Current Generation Hardware Speculation with a Technical Spin [post GDC 2020] [XBSX, PS5]

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Proelite

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Who ever said the Xsx SOC was 380mm2, he was right.

Congrats, @MrFox

gHu1WbMe_400x400.jpg
 
Is that definitely the xsx? I can't make out any of the details e.g. If it has the 8K stamp on it.

What was the going thoughts on Lockhart size?
 
Who ever said the Xsx SOC was 380mm2, he was right.

Congrats, @MrFox

gHu1WbMe_400x400.jpg

The GDDR6 chips seem to be a brand new batch. Normally the branding is parallel to the long edge. It's parallel to the short edge in the picture.

Nvm figured it out. The GDDR6 chips are see through. This is a shot from an unreleased CG trailer.
 
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I've got another interesting disclosure!

The new consoles can support a new shader stage commonly known as "mesh shaders". The major differences listed between the console implementations and current PC hardware are as follows:

The new consoles don't natively support 'task' shaders. Task shaders can be emulated with indirect dispatch and a compute shader. A possible reason for omission in hardware support is that console hardware designers aren't convinced if there's any significant gains to be had in performance with a native implementation.

The console implementations of mesh shaders can support transform feedbacks/streamout where this isn't possible current PC hardware. Mesh shaders in conjunction with global ordered append which is another IHV specific hardware feature makes it trivial for the consoles to be compatible with vertex/geometry/tessellation shaders as seen in the traditional graphics pipeline. Current PC hardware implementation breaks this compatibility with shaders in the traditional graphics pipeline.
 
Soon...


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Guess they'll shove the OS on the higher density chips, but wonder how they'll manage things normally... or they can give us 20GB at great expense. :)
 
Wonder if most devs will opt for the 3.8GHz mode more often or which engines would need so many threads even (14 @ 3.6Ghz).
 
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