AbsoluteBeginner
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BW is different as they can be using different chips (14Gbps and 18Gbps after that).
Hmmm. What exactly in Navi10 is GCN that'll help compatibility? It's using RDNA compute units, so that part is already completely different.
For MS, it's not decades of habit but a conscious decision made with XBO's design. The XBox was the box designed to run Direct X, little more than a PC in architecture. Emulation should therefore be 'easy' like on PC, but it isn't and XBO's selection of OXB games is as weak as the PS2 library on PS4. 360 emulation is achieved through bloody good emulation and ongoing work to make it happen. Choices for XBO to use VMs etc. will serve them well for BC, absolutely, but it's not a 'corporate DNA' type thing.
The problem for Sony seems to be the GPU architecture changing from GCN to RDNA, and working fundamentally differently. In theory, PS4 games could be rebuilt for RDNA if Sony implement the libraries on it.
Does full RDNA not support this then? That paper suggests all RDNA GPUs can operate with either mode.From the whitepaper:
Why doesn't XB360 have full OXB BC then? Why doesn't XBO have full BC with OXB and 360? Why isn't the hardware of these platforms as abstracted as it is in Windows?Microsoft's number one goal is maintainability of software code and the fundamental design philosophy to this is dependency inversion...They can't not think and design like this...
Does Navi 10 maintain the same register setup as GCN? If not, using Navi 10 doesn't help Sony with GCN compatibility, so if they have BC running on RDNA, why couldn't they get it working on Navi 10, Navi 20, or whatever?Microsoft face the same challenge. The problem for Sony is their high-performance super thin API (GNM) which we know from dev interviews can simply be jamming values into the GPUs command register. This is not good for forward compatibility. If there is no layer to abstract what the software wants the hardware to do, there is no layer to intercede when the hardware changes. This is a lesson that Microsoft learned when hardware changed every six months in the 1970s/80s.
The lack of raytracing tests makes me confused as the GPU 100% has it.
folks will believe what they want to believe.
it isn't and XBO's selection of OXB games is as weak as the PS2 library
Why doesn't XB360 have full OXB BC then? Why doesn't XBO have full BC with OXB and 360? Why isn't the hardware of these platforms as abstracted as it is in Windows?
If you look at Windows, MS is basically forced into creating legacy compatibility by their users. They've tried to introduce new ways of doing things (UWP) but the market just hasn't adopted it, so now they're embracing official support for legacy concepts.
Abstraction =/= compatibility. Abstraction = possibility.For their consoles, they didn't have to maintain compatibility so they didn't implement it. They didn't design OXB's software stack such that it'd be portable to the next console.
Who's Nate and how does he have intel on PS5 TFs? He mentions the information regarding the recent Oberon test belonging to PS5 devkit is inaccurate, as well as claiming TFs to be a little higher than 10.5.
The lack of RT can be explained on many levels though.
True, same for you What if the documents said 13TF?
I would like to see og xbox BC, there are no emulators for the og xbox as GC and ps2 have. It would be a way to preserve the xbox og games.
From an API perspective MS had already finished DXR a long time ago. So that's 1 of 2 already completed. As for drivers, as Albert writes, MS is further along with Scarlett at this point in time than they were with Scorpio. So it has been running very smoothly for them. MS has been relatively quiet until the TGAs with a semi announcement at E3. Microsoft has a very large product portfolio and the implications of these Scarlett chips could have additional uses outside of the console space which you may see in the coming years. There are lots of teams working on this project doing different things. But the most important aspects to consider is how much they have already completed with respect to features just within the Scorpio timeframe. This let them focus entirely on improving their existing items and to develop Scarlett with forward looking features (referring to features specific to Microsofts other goals outside the console space)Could be, but I would be surprised if the driver was working for Sparkman / Arden and not Ariel / Oberon when everything indicates that Sony was further a long. Everything from the Github leaks indicates to me that the files where bulk copied of somewhere else in July this year, this makes me feel like a lot of the files / folders may be 'stale' and not up to date.
From an API perspective MS had already finished DXR a long time ago. So that's 1 of 2 already completed. As for drivers, as Albert writes, MS is further along with Scarlett at this point in time than they were with Scorpio. So it has been running very smoothly for them. MS has been relatively quiet until the TGAs with a semi announcement at E3. Microsoft has a very large product portfolio and the implications of these Scarlett chips could have additional uses outside of the console space which you may see in the coming years.
I wouldn't say Sony was further along unless you mean that they were ready to launch in 2019.
I think if you look at the rumours surrounding PS5, the rapid leadership changes, communication issues and lack of a conference in E3 - you'd probably have a much easier time painting the story that they were ready for 2019 and switched to 2020. That 1 year switch puts them behind because they will need a new design for 2020 and to incorporate different features that perhaps they were willing to launch without (like BC).
Good catch.These are instruction level benchmarks and im going to be completely honest im not even sure a driver or API is involved.
Good catch.
Though, if you don't have the instructions completed you can't make the drivers and you couldn't make the API commands for it.
So possibly one and the same just the cause is further down the chain.
I don't believe that this means the hardware isn't present.
I don't know unfortunately. Hopefully new tests show up for December when silicon is finalized.But if both are using the same raytracing implementation then the instructions should be the same, meaning both should be able to be benched. Im also still looking for answers for my first and third oddities. (2x L0 bandwidth / CU for Oberon vs Arden/Sparkman) and (double wave size for Oberon sometimes vs Arden/Sparkman (64 vs 32)).
That was an interesting post and anybody wanting to read Albert Penello's post on XSX's development progress can read it here on resetera.As for drivers, as Albert writes, MS is further along with Scarlett at this point in time than they were with Scorpio. So it has been running very smoothly for them.
I don't know unfortunately. Hopefully new tests show up for December when silicon is finalized.
Here is a possibility of how 2 companies using the same IP block may not be on equal footing.
When we found Vega hardware in PS4 Pro that was them pulling IP blocks from a newer architecture and pulling it into an older one. Sony would have been responsible for writing custom instructions for that because of trying to get the IP blocks to work into an older architecture. They wouldn't able to to just pull the instructions over from Vega and assume it works for their custom setup.
tldr; There might be differences in which architectures both MS and Sony chose even if they are allowed to pick and choose IP blocks.
Actually if you look at Windows, you'll see Microsoft have changed a lot over the years and for a lot of old unmaintained code you have to run it in a compatibility mode. Most code of software still used has evolved with Windows so it's never a problem. You may assume things have not changed because things are not breaking, but this is not the case.
From an API perspective MS had already finished DXR a long time ago. So that's 1 of 2 already completed. As for drivers, as Albert writes, MS is further along with Scarlett at this point in time than they were with Scorpio. So it has been running very smoothly for them. MS has been relatively quiet until the TGAs with a semi announcement at E3. Microsoft has a very large product portfolio and the implications of these Scarlett chips could have additional uses outside of the console space which you may see in the coming years. There are lots of teams working on this project doing different things. But the most important aspects to consider is how much they have already completed with respect to features just within the Scorpio timeframe. This let them focus entirely on improving their existing items and to develop Scarlett with forward looking features.
I wouldn't say Sony was further along unless you mean that they were ready to launch in 2019.
I think if you look at the rumours surrounding PS5, the rapid leadership changes, communication issues and lack of a conference in E3 - you'd probably have a much easier time painting the story that they were ready for 2019 and switched to 2020. That 1 year switch puts them behind because they will need a new design for 2020 and to incorporate different features that perhaps they were willing to launch without (like BC).
Yea your right. I guess what I'm trying to say is that; it's not a straight port than if they used the architectural base it was designed for. Perhaps this is a case of borrowing RDNA 2 features and placing it into some in-between RDNA 1-2.but I honestly don't see them writing their own instructions it seems like it would make more sense for Sony/MS to pay AMD to do exactly that