Or they're both using RDNA2 VRS and the software implementations differ
We only have couple patents on the subject, no RDNA2 chips to check if they're applied there.
more precise maybe and some criticism about DXR it seems
Or they're both using RDNA2 VRS and the software implementations differ
We only have couple patents on the subject, no RDNA2 chips to check if they're applied there.
This strongly implies Sony is indeed using a different RT solution from the DXR ones.more precise maybe and some criticism about DXR it seems
Seems to imply they are using AMD solution as well (since he is disagreeing on how it will work with RDNA2 RT).This strongly implies Sony is indeed using a different RT solution from the DXR ones.
After consulting with experts on RT and VRS culture, the principle engineer was questioning if RT and VRS on RDNA2 is that in practice and not in name. All that he said was fundamental characteristics of RT and VRS.
No when he has a question about transparency it is very precise because transparency does not work well with RTX/DXR. This is coming from a presentation at GDC about Unreal Engine and raytracing.
Nice catch. So I would take it that this was solved on PS5.
This strongly implies Sony is indeed using a different RT solution from the DXR ones.
He was principal engineer on PS5 until last month. I don't know what he means exactly but I am not sure so sure they use the same RT or VRS implementation than Microsoft.
https://www.linkedin.com/in/matthargett/
Zen 3 is a new architecture, Zen 2 was evolution of Zen (with some parts left on cutting board included this time)
How different it will be remains to be seen, but currently we know that at least the old CCX gets thrown out, as with Zen 3 8 cores will share same 32MB or bigger L3.
Past performance is no guarantee of future trends, but Intel's later GPUs tended to have some of the broadest DX feature level compliance when they were introduced.Intel was not clear about it. There were some words about upcoming RT GPU support, but could be they mean their existing frameworks like Embree and offline / HPC application.
There is no official confirmation they will support RT / DXR on their upcoming discrete consumer GPUs, AFAIK.
The current gen put custom format support and internal tweaks to the GPU. Backwards compatibility at the current level would encourage porting those tweaks into the next gen at least.The word "custom" in the tweet might be referring to the chip in general.
In the press release this is how they word it:
"Xbox Series X is our most powerful console ever powered by our custom designed processor leveraging AMD’s latest Zen 2 and RDNA 2 architectures."
I think people were fixating on the visible results at the end of the pipeline, rather than viewing these projects part of an ongoing process that allows for internal changes long after the initial products are finalized.Most claimed rdna1.5 for both consoles, turns out its 2 for xsx, most likely ps5 also.
The other GCN labels coincided with ISA changes, as such, I don't think AMD separated Polaris from Tonga/Fiji.Eh... it's just a label. Could be as straightforward as adding RT & VRS aside from any fab-related maturation.
GCN over the years had various labels.
GCN1.0 = Tahiti/Pitcairn/Cape Verde
"GCN1.1" = GCN2 = Bonaire/Hawaii, TrueAudio DSP, scaling up block units (SEs/ACEs)
"GCN1.2" = GCN3 = Tonga, delta compression, ISA changes
GCN4 = Polaris = 14nm, various updates
GCN5 = Vega = 14/7nm, various updates, HBCC, packed math
Nevermind the internal gfxip numbering.
Bobcat to Jaguar included a change in the pipeline length, units, cache hierarchy, and ISA support. Puma was more of a port that didn't change those factors.Just to hold everyones horses, new architecture doesn't necessarily mean there's big changes. For example Bobcat and Jaguar & Puma are clearly similar, but AMD considers the latter two to be different architecture from the first (Family 14h vs 16h) ((also Hygon Dhyana is counted as separate architecture even when it's actually Zen with minimal differenes, Family 17h vs 18h, but this could be just to separate it from AMD's own products))
Perhaps there's a hint of that. Though it seems like a more neutral questioning of the practical impact of PR using technical buzzwords without covering real-world applications and challenges.
He was principal engineer on PS5 until last month. I don't know what he means exactly but I am not sure so sure they use the same RT or VRS implementation than Microsoft.
I think this trying to be more neutral without tipping anyone's hand. I think the statement means that meeting an API's requirements is not the same as operating the same below the level of the abstraction, and that the current API is not the last word on the topic as these standards are part of an ongoing development process.more precise maybe and some criticism about DXR it seems
I read this just as someone asking about the practical implications of things. I would not at all read anything into it about "ps5".I got that feeling as well, especially from his earlier tweet. Sounds to me, Matt was hinting in roundabout manner, that PS5 RT solution might not have these potential issues.
Yeah, makes sense. Could be he is working on other things, does not know details about PS5 RT, is just asking and no poking / bragging intended.I read this just as someone asking about the practical implications of things.
I read this just as someone asking about the practical implications of things. I would not at all read anything into it about "ps5".
If you aren't told the guy is a Sony software engineer, it definitely reads like general curiosity. If you are told the guy is a Sony software engineer, it takes on a whole load more meaning. If Sony are using RDNA 2 RTRT, he should presumably know the answer to these things as 'principle software engineer' working on stuff that needs to know about RTRT. Hence no need to ask. And if PS5 is not using RDNA 2, then the purpose of these questions is what? They aren't particularly technical.I read this just as someone asking about the practical implications of things.
If you aren't told the guy is a Sony software engineer, it definitely reads like general curiosity. If you are told the guy is a Sony software engineer, it takes on a whole load more meaning. If Sony are using RDNA 2 RTRT, he should presumably know the answer to these things as 'principle software engineer' working on stuff that needs to know about RTRT. Hence no need to ask. And if PS5 is not using RDNA 2, then the purpose of these questions is what? They aren't particularly technical.
If PS5 GPU was RDNA 2 based, why would a Sony PS5 software engineer be asking "rhetorical questions" about possible RT related issues right after Xbox announcement of having RDNA 2 based GPU? Doesn't make any sense to me. Why would he ask very specific questions about RT related methods relating to RDNA 2, if PS5 has such features? Either Sony engineers have no clue how to resolve these specific issues, or PS5 GPU isn't RDNA 2, but something else.
Also, in some of his following replies he hinted towards why he was asking such questions.
If you aren't told the guy is a Sony software engineer, it definitely reads like general curiosity. If you are told the guy is a Sony software engineer, it takes on a whole load more meaning. If Sony are using RDNA 2 RTRT, he should presumably know the answer to these things as 'principle software engineer' working on stuff that needs to know about RTRT. Hence no need to ask. And if PS5 is not using RDNA 2, then the purpose of these questions is what? They aren't particularly technical.
If PS5 GPU was RDNA 2 based, why would a Sony PS5 software engineer be asking "rhetorical questions" about possible RT related issues right after Xbox announcement of having RDNA 2 based GPU? Doesn't make any sense to me. Why would he ask very specific questions about RT related methods relating to RDNA 2, if PS5 has such features? Either Sony engineers have no clue how to resolve these specific issues, or PS5 GPU isn't RDNA 2, but something else.
Also, in some of his following replies he hinted towards why he was asking such questions.
Even if Sony is using RDNA2 the software (API) implementation can be different enough to warrant these kinds of questions, especially since isn't MS using bog standard DX12, which isn't crafted to exact RDNA specs, on Xbox now?
Well, the guy could be doubting the general purpose of RT at the moment for gaming and asked if they solved the issues in a slightly rhetorical fashion to counteract the RT hype That's how I interpret it at the moment.