https://www.eurogamer.net/articles/...I7hTTbFTXz_Ni4Kf57dhp08P1cL73D-ud0uBv01Exf9Js
I dont think it's serious. Eurogamer article.
''Sony patents pet-like "feeling deduction" robot companion for gamers''
sounds really creepy
https://www.eurogamer.net/articles/...I7hTTbFTXz_Ni4Kf57dhp08P1cL73D-ud0uBv01Exf9Js
I dont think it's serious. Eurogamer article.
''Sony patents pet-like "feeling deduction" robot companion for gamers''
Sounds like Aibosounds really creepy
No one said that. Thermal issues are solved, it's not like they are building a quantum computer here. If they have heating issues, just put in more cooling that results in more BOM. There's no rocket science here about it. The game is being able to cool everything successfully, while ensuring the hardware is stable and reliable for 7 years and keeping the costs and sound low.
It's my comprehension of what Cerny was trying to do. When someone says their targeting at least something, their aiming at their potential maxima number. In this case this is ideal number that they can achieve disregarding thermal throttling. I"m just looking to see if they ever intend to address a bandwidth number that is guaranteed, it could very well be 5.5 GB/s for PS5 which is fine, but they'll need additional BOM or one hell of a design to ensure the 3P external NVME drives will either (a) never throttle, or (b) throttle down to 5.5 GB/s as a minimum performance number.
We honestly just went through it with asymmetric memory discussion discussing whether MS is lying about it's 560 GB/s or if it's actually 408 GB/s due to some math. Somehow people are convinced that adding more capacity will result in less bandwidth and that was addressed. But ignoring that, this isn't a Sony can't achieve it discussion. We look at how much MS spent on cooling their internal and external SSD solution and they are running 1/2 bandwidth of PS5. We know that heat is generated significantly more with higher bandwidth. So what will Sony's solution look like? What will their BOM look like?
Next gen, I'm fairly positive the console I will purchase will likely be PS5 and I will go PC for all my other needs. I've never owned one before, aside programming for it, but this will be my first ownership of the console. I'm not invested into their ecosystem, I don't have fond memories of their games. But I mean, if I'm being real here: if Sony announced PS6 as being a quantum computer, there would be a subset of fans that wouldn't question it at all and of course ask why we aren't trusting Cerny on building a quantum computer. The rest of the world would be asking questions how they managed to get that happening in such a small form factor when cooling to near 0 Kelvin is usually the size of a room.
I'm just on the inquisitive side of things. Sony's SSD solution sounds significantly too good to have 0 drawbacks. Sony's clocking solution also sounds too good to be true too, they got all of the super high clocking power with none of the down sides. All of it was presented with no drawbacks. And we know there are draw backs that are often related to heat, yields, form factors, TDP etc. And i"m looking for it, and it won't dissuade me from buying the console, but perhaps I may wait for a second revision/slim model just in case I'm not fully sold on version 1.
XSX was presented with full transparency of their drawbacks, the fixed clocks, the slower SSD, the asymmetric memory, the removal of the optical out, the mega cooling. They had people come in and work with it hands on and assemble it. They demo'd games with it. They demo'd its features. We've seen enough that I don't need to question everything single thing about it when I can see where they made concessions and price is going to be one of them as well.
And for the sake of this discussion, I'm curious to see how Sony did it. It's not particularly hard to solve heating. It just costs more money if you can't find an elegant solution to do it for less. A lot of the discussion about PS5 has been around the 399 price point, and I actually think it's going to be very close to the XSX given these challenges. That's all I'm thinking here. They could very well be the same price.
On XSX side strong points are the CPU and the GPU, weaknesses a slower SSD and less emphasis on Audio.
Slower SSD remains to be seen, how much slower it actually is in practice. If WC isn't straight out lying, they actually mitigate the gap with the PS5 using bcpack. MS was empathizing sustained/guaranteed rates very specifically, more so then Sony did (same for clocks). It seems that MS aimed for a slower drive itself, but wanted to put the stress on other hardware, this could be due to temperatures, those tiny mem cards need to run at the same speed.
As for audio, also the XSX is using a DSP for it. It could very well be the exact same thing in hardware (a CU reserved for audio / trueaudio next). Untill we have definite specs/numbers from MS on the audio solution we cant just conclude already they have less emphasis on audio. The software solution might be different though.
In the same vein, we can't yet conclude that PS5 might not have any hardware VRS just because they didn't mention it. They also seem to name their hardware differently (geometry engine).
Project Acoustics is a wave acoustics engine for 3D interactive experiences. It models wave effects like occlusion, obstruction, portaling and reverberation effects in complex scenes without requiring manual zone markup or CPU intensive ray tracing. It also includes game engine and audio middleware integration. Project Acoustics' philosophy is similar to static lighting: bake detailed physics offline to provide a physical baseline, and use a lightweight runtime with expressive design controls to meet your artistic goals for the acoustics of your virtual world. Ray-based acoustics methods can check for occlusion using a single source-to-listener ray cast, or drive reverb by estimating local scene volume with a few rays. But these techniques can be unreliable because a pebble occludes as much as a boulder. Rays don't account for the way sound bends around objects, a phenomenon known as diffraction. Project Acoustics' simulation captures these effects using a wave-based simulation. The acoustics are more predictable, accurate and seamless. Project Acoustics' key innovation is to couple real sound wave-based acoustic simulation with traditional sound design concepts. It translates simulation results into traditional audio DSP parameters for occlusion, portaling, and reverb. The designer uses controls over this translation process.
Sony gave a very precise value for typical Games scenario 8/9 GB/s.
a teardown by Gamernexus and maybe Digitalfoundry.
The solution of MS is very different. They prebaked the 3d audio sound and use an audio equivalent to light probes see Projects Acoustics and don't have the same emphasis on HRTF.
Yep, typical indeed. That's not what was being talked about either MS didn't claim typical.
Let's hope DigitalFoundry in that case. Most likely they will, they have been in direct contact with cerny, so have some faith.
We don't know that yet, we need to learn more to conclude that. Like said, it's not impossible both are using the same actual hardware but the API's might differ. If MS is using a different hardware solution like last time, it might be superior also then what AMD could offer (like in 2013).
Yep, typical indeed. That's not what was being talked about either MS didn't claim typical.
Let's hope DigitalFoundry in that case. Most likely they will, they have been in direct contact with cerny, so have some faith.
We don't know that yet, we need to learn more to conclude that. Like said, it's not impossible both are using the same actual hardware but the API's might differ. If MS is using a different hardware solution like last time, it might be superior also then what AMD could offer (like in 2013).
If they had the same emphasis on it, they would have talked about it.
This was so important for them they did not talk about it on the official site.
MS showed emphasis for VRS (patented and all), Sony didnt. So sony doesn't have any VRS? As said, we need more details to have a final conclusion.
They can't cover everything, were just one month past the official reveal. Hold your horses. MS ain't done and so isn't Sony. MS showed and boasted what they think was important to them, likewise for Sony.
MS showed emphasis for VRS (patented and all), Sony didnt. So sony doesn't have any VRS? As said, we need more details to have a final conclusion.
They can't cover everything, were just one month past the official reveal. Hold your horses. MS ain't done and so isn't Sony. MS showed and boasted what they think was important to them, likewise for Sony.
Edit: You seem to have no idea if all teams past 2017 have only been working on PS5 games exclusively, with no PS4 version in mind. Besides that, it would be a hard blow to those over 100 million current PS4 users.
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No. Project Acoustics isn't a spatial audio solution (at least, not on its own).
They have a separate part of their software stack for spatial audio (see their 2019 GDC talk), which already supports much of what Sony are promising (albeit with a lower object count) on an Xbox One from 2013.
Project Acoustics just provides a highly detailed data set that can be used to drive reverb/etc in a way that's much more detailed and accurate than artist-placed reverb volumes, or anything that could be approximated in realtime (even using raytracing hardware). I highly recommend watching the first Project Triton presentation from GDC 2017, which covers the research that lead to it (Project Triton was the initial research project, Project Acoustics is the final product version) and its initial implementation into Gears of War 4.
Also, Project Acoustics is actually multi-platform, available through MS's Gamestack middleware on Windows, Mac OS, Xbox One, and Android currently, with the presentation from last year promising support for Sony and Nintendo platforms in the future, via plugins for Unity, Unreal, and Wwise (with custom engines possible with additional work).
When MS talk about dedicated hardware to support it, I'd assume that just means some dedicated processing cores (whether that's off-the-shelf DSP cores from someone like Tensilica, customised AMD CUs, or something completely different) that can handle a ton of DSP work for doing reverb, etc, although given that this is MS, I'd expect that to be exposed via an API, rather than the direct programmability that Sony are providing (the same chunk of hardware will likely also be handling HRTFs and other psychoacouatic effects).
I'd expect that Sony will have a definite advantage in flexibility (which they may pay for in future generations when they want to provide backwards compatibility...), but there's not enough data to say who has the more powerful audio processing hardware, since MS haven't talked about that at all (for previous consoles, they've done presentations at HotChips that would include some of that information, but this year who knows how or if they'll present that info).
If they were more powerful, they would shout out from the top of the roof. They did not talk so much of the audio like Sony did not talk so much of the CPU and GPU because they are behind the Xbox Series X.
And probably the reason many third party audio engineers react positively to the 3d audio solution of Sony and not the MS one(not bad but not the best).
And if they have 98% of the power? What would they do then? Shout it from the 3rd floor?
I suspect it will take a refined ear to notice a difference in the audio solutions.
If they were more powerful, they would shout out from the top of the roof. They did not talk so much of the audio like Sony did not talk so much of the CPU and GPU because they are behind the Xbox Series X.
And probably the reason many third party audio engineers react positively to the 3d audio solution of Sony and not the MS one(not bad but not the best).
Not really. Mentioning audio more would just mean mentioning 12.2 Teraflops less.If it was comparable they would have spoken more about it. The focus was on creating the most powerful console and it worked. This is the best part of the XSX, it is CPU 3.8 GHz without SMT, 3.6 GHz with SMT and 12.15 Tflops GPU, all of this with constant frequency and a good memory bandwidth 560 GB/s fast memory and 336 GB/s slow memory.
Why would MS's marketing focus on audio which has such a small impact for most gamers and also game producers themselves?
Why would MS's marketing focus on audio which has such a small impact for most gamers and also game producers themselves?
Nope to both affirmation i would tend to say. If their audio solutions was able to do more than Sony's one they would have added a one line like "fixed frequence", as they had leak from sony presentation.ms can just release VR headset and the dsp hardware will do what the ps5’s does and more.
MS was also being conservative during their reveal regarding ssd, they could have showed max rates but went with minimal rates. If they want they can show max rates at a later stage, PR and all. Different strategies.
I think that's very unsafe thinking. These companies are releasing more info over time and not dropping it all at our feet in one instance. MS haven't really talked about their audio yes because they've had a lot of other things to talk about. That doesn't mean their audio isn't also awesome.
Or rather, you're right, they'll tell us about it, but the deadline for telling us about their system hasn't passed. Maybe in July, MS will release a video from the top floor shouting about their audio?
For this Techinical Discussion, can we keep to the known facts and sensible assumptions and not try and fathom the mysteries of marketing to guess at the box designs. We have enough info to draw up some sort of BOM guesses and can put in margins of error to account for the unknowns.