Hmm. Yes. I was doing the wrong fraction. I was doing 9-6 / 6.Don't you mean nearly 25%
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Definitely the compute difference is coming into play for sure. Though I still believe feature set has a factor here, and I’m zeroing in on the Series S, where typically it’s performing abysmally compared to the other two, and right now it’s doing a decent job keeping up.Given that it's still the same Northlight engine which, even at the start of the gen when XSX XDK wasn't up to par, was faster on the XSX, I think it's simply the XSX GPU advantage bearing out. It is a very GPU/compute-heavy game and the PS5 GPU operates at around 2080 class GPU on PC.
Like, very recently? Been loads of talk about it on the internet.
Really impressive series S version. I'm excited for the rest of this console generation in the post crossgen era.
Definitely the compute difference is coming into play for sure. Though I still believe feature set has a factor here, and I’m zeroing in on the Series S, where typically it’s performing abysmally compared to the other two, and right now it’s doing a decent job keeping up.
It’s 1/3 the compute power of X, but operating at 50% of series X nearly; in most other titles it doesnt fare as well despite being simpler in complexity compared to AW2.
Alex in the video said he talked to a Remedy dev who said RDNA1 does have *a* form of mesh shader support, just without amplification stage(which is why PS5 can run it well enough too). I wont pretend to know what that really means in a real world context, but it's clear it is enabling the 5700XT to run the game way better than a 1080Ti can.I don't think 5700xt has any mesh shader support. It's just running the fallback path which I guess would be vertex shader based much faster than Pascal. Any card that gets the popup warning about mesh shaders not being support is not running mesh shaders in Alan Wake 2.
Edit: The dev that had originally posted about mesh shader requirements had said there was a vertex fallback that they were working on but basically abandoned because the performance is so bad. It's obviously still in there because the game runs, but it can basically be considered unoptimized/unfinished and not representative of anything useful.
See above comment. It seems to have a limited form of mesh shader support.I'm aware that since Vega there's been Primitive Shader (or not on Vega) running on NGG, that PS5 can use Primitive Shader, and that from RDNA2 NGG also does the work of Mesh Shaders, but I've seen nothing to indicate that the 5700XT has support for Mesh Shader. Quite the opposite infact, from the Valve dude writing a graphics driver from RDNA2.
I would say Vega 64 has aged better.So much hate on the 1080ti, why?
Put some respect on its name as it was the first 'real' 4k GPU in my eyes and has held its own.
In fact trying to find a 'modern' GPU that's aged as well as it has is incredibly difficult.
How? Nobody even benchmarks Vega 64 anymore and hasn't for years so we don't even know how it performs.I would say Vega 64 has aged better.
In what video did Alex say this? DF Direct?Alex in the video said he talked to a Remedy dev who said RDNA1 does have *a* form of mesh shader support, just without amplification stage(which is why PS5 can run it well enough too). I wont pretend to know what that really means in a real world context, but it's clear it is enabling the 5700XT to run the game way better than a 1080Ti can.
It is benchmarked as often as Pascal is. Pascal does not perform well in the DX12 era. Vega 64 has a good deal fewer cases where performance tanks.How? Nobody even benchmarks Vega 64 anymore and hasn't for years so we don't even know how it performs.
Yes, recent DF Direct. Wasn't posted here, which is why I guess some people are missing this information.In what video did Alex say this? DF Direct?
Also, yeah the 5700 XT runs this better than the 1080 Ti but it runs at like half the performance of the PS5 which isn't supposed to happen if they have similar support.
It’s a primitive shader.Yes, recent DF Direct. Wasn't posted here, which is why I guess some people are missing this information.
PS5, because of the programmable nature of mesh shader support, probably was just able to be more optimized at a low level for this? Just a guess.
20% more compute power seems to give up to 20% fps boost in some scenes, cant see any corelation with lacking of mesh shaders supportAlex in the video said he talked to a Remedy dev who said RDNA1 does have *a* form of mesh shader support, just without amplification stage(which is why PS5 can run it well enough too). I wont pretend to know what that really means in a real world context, but it's clear it is enabling the 5700XT to run the game way better than a 1080Ti can.
See above comment. It seems to have a limited form of mesh shader support.
This would all quite well explain the Series X advantage over PS5.
Well tell the people at Remedy that, according to Alex.When people refer to mesh shaders on directX; they are talking about both amplification and mesh shader.
Good reasoning and good math. I was ballparking but you are correct. So the math holds. You are right with the cap we can’t tell how high either will go.Doesn't AW2 on the Series X run at 60fps, at the same (or occasionally slightly lower) settings than the series S performance standard 30 fps mode?
Series X performance mode is 847p while Series S is 720p. So per frame that's about 1.38x the resolution for Series X. Double that up to account for 60 fps vs 30 fps and that's 2.8x the pixels per second for Series X, with Series X running the same or slightly higher settings (in a few cases) while maintaining the same or slightly higher relative consistency with frame rates.
In other words, the Series S and Series X are performing similarly with regards to pixels vs TF.
Feature set could indeed be a factor with Series vs PS5 performance though. Series X is up to ~20% faster in the geometry heavy forest area that DF showed (possibly more, but frame cap can potentially hide things). Maybe that could be from having a more advanced geometry engine.
P.S. I wouldn't say the Series S normally compares abysmally compared to SX/PS5. It's not got great fillrate compared, but in games like Starfield, Forza, Diablo 4, even Immortals, it stands up pretty well.
Technically when we speak about mesh shader is a primitive shader we are just referring to it explicitly they do the same thing more or less. But to be DX12U compliant you need amplification shaders, and those are used to call a mesh shaders.Well tell the people at Remedy that, according to Alex.
I dont think this topic has been fully explored and discussed enough to make any declarative statements about what 'people mean' when they talk about this. :/
We're talking geometry generation here. It's not necessarily compute-bound, and in fact, the PS5 should have a theoretical advantage here thanks to its clearly superior clock speeds.20% more compute power seems to give up to 20% fps boost in some scenes, cant see any corelation with lacking of mesh shaders support
You are again presuming to talk for other people when this isn't a topic that hasn't been nearly discussed enough to have such definitive declarations assigned to them.Technically when we speak about mesh shader is a primitive shader we are just referring to it explicitly. But to be DX12U compliant you need amplification shaders, and that is a tie in for mesh shading.
We have a whole forum dedicated to thisYou are again presuming to talk for other people when this isn't a topic that hasn't been nearly discussed enough to have such definitive declarations assigned to them.