If PS5 == RDNA 2 then:
Victory
They'd still have to map it and expose it via their API(s).
If PS5 == RDNA 2 then:
Victory
Yea, there's that as well.They'd still have to map it and expose it via their API(s).
Nah, devs can just throw the bytes right into the registryThey'd still have to map it and expose it via their API(s).
nvm.. I see.Yea, there's that as well.
I'm not even sure if that is a hardware component to be honest. So perhaps it's not?
I'm not really sure when I wrote that, it some ways it does sound like an application layer type feature.
So I posted this on ResetERA a few times, but not here. The whole idea is that, like Cerny described in a kind of round about way, is that Devs are going to choose a Mode, like GPU or CPU Mode. In the Former for example, the GPU has Power priority and the CPU goes below that maximum clock of 3.5 GHz. This ensures a more stable GPU clock. The other way around then in CPU Mode.
The extent to which the clocks Fall out for the different priorities remain to be clarified.
This is what has been Heard from people that have the machine.
I think it will make sense that a lot of cross gen games coming from Jag will under utilise the Zen CPU anyway, so GPU Mode makes sense for them. Same for All those games that use unfixed resolutions with fine grain dynamic resolution. But I am not sure what happens if you have a GPU and CPU intensive target.
I expect bandwidth to be very important in RT Performance, just like it is on PC.
I think PC will always be more expensive but its also a computer, not just a gaming device. But by late 2020/early 2021, we are talking about Zen 3 and Ampere. 1600 dollars will blow away the XSX and PS5 by then
From a purely cynical perspective....Sony is able to market max potential and it's not like you are ever going to know what it is actually running at...unless someone hacks it...
I still find this off the mark. No one who's considering PC gaming vs Console gaming should ever be paying full retail price for the Online aspects of PS+ or XboxLive. The price is far closer to $40 - $45. You also get free games for that cost, anywhere from 2 (Plus) to 4 (Gold) games a month for that cost.
But as i said, by late 2020 the XSX will be mid range specs so nobody has to spend 1600 dollars to get the same performance anyway.
but realistically you could probably expect something like 2080S/XSX performance from the 2070S or if you're lucky 2070 price bracket
Yea, that makes sense. Introducing "free form" variable frequency instead of GPU/CPU mode would likely introduce further issues next gen with BC.So I posted this on ResetERA a few times, but not here. The whole idea is that, like Cerny described in a kind of round about way, is that Devs are going to choose a Mode, like GPU or CPU Mode. In the Former for example, the GPU has Power priority and the CPU goes below that maximum clock of 3.5 GHz. This ensures a more stable GPU clock. The other way around then in CPU Mode.
The extent to which the clocks Fall out for the different priorities remain to be clarified.
This is what has been Heard from people that have the machine.
I think it will make sense that a lot of cross gen games coming from Jag will under utilise the Zen CPU anyway, so GPU Mode makes sense for them. Same for All those games that use unfixed resolutions with fine grain dynamic resolution. But I am not sure what happens if you have a GPU and CPU intensive target.
I expect bandwidth to be very important in RT Performance, just like it is on PC.
Oh Alex, you tease.The extent to which the clocks Fall out for the different priorities remain to be clarified.
For the same reason that somehow 9.99999 TFLOPs is some sort of “deal breaker” but 10.3 somehow is ok? The reason being: poll bets and real-money wagers (we're all cheap asses).
It was meant to represent the fact the prices aren't gonna go to freefall or anything like that. 3700X will get cheaper, but it's price won't come barrel rolling down either. For reference, looking at PricePicker for example Ryzen 7 2700X's price didn't drop after the initial ~10% drop 'till around 3 months after 3700X was out, to about 33% total drop. https://pcpartpicker.com/product/bd...core-processor-yd270xbgafbox?history_days=365
And why it's suddenly 2021, XSX (and PS5) is launching in time for holiday 2020
He failed to provide how much clockrate the CPU must lose for the GPU to hit maximum clock rate
The only numbers you guys provided where the maximum clock rates for both the CPU and GPU.
Which truthful but not the full story.
FTFY
DX12 Ultimate.contains(SFS)
RDNA2.contains(DX12 Ultimate)
If PS5 == RDNA 2 then:
Victory
How does PS5 SSD achieve 22GB/s speed? It needs 4:1 compression rate. Which algorithm will be used?The number shows it BCPack + Zlib is better than Kraken for compression 4.8/2.4 =2 and 9/5.5 = 1.63 and 9/8 = 1.45. But at the end the PS5 SSD is faster...
A 2011 presentation of Iron Galaxy around tailoring a game around a SSD much slower than the one in PS5 and Xbox Series X but interesting
https://www.gdcvault.com/play/1014648/Delivering-Demand-Based-Worlds-with
Variable frequency is a great approach. Some people think Sony just want to have higher spec on paper so they choose extremelySo I posted this on ResetERA a few times, but not here. The whole idea is that, like Cerny described in a kind of round about way, is that Devs are going to choose a Mode, like GPU or CPU Mode. In the Former for example, the GPU has Power priority and the CPU goes below that maximum clock of 3.5 GHz. This ensures a more stable GPU clock. The other way around then in CPU Mode.
The extent to which the clocks Fall out for the different priorities remain to be clarified.
They use Kraken (better than Zlib which is also available). Usually the compression will be about 2:1 or so. But depending of the data compressed, it can go up to 4:1. It can uncompress that much (and reach 22GB/s) because of the dedicated hardware. Cerny said that 9 Zen 2 cores would have being needed to unpack the same data using that compression.How does PS5 SSD achieve 22GB/s speed? It needs 4:1 compression rate. Which algorithm will be used?
Only some types of data would. Others would be like 1.01:1. In practice it's like any compression where some files compress by a large factor, and others stay almost the same size. They did say it's 10% better than LZ though (the hardware compression in ps4 and xb1)How does PS5 SSD achieve 22GB/s speed? It needs 4:1 compression rate. Which algorithm will be used?
Variable frequency is a great approach.
uses 50% of CPU, why not give more power to GPU to raise to 12.6TF or even 13TF if the cooler can hold ?
Yes, but that drop took 3 months to happen. Zen 3 is by the looks of it going to be released relatively later than Zen 2 was released, so maybe end of Q3 starting sales immediately. If 3700X follows same pattern as 2700X, it would still be only 10% down from it's current price when the consoles hit the market.33% is a fairly significant pricecut. And Zen 3 and Ampere will be out for holiday 2020. Wether XSX or PS5 or new pc components will be widely available on the shelves everywhere for holiday 2020 is another story. Hence i included 2021to be fair
Those values are set when the game is detected to be Woflenstein II or Doom, and only if the GPU is RDNA or later.It's in the settings from their open source graphics driver. Here are the relevant lines of code:
pSettings->nggVertsPerSubgroup = 254;
pSettings->nggPrimsPerSubgroup = 128;
The values in this case only apply to RDNA, which may be another bit of evidence that there have been significant elements of the original concept for primitive shaders that have been changed or dropped.A possible reason why Vega/RDNA don't expose mesh shaders in D3D is because of these limits. D3D specifes a minimum of 256 verts/256 prims per meshlet so RDNA2 might have raised these limits.
Microsoft's position is that it intends to reinvent the front end of the pipeline:Well we don't know for sure if Microsoft wants to entirely forgo the traditional geometry pipeline.
https://devblogs.microsoft.com/dire...on-shaders-reinventing-the-geometry-pipeline/Mesh Shaders are not putting a band-aid onto a system that’s struggling to keep up. Instead, they are reinventing the pipeline.
https://microsoft.github.io/DirectX-Specs/d3d/MeshShader.htmlThe intent for the Amplification shader is to eventually replace hardware tessellators.
There's some theorizing that it's not strictly bandwidth, but also the memory transaction rate that the RT hardware can achieve. Since traversing the BVH means analyzing nodes and then following pointers to successive entries, there's more round-trip traffic rather than raw read bandwidth. Some of the research for ray tracing involves finding ways of gathering rays that hit the same nodes of the tree, which along with saving bandwidth saves on the number of round trips the hardware may need to make.In theory, the XSX should be able to do 44% more ray intersections in parallel over PS5. PS5 will need to catch up using clockspeed, but it will be burdened by the lesser bandwidth.
I wouldn't necessary call that 15% difference. You're looking at TFs instead of intersections. Compute difference is 15-18%.
This may be possible if they avoid significant writes to memory on cache flushes, or if they can avoid some flushes entirely. That may also change how much impact certain synchronization events have, where GPU cache flushes take time and the whole GPU needs to stall while they happen.PS5 has a chance to mitigate some of the BW disadvantages with their cache scrubbers.
A BVH is an acceleration structure, so the hopeful idea is that much of it is not being accessed heavily, or that portions are accessed in a bursty manner. It's likely part of the reason why AMD and Nvidia use RT hardware that works with a stack-based traversal method, and it's an argument IMG is making for its ray-tracing coherence engine.You need bandwidth to access the structure, RT BVH structures are as large as 1.5 GB IIRC. So they aren't being held in cache.
The only thing remaining is to have hardware traverse the BVH structure for intersection.
If you look at the Quake 2 RTX benchmarks you'll see a benchmark that is specific to RT performance.
The PS5 presentation mentioned zlib and Kracken compression. The 22 GB/s was given more as a peak value for some very lucky compression case, perhaps a lot of trivial or uniform values. That may point to a corner case in the existing decompression hardware that BCPack does not have. It's possible that if BCPack is more complex, they had other priorities to optimize for than a trivial decompression case that games wouldn't use. It may also point to a different choice in how the blocks are hooked up to the on-die fabric. Perhaps Sony opted to have a wider link or it has more links due to its internal arrangement, and that just happens to work out in some easier decode instances.How does PS5 SSD achieve 22GB/s speed? It needs 4:1 compression rate. Which algorithm will be used?
There are coherence engines that seem to be monitoring when data loaded from the SSD is placed into memory, and they signal the scrubbers to clear any lines in the GPU caches that might have data in the address ranges that were overwritten.Anybody knows what are cache scrubbers for?. SSD data will go directly to gpu caches?. If so are they only useful for getting ssd data?.
But you wont be able to run them all the time at max. I dunno, I would rather they hit 2150MHz and 3.5GHz locked, then variable. Few % up and down, when both will not work at max seems like meh solution...Variable frequency is a great approach. Some people think Sony just want to have higher spec on paper so they choose extremely
high clock which will be be varied in real games.
But the idea of variable frequency is to fully utilize the capability of the cooling system. Just think Xsx, if a cross-gen game only
uses 50% of CPU, why not give more power to GPU to raise to 12.6TF or even 13TF if the cooler can hold ?