In DX12 mode yes. Not in DX11 mode though.This game favors AMD cards, I wouldn't be surprised if it matches 2080S
Damn! Even the 6800 Donkey Kong's the 3090 at 1080p.You know it's going to be good if they have to leave out 6800
In DX12 mode yes. Not in DX11 mode though.
AFAIK no devs or insiders have ever complained about a potential bottleneck on PS5 architecture, including a lack of bandwidth. Quite the contrary actually, they all seem to praise PS5 hardware since last year without restrictions.DX12 is the future and this is how the API for the future title.
I expect the PS5 to run at 2070 Super or maybe a bit under because of the memory bandwidth. If the PS5 had 16 Gbps module and 512 GB/s of memory bandwidth I think the console would be able to run at 2080 level or maybe better in AC Valhalla.
Imo this is the weakness of PS5 and no infinity cache to help here.
AFAIK no devs or insiders have ever complained about a potential bottleneck on PS5 architecture, including a lack of bandwidth. Quite the contrary actually, they all seem to praise PS5 hardware since last year without restrictions.
This game doesn't have a DX11 mode. Seems like DX11 is not far from being be a dead API for multiplatform games at this point.In DX12 mode yes. Not in DX11 mode though.
Bandwidth will only limit you if you can over saturate it. If you are limited somewhere else, you won't ever be held back by bandwidth. This isn't a knock on PS5, you are always going to be limited by something, and PS5 looks to be more of a pipe than a bottle, where all parts are designed to have about the same amount of throughput so by and large, one part isn't holding back another.But at the end there is the spec and memory bandwidth is very important. I am surprised PS5 can compete with XSX because of this not because of PS5 continuous boost or 52 Cus or 12 Tflops.
It's weird that DirectX 12 feels "new" but it was announced six years ago (2014) and released five years ago (2015).This game doesn't have a DX11 mode. Seems like DX11 is not far from being be a dead API for multiplatform games at this point.
Bandwidth will only limit you if you can over saturate it. If you are limited somewhere else, you won't ever be held back by bandwidth. This isn't a knock on PS5, you are always going to be limited by something, and PS5 looks to be more of a pipe than a bottle, where all parts are designed to have about the same amount of throughput so by and large, one part isn't holding back another.
It's weird that DirectX 12 feels "new" but it was announced six years ago (2014) and released five years ago (2015).
And of course, announced this year was DirectX 12 Ultimate which is the future on PC and Xbox.
PS5 has GPU cache scrubbers and custom I/O (completely bypassing the CPU) which should both reduce main ram accesses. The rumored unified L3 cache on CPU should also reduce bandwidth pressure (if true).The 5700 Xt has the same amount of bandwidth than the full PS5 and the PS5 GPU is more powerful than a 5700 XT. There is some logic about what I am saying, if PS5 had Infinity cache I would have no problem at all. The 6700 XT is supposed to have only 384 GB/s but with infinity cache.
If DX12 was working on Windows 7, DX11 would have been long gone.
PS5 has GPU cache scrubbers and custom I/O (completely bypassing the CPU) which should both reduce main ram accesses. The rumored unified L3 cache on CPU should also reduce bandwidth pressure (if true).
You are really too fixated on some specs taken in isolation of the whole design.
Bandwidth will only limit you if you can over saturate it. If you are limited somewhere else, you won't ever be held back by bandwidth. This isn't a knock on PS5, you are always going to be limited by something, and PS5 looks to be more of a pipe than a bottle, where all parts are designed to have about the same amount of throughput so by and large, one part isn't holding back another.
PS5 has GPU cache scrubbers and custom I/O (completely bypassing the CPU) which should both reduce main ram accesses.
The rumored unified L3 cache on CPU should also reduce bandwidth pressure (if true)..
See, you are doing the same mistake of being fixated on one specific spec. On top of 50% more bandwidth (without split memory hindrance BTW) XB1X has also 44% more compute, 50% more memory size (which helps using bigger buffers hence higher resolution in many cases), more GPU cache and has about 25% higher GPU clocks....
The weakness of PS4 Pro is being memory bandwith limited and the reason XB1X performs sometimes nearly two times better than it.
See, you are doing the same mistake of being fixated on one specific spec. On top of 50% more bandwidth (without split memory hindrance BTW) XB1X has also 44% more compute, 50% more memory size (which helps using bigger buffers hence higher resolution in many cases), more GPU cache and has about 25% higher GPU clocks.
Seeing the spec I was thinking PS5 will be able to compete without RT with a 2080 out of memory bandwidth deficiency and XSX to be a bit above a 2080 Super.
In a game that favours AMD (AC valhalla). Then even a 6700xt would compete with a 3090 or something. In reality PS5 is very close to 2070/S in raw performance. RT 2060/S.
@chris1515 It's partially the mem bandwidth. And there was 50% more here. A system performance is the sum of its specs.