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Is foveated rendering something that can be used on a TV or is it a VR thing only? Not by eye tracking but by detecting and reducing resolution in like darker areas of a scene? Or is variable rate shading a better/only option here? I guess we don't know if Navi will support VRR,
https://www.wired.com/story/exclusive-sony-next-gen-console/But Cerny didnt say PS5 has an SSD, so it is not at odds with anything. To assume things that were not explicitly said or tested can make an ass out of you.
https://www.wired.com/story/exclusive-sony-next-gen-console/
"What took 15 seconds now takes less than one: 0.8 seconds, to be exact.
That’s just one consequence of an SSD"
If you don't believe the reporter said PS5 devkit has SSD, how do you believe other info like 7nm navi or 8-core CPU which are said by the reporter?I already quoted that part. And once again... Those are not Cerny's words. That is only showing fast-travel once the game was loaded and not new game boot-up.
They were explicitly stated that the PS5 had these. Nowhere does it say, "PS5 has an SSD." Everyone thinks it does when they read it, but when you really look at it, it doesn't and only implies heavily. But what's shown could be achieved by a cache. Might be a 64 GB flash cache between HDD and RAM. Might be a 1 TB SSD. Might be a 256 GB SSD and a large HDD. We don't know.If you don't believe the reporter said PS5 devkit has SSD, how do you believe other info like 7nm navi or 8-core CPU which are said by the reporter?
For these calculations Brit, doesn't the CPU have a big factor to play here as well?What is Known
Time taken for PS4 Fast Travel: 15 seconds
For these calculations Brit, doesn't the CPU have a big factor to play here as well?
allowed them to go below ~50 GFLOPs per GB/sec. bandwidth but still keep above 40 GFLOPs per GB/sec.
InFO_MS allows them to drive their 1.6 Gbps chips @ 1.7 Gbps (435 GB/sec.) without having to increase the voltage above 1.2v
PS4 refresh
PS5 memory and storage systems
- sometime between september and november
- 199
- fabbed on samsung 7nm EUV
- best wafer pricing in the industry
- die size 110mm²
- no PRO refresh, financially not viable yet
- too close to PS5 as well
- 24 GB RAM in total (20 GB usable by games)
- 8 GB in form of 2 * 4-Hi stacks HBM2
- Sony got "amazing" deal for HBM
- in part due to them buying up bad chips from other customers which can't run higher then 1.6 Gbps while keeping 1.2v.
- HBM is expected to scale down in price a lot more than GDDR6 over the console lifetime
- Samsung, Micron and SK Hynix already shifting part of their capacity towards HBM due to falling NAND prices
- Sony will be one of the first high volume customers of TSMCs InFO_MS when mass production starts later this year (normal InFo already used by Apple in their iPhone)
- InFO_MS brings down the cost compared to traditional silicon interposers - has thermal and performance advantage as well
- InFO_MS allows them to drive their 1.6 Gbps chips @ 1.7 Gbps (435 GB/sec.) without having to increase the voltage above 1.2v
- HBM is more power efficient compared to GDDR6 - the savings were invested into more GPU power
- additional 16 GB in form of DDR4 @ 256 bit for 102.4 GB/sec.
- 4 GB reserved for OS, the remaining 12 GB usable by games
- memory automatically managed by HBCC and appears as 20 GB to the developers
- HBCC manages streaming of game data from storage as well
- developers can use the API to take control if they choose and manage the memory and storage streaming themselves
- memory solution alleviates problems found in PS4
- namely that CPU bandwidth reduces GPU bandwidth disproportionately
- 2 stacks of HBM have 512 banks (more banks = fewer conflicts and higher utilization)
- GDDR6 better than GDDR5 and GDDR5x in that regard but still less banks than HBM
- at the same time trying to keep CPU memory access to slower DDR4
- very satisfied with decision to use two kinds of memory for price to performance reasons
- allowed them to go below ~50 GFLOPs per GB/sec. bandwidth but still keep above 40 GFLOPs per GB/sec.
we are not moving away from 8 cores on the PC yet, Intel barely started to push those on the mainstream, AMD still mostly wants you to buy 4-6c bellow $300, PC is still mostly 4c-6c dominated
[...]
Another Digital Foundry video discussing the PS5 was published now
[...]
I disagree. Vega includes a lot of useful new features which Navi would definitely use and expand on. For a start, HBCC virtual memory paging capabilities look especially promising in a game console.
Consider an IO die with a HBCC derived memory controller, and HBM3 die on the package in a high-end SKU. This configuration could give you:
* 4-8 GB of local HBM3 memory - 512 GByte/s;All this memory would be connected directly to the crossbar memory/cache controller and mapped into virtual address space, with the ability to detect and unload idle pages from local memory to another partition.
* 8-16 GB of DDR5 system memory - 30-50 GByte/s;
* 30-60 GB of NVRAM scratchpad memory - 3-5 GByte/s.
That would be a cross between complicated high-speed memory subsystems of PS3 and Xbox One, but without the burden of manual memory management. Just load your assets all at once, and the OS will move them between memory partitions as necessary.
Another Digital Foundry video discussing the PS5 was published now
435.2 GB/s x 40 GFLOPs per GB/sec = 17.41 Tflops1.6Gbps per second would result in 409.6GB/s in a 2-stack config. 1.7Gbps bumps it to 435.2GB/s, which is competitive with 256-bit GDDR6 solutions. If we're now assuming the 40-50 GB/s per TF is valid, this gives us a range of 8.7TF to 10.875TF for PS5.
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