I don't fully understand how they claim 2.5x improvement for texture data if the Xbox One already supports PRT. I initially thought only PS4 supported it but that's not true.
Definitely lots of data duplication. That 30 million polygon model was repeated all over the place for instance.

I'm certainly not suggesting the demo was terabytes.. but even a single 30 million polygon model is going to be several gigabytes.

None of this is meant to insult the PS5... but a tech demo literally designed to show off the insane I/O speed of a device isn't necessarily going to produce a realistic game... if it truly pushed the I/O hard, even for 10 seconds total of that 5 minute demo for unique data.. then that demo was at least 50GB.
The original models are not shipped with the game. They are converted to simpler models combined with 8K texture maps. The polygons are reconstructed based on these textures. So the size of the game assets will be determined by the amount and size of the textures for each model, not the original models.

Also, since Epic created these systems for their game engine, I think it's a fair statement that similar detail will be possible for games on their engine.
 
Meanwhile Sony, the world's No. 2 video game console maker after Nintendo by shipments, has also raised production orders for its upcoming PlayStation 5 to around 9 million units, from the roughly 6 million units it had planned in spring, sources familiar with the matter said. The PlayStation 5 is the first completely new generation of the console in seven years, after the Japanese company launched the PlayStation 4 in 2013 and an upgrade in 2016.
https://asia.nikkei.com/Business/Technology/Facebook-and-Sony-ramp-up-output-of-gaming-devices
 
I can't believe people are saying this SFS can make Xbox SSD raw speed by 2.5 times faster. It really doesn't make any senses honestly. How can a software API breaks laws of physics and breaks the limits of hardware capabilities. it's like saying ps5 gpu scrubber make GPU so efficient, the effective multipliers will be ( let's say 1.33) so it becomes 10 x 1.33 = 13.3 TFLOPS. But this is not the case.
lol

 
Sony Boosting Output of PlayStation 5 to Meet Surge in Demand - Bloomberg

Sony Corp. is roughly doubling its PlayStation 5 production to 10 million units this year as it sees the prolonged effects of the Covid-19 pandemic boosting demand for gaming, according to people familiar with its plans.

Sony's revised expectation is that this ongoing situation will stir additional demand for the PlayStation 5 console, whose official debut captivated the gaming community.

Even with a boost to manufacturing, Sony may still be unable to put enough units on store shelves in the coming year-end holiday season due to shipping constraints, the people said. A large proportion of Sony's consoles are made in China and sent out via sea around the world. It takes months for shipments to travel from China to the U.S. and Europe via ocean lines, and Nintendo Co. earlier this year had trouble refilling stock of its popular Switch console for this reason.

Sony had previously advised suppliers that it would require 10 million units of the DualSense controller for the new PlayStation machine by March next year. Production of the new controller is also being increased to match the console's new output plan.

Sony began PS5 mass production in June and, under the latest plan, expects to assemble 5 million units by the end of September and another 5 million between October and December. A large portion of the latter tranche would turn into stock for 2021 due to the logistical delay. Sony could try to use air cargo for faster delivery, as it did in 2013 around the launch of the PlayStation 4, though airlines are running vastly reduced schedules due to Covid-19 and Sony's ability to reserve flights would be limited.
 
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"SFS is a strategy on not wasting bandwidth on unneeded textures"
"SFS means 2.5X more texture data that you actually need"
"This means the XBSX 4.8GB/s of compressed texture data effectively streams in more useful data than a system with 10GB/S without SFS"

I'm reading and re-reading, if you can explain where I've made a mistake then please do more than assume I just failed to read. This isn't a fight.
It's about the first sentence here. You don't get more bandwidth this way, so you can't just use it as a multiplier. Instead, SFS informs you which data you need to load so you save bandwidth by not sending the data which isn't going to appear on screen. The difference between compression and SFS is that compression ratios can be predicted and averaged while 3D scenes have too many variables to include such gains into bandwidth calculations. Think of SFS as culling but for textures, not geometry. Here's an article about it. The latter part is very technical but the introduction is quite accessible.
 
You've got to be joking with the $399 price point, let alone pricing under it!
There's no way these consoles would release at $599.

That would be a disaster.

If PlayStation 5 launched at $499, Microsoft cut undercut them and that's likely the reason why they're waiting so long to reveal the price of the console.

They make little to no money on consoles sold, and and selling a digital console would force people to buy games digitally, where Sony makes around 25% (not the exact amount) of each copy sold on their store.

So the more digital content the well, the bigger profit they will make from selling a digital console, thus selling the digital version for $349 or less.

If they add Backward compatibility from PlayStation 1 all the way to PlayStation 4 (maybe including vita), then they would be able to sell way more digital content. There's also rumors that the PlayStation 5 case is totally customizable. They would be able to sell shells (similar to Xbox 360 Face plates) to make more money off each console sold.


A lot of this is speculation, of course, but there's a reason why they're holding off on revealing the price. It's still not determined. Microsoft is capable of putting out a console and losing one just to sell the console at $399. Sony wound be forced to do the same thing if they were planning a $499 originally.
 
It's about the first sentence here. You don't get more bandwidth this way, so you can't just use it as a multiplier. Instead, SFS informs you which data you need to load so you save bandwidth by not sending the data which isn't going to appear on screen. The difference between compression and SFS is that compression ratios can be predicted and averaged while 3D scenes have too many variables to include such gains into bandwidth calculations. Think of SFS as culling but for textures, not geometry. Here's an article about it. The latter part is very technical but the introduction is quite accessible.

In that case.. we are totally agreeing? We agree it's not literally increasing bandwidth and it doesn't apply as uniformly as compression.
However I think it's notable that in practice the benefit of it averages out to 2.5x the effective texture data.
 
Sounds like you need a new TV that supports arc or earc
Both the tv and the home theatre were bought two years ago. I just bought a 2000 euro pc and I probably will get a ps5 and a switch in the three next months.

I can't afford a new tv, nor do I want a new one so soon.
 
In that case.. we are totally agreeing? We agree it's not literally increasing bandwidth and it doesn't apply as uniformly as compression.
However I think it's notable that in practice the benefit of it averages out to 2.5x the effective texture data.
I could totally agree with your first sentence. As for the second, we lack context how they calculated the 2.5x ratio. Was it only one game they profiled, was it many? It depends on many variables, including camera movement, FOW, draw distance, density of objects, even art design. Using a fixed ratio number is just another marketing pitch because of many asterisks attached to it.
 
It's about the first sentence here. You don't get more bandwidth this way, so you can't just use it as a multiplier. Instead, SFS informs you which data you need to load so you save bandwidth by not sending the data which isn't going to appear on screen. The difference between compression and SFS is that compression ratios can be predicted and averaged while 3D scenes have too many variables to include such gains into bandwidth calculations. Think of SFS as culling but for textures, not geometry. Here's an article about it. The latter part is very technical but the introduction is quite accessible.
SFS is a good measure which reduces memory bandwidth consumption, but the marketing "multiplier" term is just confusing people. Intentionally, I might add
 
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Sony has revised upward its production plan for the PS5, which is due to go on sale at the end of the year. Sony has already told several suppliers that it plans to purchase around 9 million components by the end of 2020. The report.

The PS4 shipped 7.5 million units in the first five months of its launch, but the inventory will be larger than that.

According to several supplier sources, Sony was cautious about its plans for the PS5 at one point around April, when the new coronavirus spread, and told some suppliers that it planned to make 6 million units.

This change would be on top of the production plan by about 50 percent.

The Corona disaster has increased the demand for the nest egg, and some supplier executives said, "We may have part of the inventory in place to prevent a supply shortage during the year-end sales season," according to a supplier executive.

Sony said in an interview with The Nikkei that it would not comment on the matter.
https://r.nikkei.com/article/DGXMZO61525470V10C20A7000000
 
Read the last sentence from his tweet and try to understand it because you really don't at the moment.

I don't understand where we're coming up with this "effective GB/s" type numbers either. I mean MS and Sony have specified what the I/O transfer speeds are. If hardware will transfer 5GB/s of data, it's disingenuous to try and claim that if you can compress the data by 2x that you are not transferring 10GB/s, isn't it? I mean I get what they're saying, but the compressed data is really separate from the transfer speed. Compress or don't compress, you're still getting 5GB/s. Whatever you transfer then has to be DECOMPRESSED and put into memory so that's an extra amount of time. So I guess if anything it's more the I/O speed PLUS the speed of the decompression and feed to memory portions of the device that are key? Or am I thinking about this the wrong way? Just seems wrong to me to be trying to figure out if a certain compression somehow lets you transfer at higher speeds than the manufacturers have stated. I get what's trying to be represented there, but it doesn't feel right.
 
SFS is a good measure which reduces memory bandwidth consumption, but the marketing "multiplier" term is just confusing people. Intentionally, I might add

That's what I'm thinking as well. There IS no 'magic' that will allow you to transfer more data per second than MS and Sony have already stated. People are trying to use these multipliers to increase "effective data transferred" but then missing that the more data is compressed, the more work is done to DECOMPRESS. Also these best case scenarios for data would result in awfully lossy data transfers. I dunno.
 
Whatever you transfer then has to be DECOMPRESSED and put into memory so that's an extra amount of time.
That's why both consoles have fixed function decompression units. These chips can output the decompressed data at a higher bandwidth than the raw SSD one. This makes the claims for "compressed bandwidth" real.

Only thing I take issue with is "multipliers".
 
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Awful.
Especially the "burger" - looks like it is moldy.

This is a meat free burger my mates and I had at St Kilda almost a year ago at a place called Matcha Mylkbar. Its supposed to be a crispy chicken flavour but is actually made with jack fruit and yeah was pretty legit best meat free burger I've had thus far.

z8KDWbh.jpg
 
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I don't understand where we're coming up with this "effective GB/s" type numbers either. I mean MS and Sony have specified what the I/O transfer speeds are. If hardware will transfer 5GB/s of data, it's disingenuous to try and claim that if you can compress the data by 2x that you are not transferring 10GB/s, isn't it? I mean I get what they're saying, but the compressed data is really separate from the transfer speed. Compress or don't compress, you're still getting 5GB/s. Whatever you transfer then has to be DECOMPRESSED and put into memory so that's an extra amount of time. So I guess if anything it's more the I/O speed PLUS the speed of the decompression and feed to memory portions of the device that are key? Or am I thinking about this the wrong way? Just seems wrong to me to be trying to figure out if a certain compression somehow lets you transfer at higher speeds than the manufacturers have stated. I get what's trying to be represented there, but it doesn't feel right.
PS5 BW numbers without and with compression come from Cerny's talk which was aimed at developers. For them, those are important numbers because they show how much budget their engines will have. That, in turn, has really huge impact on visuals, game design and so forth. Microsoft uses a similar approach because SSD is the most important feature of this generation and both companies want to capitalize on that fact. Unfortunately, tech-illiterate zealots take numbers as they are and shout "5 is more than 4!" without context and without taking into consideration other factors that influence the overall power of each system. There's no single number which can tell you how powerful a console is. If you like certain games from certain publisher, it should be enough.
 
This is a meat free burger my mates and I had at St Kilda almost a year ago at a place called Matcha Mylkbar. Its supposed to be a crispy chicken flavour but is actually made with jack fruit and yeah was pretty legit best meat free burger I've had thus far.

z8KDWbh.jpg
Burger King had something similar around last Halloween here. Looked creepy, tasted just like anything from them.
 
PS5 BW numbers without and with compression come from Cerny's talk which was aimed at developers. For them, those are important numbers because they show how much budget their engines will have. That, in turn, has really huge impact on visuals, game design and so forth. Microsoft uses a similar approach because SSD is the most important feature of this generation and both companies want to capitalize on that fact. Unfortunately, tech-illiterate zealots take numbers as they are and shout "5 is more than 4!" without context and without taking into consideration other factors that influence the overall power of each system. There's no single number which can tell you how powerful a console is. If you like certain games from certain publisher, it should be enough.

Yeah, I'm going to leave all the talk with the multipliers alone and just stick with the RAW and compressed data specs from each manufacturer for now. We'll have to see what developers can squeeze out additionally or use 'tricks' to achieve as more of the actual games come out. I'd just say that right now, there's an awful lot that Sony hasn't talked about while MS has been detailing things like the Velocity Architecture. We still don't even know how BC on the PS5 will work! So lots to be uncovered. I'm definitely looking forward to seeing games that will release on both as well so we can get a greater indication on how that will all go. Right now it seems to me that differences will be minimal at best...but....we gotta see the games to know! Should be fun starting here in late July thru August.

I know people were expecting pre-orders for Sony maybe today but I am not sure they would release pricing and pre-orders when they still haven't even talked about thinks like backwards compatibility? I suppose they could, but that kind of seems to me like the last step in your product reveal. After all, you want people to be excited about all the features and functionality in order to DRIVE pre-orders. So doesn't make sense to me to announce pre-orders and pricing and THEN reveal the detailed view of your hardware! :) Time will tell.
 
Guys its not going to be $399. Here is the reason (From Sony themselves).
A few stores in India wanted to advertise and take pre-orders etc for PS5. Sony told them, and I am quoting the retailers 'to focus on PS4 only as the PS5 is going to be pretty expensive'.
Now granted that Amazon and other big online retailers in India have their pages up, and granted that India is not US and 399 USD doesnt translate directly here, but PS4 was also 399 and Sony didnt give any such statement then. Combine this with the value statement that was given by Sony, its definitely not going to be 399.
 
That's what I'm thinking as well. There IS no 'magic' that will allow you to transfer more data per second than MS and Sony have already stated. People are trying to use these multipliers to increase "effective data transferred" but then missing that the more data is compressed, the more work is done to DECOMPRESS. Also these best case scenarios for data would result in awfully lossy data transfers. I dunno.
You are correct when saying you cannot increase the effective data transfered, but you can transfer 2.5x more textures then you would do with the old system. Because the old system is transferring stuff that is not needed, that bandwidth is now free and can be used by stuff that is needed. Which means you can put way more detail in your scenes.
 
I am curious how SFS works. How much computational power is needed to calculate the offsets. How does SFS know where the DATA is and how to only adress the necessary part?
Does it have to load the texture into memory and then throw away unneccessary parts before sending it to the pipeline? How much latency does this cause?
Every API takes some form of performance toll.
 
You are correct when saying you cannot increase the effective data transfered, but you can transfer 2.5x more textures then you would do with the old system. Because the old system is transferring stuff that is not needed, that bandwidth is now free and can be used by stuff that is needed. Which means you can put way more detail in your scenes.

The old system where developers were not using their own software or HW assisted virtual texturing solution. That nobody disagrees with: SFS helps developers implement efficient texture streaming a bit more easily.

The screen people are referencing have two layers of progressively smaller smallprint bringing some caution to that claim (content dependent saving, etc...).
 
I am curious how SFS works. How much computational power is needed to calculate the offsets. How does SFS know where the DATA is and how to only adress the necessary part?
Does it have to load the texture into memory and then throw away unneccessary parts before sending it to the pipeline? How much latency does this cause?
Every API takes some form of performance toll.

Data is already stored in a streaming friendly format essentially. The HW helps you identify the regions or the sparse blocks of the texture you are referencing and then streams only those blocks in.
 
The old system where developers were not using their own software or HW assisted virtual texturing solution. That nobody disagrees with: SFS helps developers implement efficient texture streaming a bit more easily.

The screen people are referencing have two layers of progressively smaller smallprint bringing some caution to that claim (content dependent saving, etc...).
A bit more easily? 2.5x as efficient. The Coalition called it a game changer
 
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You are correct when saying you cannot increase the effective data transfered, but you can transfer 2.5x more textures then you would do with the old system. Because the old system is transferring stuff that is not needed, that bandwidth is now free and can be used by stuff that is needed. Which means you can put way more detail in your scenes.

Its good conversng with you by the way.

If your prefetching next 10 seconds of gameplay to put in memory, and reduce that to 1 second, you use less RAM memory at any given instant and also load less that might not be seen anyway.

I doubt that the SFS is just waiting for every low res texture to be seen and then loading in the larger mipmap, that would be no prefetch and blending in textures like a blended pop in and pipeline wise could be asking at a busy CPU or GPU time rather than scheduled by a prefetch.

If its just far off textures then all SSD will use the small mipmap anyway and load the high quality one when your closer, so no big deal.

I was hoping to hear more about UE5 streaming, is it per frame, is it 1 second predictive prefetch. I doubt SSD latency is same as GDDR6, does not work that way....at all..

It is too PR and marketing blurb right now and is not defined properly scientifically by mS, and Ps5 UE5 demo is also guilty of not being fully clear on level of prefetch streaming .

The EPIC UE5 wording is suggesting textures are loaded only when seen on screen - but again its not strict in description.
 
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Its good conversng with you by the way.

If your prefetching next 10 seconds of gameplay to put in memory, and reduce that to 1 second, you use less RAM memory at any given instant and also load less that might not be seen anyway.

I doubt that the SFS is just waiting for every low res texture to be seen and then loading in the larger mipmap, that would be no prefetch and blending in textures like a blended pop in and pipeline wise could be asking at a busy CPU or GPU time rather than scheduled by a prefetch.

If its just far off textures then all SSD will use the small mipmap anyway and load the high quality one when your closer, so no big deal.

I was hoping to hear more about UE5 streaming, is it per frame, is it 1 second predictive prefetch. I doubt SSD latency is same as GDDR6, does not work that way....at all..

It is too PR and marketing blurb right now and is not defined properly scientifically by mS, and Ps5 UE5 demo is also guilty of not being fully clear on level of prefetch streaming .

The EPIC UE5 wording is suggesting textures are loaded only when seen on screen - but again its not strict in description.
How it works in detail I don't know. I can only use the information Microsoft shared with us, in this case they seem to claim 2.5x as efficient memory bandwidth utilisation on average. So I just read this as on average developers will be able to put 2.5x as many textures in a scene compared to not using SFS. If this is mostly used for far away stuff, or close by, or how this is actually implemented, I don't really know. That's pure guess work for me, maybe they'll explain this in more detail during their August event when they do a deepdive in the architecture
 
How it works in detail I don't know. I can only use the information Microsoft shared with us, in this case they seem to claim 2.5x as efficient memory bandwidth utilisation on average. So I just read this as on average developers will be able to put 2.5x as many textures in a scene compared to not using SFS. If this is mostly used for far away stuff, or close by, or how this is actually implemented, I don't really know. That's pure guess work for me, maybe they'll explain this in more detail during their August event when they do a deepdive in the architecture

My gut is MS are correct, if you go from 10 seconds gameplay prefetch to 1 second, you can save amount held in RAM say by 2.5 x or whatever the numbers are. The SFS is needed as sometimes textures will arrive late with less prefecth so has to be blended in ?

I am not sure either console will be requesting and streaming same data in a frame, but who knows, maybe they both will....
 
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I think we're going to see a $399 launch price.

I can also see the digital version being under $399 too.

I think maybe the standard edition at $450 while the digital edition at $400 because it'll make it much more enticing to get it so Sony can make more people flock to digital as much as they want.
 
How it works in detail I don't know. I can only use the information Microsoft shared with us, in this case they seem to claim 2.5x as efficient memory bandwidth utilisation on average. So I just read this as on average developers will be able to put 2.5x as many textures in a scene compared to not using SFS. If this is mostly used for far away stuff, or close by, or how this is actually implemented, I don't really know. That's pure guess work for me, maybe they'll explain this in more detail during their August event when they do a deepdive in the architecture

Cerny touched on this topic on the road to ps5 talk.
Greater ram utilisation and efficiency by definition of using an SSD. SFS may improve efficiency, but it doesn't magically result in greater pool of memory, just more effective utilisation.
 
I cannot connect a device with my home theatre via hdmi. Only via optical.

My TV has an optical port, but it only produces stereo sound, not dolby or dts.

It is quite frustrating.

Youve prob checked this but you cant put the tv in "raw"mode can you then force your console into DTS or Dolby?

If u need you can get a hdmi -> optical splitter like this .. thats what im going to use for next gen as my panasonic oled delays the audio even when in game mode ( so then the video is ahead of the audio lol) and i like my old but expensive hifi that doesnt have hdmi 2.0 arc support.

 
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