NVM, 13e8 was the LPC bridge for ariel.So in chronological order, 13e9>13f8>13f9?
Hmm, I thought 13e8 was the january sample.
NVM, 13e8 was the LPC bridge for ariel.So in chronological order, 13e9>13f8>13f9?
Hmm, I thought 13e8 was the january sample.
Nope, its Gonzalo QS from April.NVM, 13e8 was the LPC bridge for ariel.
In terms of github, there were archived bandwidth tests for ariel which the currently tested oberon values were compared to. Ariel vaues were at a static 448. I don't recall other ariel data.
pcie ids going from 13e8 to 13f8 represent a small stepping improvement. Going from 13f8 to 13e9 would suggest a major stepping improvement.Then 13f9 was from june IIRC and the newest from november/december we still don't know, at least I don't believe we do.
Why ariel/oberon/gonzalo share pcie ids, I haven't a clue. It could have something to do with the recent finding that apisak pointed out. AMD were putting out fake/spoofed IDs.
Different team. I'd expect Naoki Yoshida to be in charge of ffxvi as he was in charge of turning 14 around. I doubt they're far into the project.
No, pretty sure it's gonna be a mainline title. Just saying he showed enough to warrant leading the team developing ff116. Plus, the guys working on ff7r already have ff7r2 and whatever is next on their plate so them doing ff16 is unlikely.Are you implying that FF16 is also online?
Here's a trick to dismiss BS leaks: it includes a price this early. Another is the fanboyish comparisons to the competitor.'Leak' from 4chan, pcgameshardware.de found it worth to mention, so... http://boards.4channel.org/v/thread/491903408/ps5-secret-information
>More major PlayStation 5 news will be unveiled at a PlayStation Meeting event for the press/media on February 5, 2020
>PlayStation Meeting will be held at the Sony Hall in NYC (Sony Hall is an indoor venue in which Sony sponsors and supplies tech inside the theatre)
>The console design, controller, UI/home screen, certain features, console specs, talk from third parties/indie publishers, as well as announcements for PS5 exclusives will be shown.
>Buzz words for the console's features include "little to no load times", "blazing fast downloads", "immersive controls", "modular installs for games, download whatever", "disc drive included", and "download the games, or stream the games as an option" (we're looking at you Stadia)
>PlayStation Now plays a vital role. You can either access games through a subscription fee or own the games out right. Sony (for a limited time) will bundle a 3-month PS Now subscription with the PS5 in select regions in an effort to promote the service to many new owners
>Remote Play is a big feature too, allowing to play your PS5 games on your smartphone, tablet, laptop or desktop. Play those game anywhere, so long there's a Wi-Fi or cellular connection. The console will act as the database for those games to be streamed wherever
>The PlayStation app on mobile gets updated for PS5, adding a new design and other features to enhance your PS5 experience
>Backwards compatiblty with all PS4 games is also a big feature. Through a new transferring features, users will easily transfer their PS4 games to the PS5 if those games are downloaded. Save data/backups for PS4 games will also be transferable
>Backwards compatibility is such a major feature, that games from all 5 PlayStation platforms (PS1, PS2, PSP, PS3 and PS4), will be compatible on PS5, making it an "ultimate PlayStation console", putting an emphasis on past and present gaming. More details about backwards compatiblty will be discussed at a later date, especially at E3
>DualSchock 4 controllers, PSVR, and other PS4 accessories will be forwards compatible on the console as well, making it easy for existing PS4 to transition to the PS5 as well
>Gran Turismo 7, MLB The Show 21, Demon Souls Remastered, Godfall and Legendz (new IP from SIE Santa Monica Studio) are some of the launch titles for the console
>Other games are teased, such as a new Horizon game, new Spider Man from Insomniac, new Crash Bandicoot game, new sci-fi IP from Naughty Dog, new IPs from SIE Japan and London Studio, Final Fantasy 16 qnd a new Resident Evil title
>PS5 will launch worldwide in October 2020. Priced at $499 USD / £449 UK / €449 EU / ¥54,999 JP
>Launching in one model only. No "pro" model at launch
>Specs to be almost on par with Xbox Series X (which will be $100 more), and more powerful than Xbox Lockhart (a console that's $100 less with 4TFlops of compute power compared to the PS5's 10TFlops)
>Press/media will go hands on with the PS5 and it's software demos after the presentation. Expect lots of news coverage that day
>Pre orders for the PS5 will go up on the same day in select regions
>Sony will return to E3 for 2020 to discuss more on the PS5 and other upcoming titles
>"IT'S TIME TO PLAY." is PlayStation's new slogan for the PS5 and the brand as a whole
Here's a trick to dismiss BS leaks: it includes a price this early. Another is the fanboyish comparisons to the competitor.
If the press conf is february 5, they will send the invites in the next 4 days at the latest. They need three weeks to allow journalists planning the trip, plane tickets, and accomodations.
Oh how I wished we could access all of the playstation games on one Playstation device. But yes everything sounds way too good to be true.Also the fact that it says compaitbility for every PS system(including PSP??)....definetly skeptical of that. If it reads like an ultimate fanboy wishlist it's probably fake.
Oh how I wished we could access all of the playstation games on one Playstation device. But yes everything sounds way too good to be true.
But would be a nice idea. Seems PS3 emulation works pretty well.Also the fact that it says compaitbility for every PS system(including PSP??)....definetly skeptical of that.
Speculation is fine, chest beating and insisting a leak is correct is another.Well, this is technical forum and here, even data dumps such as AMDs one, without full context, are much better then "XYZ said..."
If people dont like to speculate on such leaks, there is a forum for that as well.
The areas of functionality that were covered have a significant volume, but still look incomplete. If there were added functionality, it wouldn't show for tests evaluating shared functionality that existed prior. A test evaluating features that were known to not exist seems so trivial that its inclusion would be communicating more by its inclusion than what it can say about the hardware.Maybe...RT hardware in Oberon? Maybe they are hiding it? They cought alot of "heat" on internet and everyone was aware of custom Navi/Zen2 based SOC with codename Ariel back in Feb 2019.
That seems odd to me, since it seems to be at odds with how PCI ID values have been used. The PCI ID page for AMD's products has dozens of chips with many die revisions, and they didn't assign a new ID for each respin.Twere 3 PCI IDs associated with it - 13E9 (earliest), 13F8 and latest 13F9 (which is PCI ID for Oberon A0 from June)
The information being debated didn't have any reference, so I'm not really sure there's any clear evidence of a difference from what we have currently.Do you se feasible a dual gpu solution?.
Even if we give credence to 2/3 of something going to Sony, it lacks some needed context. There are a lot of engineers in RTG, but can we say that 2/3 of them are dedicated to any given phase in a chip's design cycle?Its easy to figure out timeline of AMD chips that we have codename for. Looks like Sony started working on PS5 chip ~6 months before MS started theirs.
Makes sense with reports of 2/3rds of Radeon engineers being all hands on deck for Sony chip.
Seems to me work on Sony chip started around late 2017, for MS likely a bit later.
By mainstream I meant exactly that. People with not a lot of technological knowledge coming to this place. In the old times it was rare to see someone here who was not part of the industry. I'm not so different than you, although I'm an oldy here. I learned a lot here as well, especially when I wasn't yet on a technological related career.
I would say the first two make me ask why they would change the name. A different stepping isn't much, unless the "revision" under discussion is much more significant. Different memory modules seems like a minor detail, unless you mean different and incompatible memory types. There could readily be test rigs with the full range of current or near-future speed grades, and there are also chips that have controllers supporting multiple standards, so it would need to be a significant difference in type leading to a physically very distinct chip.That could mean Ariel and Oberon are :
1) Same SOC, different revision (early / retail)
2) Same SOC, different memory modules
3) Different SOC, same iGPUs so they are doing regression testing
4) Different SOC, different iGPU (RT HW, or more CUs or whatever) so they are doing regression testing
I was addressing values for internal caches the the L0. Those bandwidth figures scale with graphics clock speed, the external DRAM bandwidth would not.In terms of github, there were archived bandwidth tests for ariel which the currently tested oberon values were compared to. Ariel vaues were at a static 448. I don't recall other ariel data.
The problem with going by these ID values is that they're not really about tracking chip steppings.pcie ids going from 13e8 to 13f8 represent a small stepping improvement. Going from 13f8 to 13e9 would suggest a major stepping improvement.Then 13f9 was from june IIRC and the newest from november/december we still don't know, at least I don't believe we do.
You've made good arguments for why you think you're right but I still don't think there's enough evidence to say PS5 is a 2ghz or even 40 CUs with some disabled. The decision just doesn't make sense to me and that has nothing to do with MS, I think very little of Sony's hardware planning is a reaction to MS or vice versa.
I've asked about that and it's been suggested devs could directly control CU scheduling. But like you, I don't see why that couldn't be handled in a firmware virtualisation of the CU counts. I also don't understand how a dev could target specific CUs - is that a feature of GCN?I don't fully understand by compatibility with the PS4 Pro would limit the CU count to 36. The original PS4's CU count didn't limit the Pro to 18, and it's straightforward to inactivate extra CUs if a larger CU is trying to be compatible with the Pro.
I commented on this, but the scenario is going in the other direction as to why the hardware won't reveal the additional CUs to software for the original PS4. The hardware is free to not expose the additional resources if the software has issues with addressing them.I've asked about that and it's been suggested devs could directly control CU scheduling. But like you, I don't see why that couldn't be handled in a firmware virtualisation of the CU counts. I also don't understand how a dev could target specific CUs - is that a feature of GCN?
Ohhh now I see how Proelite is taking advantage of that as basis for his narrative . Unless he got that figure from a trusted dev of course.No, it predates the GitHub 'leak' becoming public knowledge. It had been on GitHub for quite sometime I believe.
I commented on this, but the scenario is going in the other direction as to why the hardware won't reveal the additional CUs to software for the original PS4. The hardware is free to not expose the additional resources if the software has issues with addressing them.
I do not see the mechanism for it working in the other direction. The PS5 wouldn't have much trouble hiding extra CUs from PS4 or PS4 Pro software, so I don't see a mechanism for why the hardware would be constrained from having a higher CU count.
There could be possible synchronization or latency concerns if the PS5 had fewer CUs, and somehow wavefronts sharing a synchronization point are being swapped out of a virtualized CU, particularly since GPUs tend to be pretty poor with switching. I haven't seen claims the PS5 would be smaller. A larger GPU wouldn't have that problem since it could trivially contain the same mappings.
Can you explain why the Pro needed 64 ROPs.