the Spiderman 0.8 second fast travel and high speed travel through city says otherwise
Optimized for the demo, it's the only way possible
the Spiderman 0.8 second fast travel and high speed travel through city says otherwise
Is he forgetting Series X has Mesh Shaders, or am I missing something?
Which in turn is a better solution also.
Which in turn is a better solution also.
Yes. I was just pointing out that any advantage XBSX has from CPU will be for cross-platform as well as exclusive titles, whereas Sony's advantage is more likely only for exclusives. CPU utlisation will scale naturally on modern engines whereas first-gen SSD-streaming titles will likely just cap at lowest common denominator.
Why do you think Zoo is Aquariuszi??https://www.chiphell.com/forum.php?mod=viewthread&tid=2201057&page=2&mobile=2#pid44551026
From Zoo, I think its AquariusZi but on chiphell.
PS5 clocks very high, and therefore price is high and yields are bad. Move to counter 12TF from XSX.
Mark Cerny specifically mentioned an example of 36CUs vs. 48CUs. IMO maybe this is how to decide to choose 36CUs.I would still have much preferred 40-48CU's @ a solid 2.1GHz or something.
To be honest, I expect the Geometry Engine and Mesh Shaders to mean pretty much identical things.
I don't know if Cerny gave a specific reason why they chose the rate they settled on.
On the other hand, Microsoft has an API and hardware that tries to track what assets are in demand in hopes of more intelligently selecting what needs to load, so maybe it's possible to get similar results with less raw bandwidth?
The PS5's SSD speed advantage will mostly be beneficial to exclusives.
The XSX's CPU advantage will mostly be beneficial to exclusives.
In fact Mark Cerny highly praises the narrow and fast approach. How to compare PS5 and xsx game performance
if PS5 GPU is at 2.23GHz with faster front-end?
Cerny called primitive shaders one of the uses of the geometry engine. @29:30Geometry engines have been in GCN cards for years. Mesh shaders are a RDNA2 only thing, as they seem to be step above the primitive shaders in RDNA1. @3dilettante help!
Supposedly the clock boost gave them better results
Their patent mentions an “application-driven” solution.Microsoft explicitly mentioned "patented VRS " in their seriesX press releases. Given RDNA2, obviously it should also be in ps5, maybe as different implementation, name etc and this silence is to not wake up some corporate lawyers.