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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.
In time when devs are more willing to talk and less afraid of NDAs I will make sure I get off the record quotes on them regarding the actual feature set of the consoles. We have already heard quite a bit, it is just a matter of finding when to talk about it I guess. Regardless of what devs say - I think it makes more sense if the XSX GPU has features from RDNA 2 that the PS5 GPU does not (VRS, SFS, and mesh shaders being an advancement on primitive shaders). Xbox Series X having a bigger more feature rich GPU would align with the time tables we know about this gen. That PS5 was originally going to launch in 2019, that Xbox Series X was waiting on silicon and hardware for longer and as a result sent its dev kits out much later. It is also presumably why the PS5 development environment and SDK is much more performant, stable, and user friendly than the one for XSX as they have had more time with the near final hardware.Ahh.. VRS vs GE. The debate that never dies.
Again?Some of Matt Hargett's comments on VRS:
It can be done in software as shown in one very game-specific example in Call Of Duty Modern Warefare - but as Drobot's excellent presentation on that showed, that implementation took a lot of time to do and get it working, and the implementation had many engine design pre-requisites to make it possible. So that software implementation is not generalisable to other game engines and was labour intensive. A reason why a hardware implementation with an API is such a benefit for VRS is because it is engine implementation agnostic for the most part and because VRS API means it has very little implementation time required. In Tier 2 the dev just essentially feeds the API with a VRS texture in a call and that is it, the hw does the rest.VRS can be done in software, and was even done on PS4/One, so really we are splitting hairs here. Mesh vs Geometry yadda yadda, if the results are that games look and run fantastic on both, which they will, then really who the fk cares!
That PS5 was originally going to launch in 2019
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.
Please!In time when devs are more willing to talk and less afraid of NDAs I will make sure I get off the record quotes on them regarding the actual feature set of the consoles. We have already heard quite a bit, it is just a matter of finding when to talk about it I guess.
I mean, he does....
And again, regarding wasting cycles, each cycle on Series X is capable of more compute vs each cycle on PS5. So if you are trying to optimize for Series X, it seams reasonable that if you save more cycles, you get back more compute. Well, I guess that's true on PS5 also, since compute is achieved by the width of you pipeline multiplied by your clock rate. So you would still be saving compute. I don't know, maybe I'm missing something. Maybe GE is something completely new.
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.
Quote myself:
I've seen lots of people saying that the dev kits on the xbox side arrived much later than the PlayStation ones, reading between the lines the xbox ones arrived early this year, and the PlayStation ones were sometime last year? does that seem right? or is it more drastic than that?
Yeah this guy doesn't know what he's talking about. Blast processing indeed.
I've seen lots of people saying that the dev kits on the xbox side arrived much later than the PlayStation ones, reading between the lines the xbox ones arrived early this year, and the PlayStation ones were sometime last year? does that seem right? or is it more drastic than that?
it's 10% of 20%, not 20% + 10%. That's not how percentages work.From a raw TF standpoint XSX is 20% faster than PS5. If PS5 doesn't have VRS (which I'm thinking they don't, because they never talk about it) then they lose about another 10%. That's a 30% deficit, which is not nothing.
Perhaps the shading rate in the PS5 depends directly on geometry LOD, and both depend on Z values.
it's 10% of 20%, not 20% + 10%.
I thought they made it so you could develop remotely on dev kits in the office, not ones in azure.However Microsoft provided remote devkits that could be used by developers earlier in the year, so instead of requiring a devkit for every dev working from home, the company could make use of devkits in Azure.