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

Status
Not open for further replies.
now that i have both, for sure PS5 feels more like a new generation, more exciting and premium feeling. but also comes with early new generation bugs and crashes 😆 so there is a trade off, PS5 has already crashes or turned itself off 3 times in the day i used it, where as Series X has not had a single issue

the heptic stufff.. vibration is kinda meh but the triggers are awesome! genuinely improves gamefeel, breaking those balls in Astro will never get old! 😆

but yeah just MM and Astro just kills it for Sony(i might have to get DS too at some point👀), these are real great games to enjoy on a new system with totally new experiences (controller stuff for astro and ray tracing for MM). Series X feels very "meh" in comparison, like i stayed up late playing on PS5, which i dont do often nowadays, but with Series X it was just like any other day just with everything loading and playing better
 
why the hell did you add up the cache bandwidth(s)? these are sequential systems so that makes no sense whatsoever. it's like adding your SSDs bandwidth to that of your system RAM...
AMD did that. Last column is cashe bandwidth/flop, even when you take L0 9.76TB/s to 9.7TF you got 1Byte/flop. When L2 you got 0.4Byte/flop bandwidth.
 
fucMzJR.jpg
 
They are also horrified of the blowback from foreign conspiracy theorist xbox fans



I know these people. Basically they live to "fight against the system", creating an illusion that just because they are in the minority they are subject to mistreatment. These people basically just want to be contrarian and to be in culture fights.
 

Q: What is it like developing on Xbox Series X?

A: Transitioning development to a new console platform, like Xbox Series X, is usually very painful. You have to deal with new tools, new workflows, new ways of thinking.

This time around the team at Xbox brought me a new toolset called the Game Development Kit, which they already had up and running on Xbox One.

This meant that we could make the transition much earlier. In fact, we started doing the groundwork for Xbox Series X development long before we even received the hardware. This kind of thinking from Xbox allowed us to get a real head-start on next-gen development, so after receiving our early Xbox Series X hardware, we were up and running really quickly.

For me, the most important thing in making a videogame is the relationships. Working with Xbox, is a partnership – the team at Xbox is committed to helping us make a great videogame and they've shown that to me again and again. That means being open and honest about our experiences; what we've loved and perhaps even what we've found difficult in development has had meaningful, visible impact on the updates that I get for the tools for Series X. (Shout out to our development partner at Xbox, Richard Hackett! Thanks Rich!)

I've never worked on a console launch where, while we're still months away from release, the tools have been this mature, this stable, this easy to work with.




Colteastwood:

giphy.gif
 
It's not only about the back though.
But it is. The sides are not involved in dissipating heat, but they still have room above and below (actually more above than below). Fresh air gets picked up by the front and expelled from the back, the back of the forniture is open, so the exhausted heat does not rebound toward the front.

For this reason I am positive that it will be ok. After XMas, once I finally set it up, I'll keep things under control and re-evaluate. If I am wrong I'll just move it on the top of the counter.
 

Q: What is it like developing on Xbox Series X?

A: Transitioning development to a new console platform, like Xbox Series X, is usually very painful. You have to deal with new tools, new workflows, new ways of thinking.

This time around the team at Xbox brought me a new toolset called the Game Development Kit, which they already had up and running on Xbox One.

This meant that we could make the transition much earlier. In fact, we started doing the groundwork for Xbox Series X development long before we even received the hardware. This kind of thinking from Xbox allowed us to get a real head-start on next-gen development, so after receiving our early Xbox Series X hardware, we were up and running really quickly.

For me, the most important thing in making a videogame is the relationships. Working with Xbox, is a partnership – the team at Xbox is committed to helping us make a great videogame and they've shown that to me again and again. That means being open and honest about our experiences; what we've loved and perhaps even what we've found difficult in development has had meaningful, visible impact on the updates that I get for the tools for Series X. (Shout out to our development partner at Xbox, Richard Hackett! Thanks Rich!)

I've never worked on a console launch where, while we're still months away from release, the tools have been this mature, this stable, this easy to work with.





Colteastwood:

giphy.gif
The funniest thing will be watching him and everyone else completely ignore that quote.
 

Q: What is it like developing on Xbox Series X?

A: Transitioning development to a new console platform, like Xbox Series X, is usually very painful. You have to deal with new tools, new workflows, new ways of thinking.

This time around the team at Xbox brought me a new toolset called the Game Development Kit, which they already had up and running on Xbox One.

This meant that we could make the transition much earlier. In fact, we started doing the groundwork for Xbox Series X development long before we even received the hardware. This kind of thinking from Xbox allowed us to get a real head-start on next-gen development, so after receiving our early Xbox Series X hardware, we were up and running really quickly.

For me, the most important thing in making a videogame is the relationships. Working with Xbox, is a partnership – the team at Xbox is committed to helping us make a great videogame and they've shown that to me again and again. That means being open and honest about our experiences; what we've loved and perhaps even what we've found difficult in development has had meaningful, visible impact on the updates that I get for the tools for Series X. (Shout out to our development partner at Xbox, Richard Hackett! Thanks Rich!)

I've never worked on a console launch where, while we're still months away from release, the tools have been this mature, this stable, this easy to work with.





Colteastwood:

giphy.gif

 
I know these people. Basically they live to "fight against the system", creating an illusion that just because they are in the minority they are subject to mistreatment. These people basically just want to be contrarian and to be in culture fights.
Let's not bring resetera into this.
 
To be fair, he didn't mention Dirt5, ACV and WDL :D

He meant it by "ect" the other multiplat games probably. he mentioned those games mostly because those were shown on PS5 event (at this time AC didn't even show gameplay yet) , that's how i see it.
 
Last edited:
I know these people. Basically they live to "fight against the system", creating an illusion that just because they are in the minority they are subject to mistreatment. These people basically just want to be contrarian and to be in culture fights.

Ever watched Sasel? I can't quite tell whether he's serious or he is parodying these people.
 
EnWbef7XIAck3Fx

I've been seeing this being passed around. They are getting really desperate.

I know it's a joke but some people are spreading FUD saying that Sony is going to downclock the GPU due to overheating issues.
 
Last edited:
EnWbef7XIAck3Fx

I've been seeing this being passed around. They are getting really desperate.

I know it's a joke but some people are spreading FUD saying that Sony is going to downclock the GPU due to overheating issues.

yep they have nothing, its just more rubbish, there is something really strange about some xbox fanboys, this is not just a joke this is like personal.
 
It doesn't need to be disproven. It's 100% correct. The multiple memory pools are really just the same physical memory chips, i.e. 10x separate chips of GDDR6 comprising 4x 1GB chips and 6x 2GB chips.

The "slower memory pool" is really just the extra 1GB on those 6x double density GDDR6 chips. So you can think of those 2GB chips as being partitioned in software. The first 1GB belongs to the "fast" 10GB memory pool that the applications can "see". The second 1GB on those 2GB GDDR6 chips are addressable as a separate "slower" pool, which is only slower because when accessing this memory on only 6x chips you're only able to access across a 192bit interface (6x 2GB chips with 32 channels per chip = 192bit).

It's inherently a common bus (not a separate one), so you cannot access both the slow and fast pools simultaneously. it's only one or the other. It's a somewhat novel design. But it evidently comes with limitations around the capacity of the fast pool (only 10GB) and memory access limitations with the common bus that developers will have to be very careful to design their games around. If they don't take care, I could easily see significant memory bus contention issues worse than what devs talked about with the PS4/XB1.
I always thought this approach could be a complete disaster to the optimal performance, can you imagine to push 52 CUs with the paralellism as his best? And with tools more dedicate to the multiplat access indeed to the unique setup of series X. It's a fucking nightmare for the developers. And people call MS "smart" and genial. It's not surprising to see such mess at launch
 
Last edited:
So, the short of all of this is that if MS had gone with a RAM set up like the PS5, the XSX wouldn't be seeing these sorts of performance issues?
 
So, the short of all of this is that if MS had gone with a RAM set up like the PS5, the XSX wouldn't be seeing these sorts of performance issues?
Who knows, but unified RAM on console is always better especially if the architecture is originally unified. Though give the priority to the multiplat environment too doesn't helps to push more a unique piece of hardware, that's paradoxical Leadbetter said is a better thing for the future. For the future of the MS strategies not for the future of the series X development lol
 
Last edited:
They already said there weren't issue on Xbox development...now again of course they will improve it.
Just saying I don't expect someone who doesn't have a solution to actually promise one. For all I know they could have been silent for weeks before any word, instead here we are.
 
Last edited:
Just saying I don't expect someone who doesn't have a solution to actually promise one. For all I know they could have been silent for weeks before any word, instead here we are.
Again I never said it wasn't unfixable. MS speaked loudly of the superiority of their hardware for the whole prelaunch and look where we are now.
 
Again I never said it wasn't unfixable. MS speaked loudly of the superiority of their hardware for the whole prelaunch and look where we are now.
We see it the same, pretty much. But saying that stuff will be fixed and that an update is actually coming are two different things to me. Just a little comment on how you addressed the tweet, really, I will not even play the game lol
 


This is the thing I don't understand.
Why the game launched with these absurd problems if the tools where so great? Weren't they having a very good and easy time developing for the SeX? They didn't noticed anything wrong before shipping? They didn't alert the press that the came would come out with problems that would be fixed soon?
Why it took them after the launch to start working?
 
They already said there weren't issue on Xbox development...now again of course they will improve it.
They said that the GDK is ready and good enough etc. Different thing is how well they are utilizing it.

Devs aren't using 100% of either console, not all the features of the APIs and optimizations take time, too. All PS and Xbox versions will get better after each iteration.

Unfortunately devs don't have unlimited time for optimizations, especially if there are multiple platforms and a set launch date.

They probably had enough challenges with prev. gen and XSS to care about parity between PS5 and XSX for the first face off.
 
This is the thing I don't understand.
Why the game launched with these absurd problems if the tools where so great? Weren't they having a very good and easy time developing for the SeX? They didn't noticed anything wrong before shipping? They didn't alert the press that the came would come out with problems that would be fixed soon?
Why it took them after the launch to start working?

Which absurd problems are these? Aside from an apparent LOD problem in 120hz mode, there's nothing else that is inherently wrong.
 
This is the thing I don't understand.
Why the game launched with these absurd problems if the tools where so great? Weren't they having a very good and easy time developing for the SeX? They didn't noticed anything wrong before shipping? They didn't alert the press that the came would come out with problems that would be fixed soon?
Why it took them after the launch to start working?
Lot of things. But it's simple bad PR stuff by them. They couldn't admit the game was in this state on series X because who will buy it? And here we are. Now understand the responsibility, it's a mix of MS fault and Codemasters (the irony).
 
So, the short of all of this is that if MS had gone with a RAM set up like the PS5, the XSX wouldn't be seeing these sorts of performance issues?

Perhaps - who knows - it depends on which thread and commentary you believe.

IMHO it's *way* to early in this gen cycle to make any claims of one console's superiority over the other. Expect a ton of updates and patches for the next year on both consoles.

We've only seen direct comparisons on a handful of games targeting last gen.
 
Status
Not open for further replies.
Top Bottom