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I thought the very same thing.I thought I was looking at a pic of Dana Carvey on this article.
I thought the very same thing.I thought I was looking at a pic of Dana Carvey on this article.
Except 4 to 6 is a 50% increase, but 10 to 12 is 20% .This is almost like the Pro and One X
4TF V 6TF
Do hope sony announce a Pro beside with over 12TF
When it comes to the discussion of the price between the PS5 and Xbox Series X, I feel like many people are missing out how expensive the custom SSD on the PS5 is. A SSD that fast doesn't exist for consumer PC's and when a SSD that fast releases on PC it will be $500+. So I'm curious on where the PS5 is priced since whatever they saved on a smaller GPU is lost on the SSD.
Yes, this is a particularly sensitive topic.No mention of peripherals.
PS5 10.3TF v Series X 12TF is a +17% increase.This is almost like the Pro and One X
4TF V 6TF
Do hope sony announce a Pro beside with over 12TF
The loading speed thing will matter if it allows Sony exclusives to do something with game design that cannot be achieved on slower storage. We will have to wait and see but I don't think Sony are spending that much of the system's budget on storage to simply have a game load in 3 secs rather than 6.I think Xbox may win on graphics but PS may win on loading.
I'm starting to think that the odd sized SSD is not really just a 1TB one with some reserved for the system, it's actually exactly 825 GB because it's so damn expensive and was custom sized to meet a price point.
Not happening. A solid 30fps would be nice though.Will the extra 2 Teraflops even make a big difference with games?
I do hope the next GTA will be optimized to run at a solid 60FPS, its alway been choppy and juddering below 20FPS on consoles.
10.3 is a peak performance with downclocked CPU. Actual performance will be lower, around 9-9.5.PS5 10.3TF v Series X 12TF is a +17% increase.
Were you getting proper console vibes? As in not just a PC in a different box but custom chips even if they are modified AMD CU's. I was.XBSX more powerful. PS5 faster.
I'm more excited, now that I watched Digital Foundry's video about Cerny's presentation, then what I was while watching it.
The capabilities of the SSD combined with the fast RAM will probably allow first parties to design worlds no other dev will be able to attempt. Only first party studios will be able to explore the faster hardware of the PS5, since 3rd parties have to develop and design for multiple platforms and that means bottlenecks in world building, as Cerny illustrated yesterday (with a level from an old game).
The 3D audio also sounds exciting, pun intended. Apparently the tempest 3D has the equivalent hardware/CU's as PS4's Jaguar CPU. That's crazy.
Hopefully the next GT7 takes full advantage of that and leaves behind some of the poor/average car sounds and effects.
Can't wait to see the box and the launch line up!
Were you getting proper console vibes? As in not just a PC in a different box but custom chips even if they are modified AMD CU's. I was.
Next video should reveal the case. That's when the heat management gets shown.
It will be a dedicated RT unit. Ray tracing is not like fragment shading in terms of its computational demands, you can't just feed it a stream of triangles, pixels and lookups and smash the numbers together. It needs branching "trees" of data to cross-reference at different points multiple times (a lot like collision detection).The ray tracing is integrated in AMD's gpu on both consoles and is part of their rdna2 gpu design.
I haven't seen info on if it's a percentage of it's processing reserved for this or just the whole gpu can be selected to do RT as much as each dev chooses?
And if it's different on each console, seems pretty much the same but might be some customizations from each of Sony's and Ms's approach, i haven't seen much concrete info on this?
It will be a dedicated RT unit. Ray tracing is not like fragment shading in terms of its computational demands, you can't just feed it a stream of triangles, pixels and lookups and smash the numbers together. It needs branching "trees" of data to cross-reference at different points multiple times (a lot like collision detection).
You can run a ray tracer on streaming processors, but it's not as fast because it has to keep stopping to go back to look at previous data. Where rasterisation is typically done in a handful of passes, ray tracing requires as many passes as rays in the worst case. GPU hardware is just not geared up for that, especially in the way they move data around.
I don't know where AMD sourced the RT unit from. It wouldn't be beyond them to make their own, but they've some catching up to do on the software side of things (Vulkan?).So it's an additional processor and not using any of the gpu then for Rt? Or are they using some of the cus of the gpu and specialized them for Rt?
Or it's a part of the cpu cores specialized to do this maybe since general processors would be more compatible for branching code?
For the 3d sound processor they say they are using an amd gpu cu that Sony specialized for it, and similar to an old ps3 gpu unit.
Do we know the specs of this for each console?
Sony or Ms did mention that their RT would have used 13TF if using regular gpu cpu for this.
https://en.wikipedia.org/wiki/Bounding_volume_hierarchyThe RT core essentially adds a dedicated pipeline to the SM [Streaming Multiprocessor] to calculate the ray and triangle intersection. It can access the BVH [Bounding Volume Hierarchy] and configure some L0 [cache] buffers to reduce the delay of BVH and triangle data access. The request is made by SM. The instruction is issued, and the result is returned to the SM's local register. The interleaved instruction and other arithmetic or memory io [Input/Output] instructions can be concurrent. Because it is a [specific circuit logic], performance/mm2 can be increased by an order of magnitude compared to the use of shader code for intersection calculation.