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I'm still waiting for the PS5 / XSX WRC9 face-off. That game has a three modes, one is 120hz too.
I think 60fps mode is really good, didn't notice any stutter (opossite to dirt5)I'm still waiting for the PS5 / XSX WRC9 face-off. That game has a three modes, one is 120hz too.
I think 60fps mode is really good, didn't notice any stutter (opossite to dirt5)
I don't like 120fps modes on ps5, too much resolution/graphic compromisesYeah, it's a good game. The 120hz mode is good although noticeably low res.
I don't like 120fps modes on ps5, too much resolution/graphic compromises
I didn't even bother with checking 120fps mode in cold war ;d (tough I played only singleplayer)Depends on the game for me. WRC9 I'll play at 4k, Cold War I can't go back to 60hz, it honestly feels much lower than I remember. I enjoy playing it online and think it probably gives a bit of a competitive advantage, since I haven't been so good at COD for years.
It'll probably be the first and last console 120hz COD
Depends on the game for me. WRC9 I'll play at 4k, Cold War I can't go back to 60hz, it honestly feels much lower than I remember. I enjoy playing it online and think it probably gives a bit of a competitive advantage, since I haven't been so good at COD for years.
It'll probably be the first and last console 120hz COD
How do you explain the Series X dropping there, if I/O is the issue. Seems to be entirely a software problem with the game code or API.But the inconsistency of the One X performance compared to Pro tells me it could be another case of I/O streaming problem on Xbox consoles
Yes I was thinking about that and it's maybe not I/O related. Now I think it could be due to some polygon culling done more efficiently on Pro (and PS5 via BC). Pro GPU has actually advantages here against One X: it has the next-generation geometry (NGG) path taken from AMD Vega (while One X hasn't AFAIK as it's based on Polaris). The 2 lines: Peak NGG Vertex legacy and Peak NGG Prim legacy are Pro BC stuff tested on PS5 (so still available on PS5).How do you explain the Series X dropping there, if I/O is the issue. Seems to be entirely a software problem with the game code or API.
Primitive discard accelerator culls triangles from the scene that aren't visible
another possible case, but I wouldn't put too much stock into what I claimed. I just wanted to showcase how there are a variety of possible scenarios out there that can cause frame drops and not all of it necessarily linked to fill rate issues.I remember @iroboto talking about this as a possible reason for drops happening on XSX in Hitman 3 or AC Valhalla, it could be the same reason here.
It's from the github leak and was taken from this.another possible case, but I wouldn't put too much stock into what I claimed. I just wanted to showcase how there are a variety of possible scenarios out there that can cause frame drops and not all of it necessarily linked to fill rate issues.
though, where di dyou get that spreadsheet from?
That peak performance on legacy is nearly 2x
ahh interesting. Thank you for sharing.Pro GPU has the NGG fastpath from Vega tech (but never activated in those cards). PS5 geometry engine is an evolution of NGG (next generation geometry).
It's from the github leak and was taken from this.
Pro GPU has the NGG fastpath from Vega tech (but never activated in those cards). PS5 geometry engine is an evolution of NGG (next generation geometry).
Maybe all those performance problems on XSX (compared to PS5) could be explained by Pro (and PS5) already using the primitive shaders (and primitive culling) in some games while it's not yet used on Xbox Series X (we know it couldn't be used on One X).
See page 6 of https://www.techpowerup.com/gpu-specs/docs/amd-vega-architecture.pdf
[/spoiler]
it might be easier to ask some of the AMD engineers on here, as they would have a better feel on this. But I believe it's because NGG runs on the traditional pipeline, so provided it's enabled, it can take a long set standard geometry calls and convert them into more efficient primitive shader calls without necessarily developer intervention (though I can't say how it works for 4Pro.) and I also don't know how this works on console (as the concept of shader compilation doesn't exist on consoles, games are shipped with pre-compiled shaders).It's a bit odd if that's the case considering the Series systems have Primitive Shaders alongside the Mesh Shaders, but we also know that Sony did some customizations with their Primitive Shaders and those might not be present in Microsoft's ones. Also IIRC, one of the reasons (actually the biggest reason) AMD shifted to Mesh Shaders is because that was the new spec set for DX12U support, since AMD couldn't get the Primitive Shaders functioning correctly on Vega.
So going by this it'd be logical to conclude 4 Pro games were already leveraging NGG and PS5 is basically allowing them to further that work with whatever customziations Sony and the AMD team they worked with added to it, whereas One X and cross-gen games on the Series platforms won't have access to that sort of equivalent until Mesh Shaders are utilized (but this will require a retooling of the dev pipeline and rebuilding parts of the engine to support it)?
Question : since amd make the gpu's for both console's do they have the same features but differ performance wise or do they support different features ?