Maybe because it has less available main memory?Any views why this isn't available for XSS?
I would've thought it would be more beneficial.
Maybe because it has less available main memory?Any views why this isn't available for XSS?
I would've thought it would be more beneficial.
I was thinking more in terms of having lower resolution ones and these being the on demand ones as they seem to be pretty much same quality as XSX & PS5.Maybe because it has less available main memory?
If available VRAM is an issue, you can’t support higher resolution textures if it goes beyond the size of the allocated streaming pool.I was thinking more in terms of having lower resolution ones and these being the on demand ones as they seem to be pretty much same quality as XSX & PS5.
So less storage and just stream in the higher assets(current ones) for the required maps.
But I guess we don't actually have any details like the storage difference, quality difference (as Tom couldn't spot any) between non stream and stream mode, to give us a little baseline.
My guess is that the assets at lower quality isn't saving much storage space, even though for XSS any saving is nice.
I'm talking about going the opposite direction than you are.If available VRAM is an issue, you can’t support higher resolution textures if it goes beyond the size of the allocated streaming pool.
Yes according to df talking with devs its thx to higher clocks on ps5Xbox Series X was at 6K if I remember correctly
and the difference in memory set-up makes the difference
Maybe at 8k there is need for slightly more mem than 10gb with full speed access for gpuGranted for the higher clocks but what about the "difference in memory set-up" ? What are they talking about?
https://www.eurogamer.net/articles/digitalfoundry-2021-the-touryst-8k-60fps-on-ps5
Granted for the higher clocks but what about the "difference in memory set-up" ? What are they talking about?
https://www.eurogamer.net/articles/digitalfoundry-2021-the-touryst-8k-60fps-on-ps5
This is my take. PS5 definitely has more fillrate than XSX, and I suspect is the biggest thing.At higher resolutions fill rate becomes a larger issue which increases pressure on ROPs and footprint (8K buffers are very large) and bandwidth to perform the function.
Series X compromises in ROPs, split pool bandwidth in favour of cost savings and being compute heavy make 8K for simple games out of reach for it unless you intend to make games purely driven by compute shaders. Maybe there is a chance then. But a game like this where geometry is so simple will take full advantage of the fixed function units. So really hard place for series X to perform as well as PS5 here. Not really sure if it’s possible.
Yea I’m not really sure; but pushing the bounds of 8K60 you’re bound to run into a bottleneck somewhere.This is my take. PS5 definitely has more fillrate than XSX, and I suspect is the biggest thing.
Was the XS just BC with 120fps and resolution modes?
PS5 seems to actually had work done to it.
I'm all for each platform being pushed even if it's just due to more time if it came out later.
It's possible they could go back and optimize XS more, but whether it could get to 8K maybe not, and not sure if there would be much point in porting across the updates anyway. (DOF)
Yes the downgraded RDNA2 ROPs indeed. PS5, on top of the higher clocks, has twice more Z/stencil ROPs. So with clocks it has actually 140% more Z/stencil ROPs resources which could be very helpful here.At higher resolutions fill rate becomes a larger issue which increases pressure on ROPs and footprint (8K buffers are very large) and bandwidth to perform the function.
Series X compromises in ROPs, split pool bandwidth in favour of cost savings and being compute heavy make 8K for simple games out of reach for it unless you intend to make games purely driven by compute shaders. Maybe there is a chance then. But a game like this where geometry is so simple will take full advantage of the fixed function units. So really hard place for series X to perform as well as PS5 here. Not really sure if it’s possible.
RDNA2 runs RB+ which is a 2x increase for colour rops provided you don’t exceed the 32bpp colour rate, and it supplies the shader engine at 2x as well.The gap is big here, PS5 is pushing twice more pixels and it has only ~20% higher clocks.
Yes the downgraded RDNA2 ROPs indeed. PS5, on top of the higher clocks, has twice more Z/stencil ROPs. So with clocks it has actually 140% more Z/stencil ROPs resources which could be very helpful here.