Yup, that is nice.One game optimized for next generation consoles
It looks like the difference of speed between the two SSDs
Yup, that is nice.One game optimized for next generation consoles
It looks like the difference of speed between the two SSDs
Jason Ronald stepped up to tackle this one: "The real critical tentpoles when we think about RDNA 2 are DirectX ray tracing with hardware acceleration, mesh shader support, which we have full support for, and then obviously, variable rate shading."
New Going by MS's series S interview with Digital Foundry, MS really does seem pretty confident that Sony don't have VRS.
Some of Matt Hargett's comments on VRS:
One of the latest videos from RGT claims that gamedevs have been telling them that Sony's VRS implementation is intertwined with the custom Geometry Engine. Perhaps the shading rate in the PS5 depends directly on geometry LOD, and both depend on Z values.
Add these to the fact that Sony filed more than a bunch of patents related to foveated rendering and they definitely have something performing those or similar tasks.
What the PS5 doesn't have for sure is the RDNA2 / Navi 2x standard VRS implementation for DX12 games, though why Microsoft keeps trying to make a big deal out of it is up to anyone's guess.
Perhaps they're just banking on the fact that Sony decided not to talk about it.
I'm still convinced the PS5 doesn't have anything special about the Geometry Engine. When Cerny mentioned Geometry Engine it was in reference to comparing the PS5 to the PS4. AMD has called their fixed function geometry hardware "Geometry Engine" for awhile now and one would assume that the architectural changes in RDNA 2 bring with it a new geometry engine versus was what in the PS4. Hargett is also describing the Geometry Engine as doing what AMD's famed "primitive shaders" were trying to do and primitive shaders could be viewed as AMD's precursor to their mesh shader implementation.Some of Matt Hargett's comments on VRS:
One of the latest videos from RGT claims that gamedevs have been telling them that Sony's VRS implementation is intertwined with the custom Geometry Engine. Perhaps the shading rate in the PS5 depends directly on geometry LOD, and both depend on Z values.
Add these to the fact that Sony filed more than a bunch of patents related to foveated rendering and they definitely have something performing those or similar tasks.
What the PS5 doesn't have for sure is the RDNA2 / Navi 2x standard VRS implementation for DX12 games, though why Microsoft keeps trying to make a big deal out of it is up to anyone's guess.
Perhaps they're just banking on the fact that Sony decided not to talk about it.
I'm still convinced the PS5 doesn't have anything special about the Geometry Engine. When Cerny mentioned Geometry Engine it was in reference to comparing the PS5 to the PS4. AMD has called their fixed function geometry hardware "Geometry Engine" for awhile now and one would assume that the architectural changes in RDNA 2 bring with it a new geometry engine versus was what in the PS4. Hargett is also describing the Geometry Engine as doing what AMD's famed "primitive shaders" were trying to do and primitive shaders could be viewed as AMD's precursor to their mesh shader implementation.
There's a non-zero chance that Sony ratified the PS5 hardware before AMD got mesh shaders working so the PS5 might simply have an older iteration of the geometry engine.
Geometry Engine has blast processing.Be glad theres still people going with secret sauce theories this day and age. Its something i miss from the early 2000's.
PS5 46frames, ~2.3sec
XBSX 95frames, ~4.8sec
I do not understand, what is this? I am guessing its load time, but what is frame reference supposed to tell me?
frames of the gif, 1 frame 50ms
I mean, he does. If you are culling polygons early, you don't have to run shaders on those surfaces at all. But I fail to see how mesh shaders don't do this, and how Geometry Engine is better at it, and if you have both early culling and VRS, wouldn't that be the best? Most mainstream GPUs have been doing similar work since... Well, I remember the first Radeon having it as a feature. And I think it was the 8500pro or 9700 I had that could finally match my PowerVR Kyro in the shadow puppet demo a demo designed specifically to show off the surface culling capabilities of a tile based differed renderer using unrealistic levels of overdraw. PowerVR were culling surfaces since 1996 when everyone else was just brute forcing more fillrate, and everyone else has been leveraging surface removal to get even better performance since the early 2000s.Yeah this guy doesn't know what he's talking about. Blast processing indeed.
Red+bold+underline is mine. Efficient culling is part of the mesh shaders' function.The Turing architecture introduces a new programmable geometric shading pipeline through the use of mesh shaders. The new shaders bring the compute programming model to the graphics pipeline as threads are used cooperatively to generate compact meshes (meshlets) directly on the chip for consumption by the rasterizer. Applications and games dealing with high-geometric complexity benefit from the flexibility of the two-stage approach, which allows efficient culling, level-of-detail techniques as well as procedural generation.
You should read the full interview with DF. DF rightfully so said there are legal issues for making a false statement and Xbox being the only console with full RDNA2 has to respect the laws and perhabs even AMD had their say in that messaging. Xbox didnt lie and hoped Sony doesnt talk about this. In fact Sony could sue them, if it were a lie.What the PS5 doesn't have for sure is the RDNA2 / Navi 2x standard VRS implementation for DX12 games, though why Microsoft keeps trying to make a big deal out of it is up to anyone's guess.
Perhaps they're just banking on the fact that Sony decided not to talk about it.
Sure. But if PS5 has RDNA3 geometry engine, then it's RDNA2.5 and it's indeed not full RDNA2.You should read the full interview with DF. DF rightfully so said there are legal issues for making a false statement and Xbox being the only console with full RDNA2 has to respect the laws and perhabs even AMD had their say in that messaging. Xbox didnt lie and hoped Sony doesnt talk about this. In fact Sony could sue them, if it were a lie.
PS5 has RDNA5. Just as realistic as 2022 RDNA3. I think those believing in RDNA3 should rewatch the Deep Dive by Cerny and what he thinks determines a succesfull partnership with AMD.Sure. But if PS5 has RDNA3 geometry engine, then it's RDNA2.5 and it's indeed not full RDNA2.
RDNA3 comes out in 2022. Says everything you would need to know about these speculations. Addionally Cerny said during the deep dive their coloberation with AMD worked, if GPU launching in the same time frame have similar features.