I'm not sure if he actually says the compressed numbers on the stream but it's what Eurogamer etc got from Sony (there were other details in their specs too that Cerny didn't mention)I have to watch it again, I was reading the CC at work.
I'm not sure if he actually says the compressed numbers on the stream but it's what Eurogamer etc got from Sony (there were other details in their specs too that Cerny didn't mention)I have to watch it again, I was reading the CC at work.
It means that given "same" configuration, they would offer same amount of theoretical FLOPS but RDNA would be faster in practice. Meaning it gets more real work done due differences in architecture.Can someone kindly explain to me on which basis are people online saying that RDNA flops are a different thing compared to GCN flops? (I know it's a different architecture but I am out of the loop)
Thanks
Can someone kindly explain to me on which basis are people online saying that RDNA flops are a different thing compared to GCN flops? (I know it's a different architecture but I am out of the loop)
Thanks
It means that given "same" configuration, they would offer same amount of theoretical FLOPS but RDNA would be faster in practice. Meaning it gets more real work done due differences in architecture.
Stream at 17:30I'm not sure if he actually says the compressed numbers on the stream but it's what Eurogamer etc got from Sony (there were other details in their specs too that Cerny didn't mention)
The hardware decompressor can do 5.5GB in, and 22GB out depending on compression ratio.
Search for Navi 10 / RX 5700 presentations. Or check any RX 5700 benchmarks and compare it to theoretically faster Vega models.can you please link me any AMD source about this? as I said, I'm out of the loop. Thanks
Do you know what do i want bc for?. for nothing, as seen the two alternatives i will go for the system with better 4K capabilities and that wont allow me to play my PS4 games.
. I am equally prepared for PS5 to have the same ballpark performance as competition as well as to be significantly slower because of memory bandwidth.
Kind of mooted a bit considering games will only be able to use 13-13.5 GB ram?
Not at all, and in fact it's the opposite, it helps a lot with the limited ram.Kind of mooted a bit considering games will only be able to use 13-13.5 GB ram?
if that's the case then the 3D audio will be coming from the PS5's refrigeration. It's going to sound like a liquidizer.Even if it could sustain 2.23ghz and at the same time sustain 3.5ghz cpu, there's still the same amount of TF difference as there was with the One X vs Pro (1.8TF diff there).
Even if it could sustain 2.23ghz and at the same time sustain 3.5ghz cpu, there's still the same amount of TF difference as there was with the One X vs Pro (1.8TF diff there).
Not at all, and in fact it's the opposite, it helps a lot with the limited ram.
I was suggesting this before, I'm happy it was in the presentation...
It could be fast enough to load on-demand based on the player viewing frustum, instead of just preloading/releasing sections based on player distance. The ability to do this is all or nothing, it saves half the memory or not at all because if you turn around 180, you basically have to reload the totality of the world data in the view. It could be fast enough to practically load between frames as you turn. This doubles the detail level possible from the amount of ram.
You can’t look at the absolute number though, it’s all relative.
stock AMD, same as MS. Cerny saw a game with RT reflections with decent frame rate so forget about lighting and shadows.
Because they decided to go cheap. The chip will be their smallest ever.
Having to devote compute resources to 3D audio has always put it first on the chopping block. When push comes to shove I'm sure that'll be the case this generation also, especially if there's enough of a performance delta between ps5, seriesX, and PC where they're having to throw every last bit of grunt to game logic and graphics to make them look roughly the same.
It might be very close to 1/1 in GPU performance due to 22% faster back-end..
What is faster in the back end? Don't almost everything that matter (ROPS, TMU's) scale with CU's?
Is it really fast enough to do that though? You're looking at around 352 MB/frame at 60Hz.
Edit: And that's assuming that all of the data you need is stored with the absolute maximum compression ration. And that's a full 16ms read, so it requires at least one frame of buffering just to hide the read.
PS5's runs at 2.23GHz.