BillSpencer
Regular
It will be pretty cool for the movie-tie in game for the upcoming The Matrix reboot/sequel !
The One X and PS4/Pro numbers are interesting to me. One X goes from being ~50% faster in arial to 10 slower in royal. Also, on the PC side, interesting how much 2080 loses ground in the switch from arial to royal as well. If you look at 1070 compared to PS5, it's about at the same position in both tests, about 2.5x slower than PS5, but 2080 and 1060 drop a lot of performance. There's also a wide gap between ps4 and pro between the two tests. Maybe the complexity of royal allows them to leverage RPM while arial is too simple to benefit from it. But Turing supports RPM also, right? I know Volta did so I would assume the 2080 would benefit from the same RPM optimizations.I was not knowing this library using GPU for rendering text. This is shader based.
https://sluglibrary.com/
http://jcgt.org/published/0006/02/02/
The paper and source
http://jcgt.org/published/0006/02/02/paper.pdf
http://jcgt.org/published/0006/02/02/GlyphShader.glsl
The One X and PS4/Pro numbers are interesting to me. One X goes from being ~50% faster in arial to 10 slower in royal. Also, on the PC side, interesting how much 2080 loses ground in the switch from arial to royal as well. If you look at 1070 compared to PS5, it's about at the same position in both tests, about 2.5x slower than PS5, but 2080 and 1060 drop a lot of performance. There's also a wide gap between ps4 and pro between the two tests. Maybe the complexity of royal allows them to leverage RPM while arial is too simple to benefit from it. But Turing supports RPM also, right? I know Volta did so I would assume the 2080 would benefit from the same RPM optimizations.
Sorry, I mistook your joke for snobbery.
Personally, I'd love a PS5 Pro Duo a few years down the line, when 3nm is economically feasible: a doubled PS5, consisting of 2 PS5 APU's as chiplets connected to ~2-4GB of HBM as a cross-chiplet cache.
It would certainly be expensive, but I think that's the purpose of the higher tier model. The base PS5's APU isn't particularly large, and will be tiny on 3nm. It'll also be child's play to power and cool on that node. 14gbps GDDR6 won't be all that expensive in a few years' time either.
So the cheap, lower end will be taken care of by the base console. Why also aim for the also cheap, but slightly less low end of the market? In an era of $1000 consumer GPU's?
Release a $700 PS5 Pro Duo in 2025 and spend the next 5 years getting to a point where a more refined design can be sold at $500 as the PS6.
Would a 72CU chip even be much larger than that of the XSX? Or if Sony were to go with a chiplet design, they'd have a single chip design to bin according to whether one goes in the base model or two go in the Pro model. Might that be enough to offset some of the cost of more expensive 3nm manufacturing?
I'm not so sure. I think this go around, with a solid GPU architecture, a solid CPU architecture, and solid IO, there's scope for rolling generations. An adequately powerful PS5 Pro could be a fairly limited PS6.
With rolling generations and a substantially powerful PS5 Pro, the PS6 doesn't need to be much more powerful. If the PS5 Pro is 20.5 TF's, the PS6 could be 72CU's clocked at 2.8GHz for 25.8TF's. The same principle can apply across the board.
Moore's law is slowing down, game development time is increasing. I really think the generations can afford to last longer - something like 10 years rather than 6 - and adequately powerful mid-gen consoles are the way to achieve that IMO.
Comments from GN on Comments on GN Test from their followup Video @ 23:50
"That actually reminds me, as well, someone was saying 'as an engineer the material on top of the memory looks to be a cured thermal compound'
It's Not.
It's a thermal pad.
but anyways that's a different story."
A die shrink for a Lite/Silm version has been a tradition for volume & yield improvements. Not a surprise; maybe 2022 given alleged AMD roadmaps for their own products (a good projection of AMD’s process tech roadmap).
As for a hypothetical PS5 Pro, the margin of improvements for N7 to N6 does not seem enough to pull off a 2x improvements in GPU (PS4 to PS4 Pro). Especially when N6 was touted to offer only a 16% higher logic density, and the lack of iso comparison figures seem to indicate a limited to no power saving.
So I would guess the next major SoC upgrade would be on 5nm, and no earlier than fall 2022 (judging by the alleged 6nm Rembrandt APU launching in 2022). This is unless a chiplet config (that still resembles the same system architecture with unified memory) is on the table, while bumping the SoC power budget above the PS5 design target is acceptable (which is unlikely).
Maybe its changing direction rather then slowing down.
There was this a while back:
https://www.anandtech.com/show/1422...echnology-7-nm-with-higher-transistor-density
So it doesn't look like a great win.
Probably is not XSX a weak machine but just a PS5 a really strong machine...View attachment 5048
This is a simple fill rate test where it's not at all surprising to see the PS5 coming out in front given it has 30% more raw fill rate on paper than the 2080. Describing it as a test of "computational power" and thus concluding it "destroys everything else" is a little disingenuous.
It's likely that in the same test the PS5 would also edge out a 2080Ti, but lose to a 3080 and heavily lose to anything in the AMD 68xx series. But this test isn't at all representative of a normal gaming workload.
This is partially shader based not only pixel fillrate dependent, all the part for rendering text from bezier curve. There is the shader code inside my second post. The guy writing the slug library code is the same doing the benchmark.
http://jcgt.org/published/0006/02/02/GlyphShader.glsl
And the paper explaining what they do
http://jcgt.org/published/0006/02/02/paper.pdf
And he is a gamedev, ex Naughty Dog, Sierra gamedev and he worked at Apple too.
Still, the output is measured in GPixels and rendering text is unlikely to be in any way shader limited. Given that the test scales as expected with raw theoretical fill rate I'd say it's a fairly safe bet to assume that's the bottleneck as opposed to this being a test of general computational performance.
"Lengyel is the author of the four-volume book series Foundations of Game Engine Development. The first volume, covering the mathematics of game engines, was published in 2016 and is now known for its unique treatment of Grassmann algebra. The second volume, covering a wide range of rendering topics, was published in 2019. Lengyel is also the author of the textbook Mathematics for 3D Game Programming and Computer Graphics and the editor for the three-volume Game Engine Gems book series.
"Lengyel is an expert in font rendering technology for 3D applications and is the inventor of the Slug font rendering algorithm, which allows glyphs to be rendered directly from outline data on the GPU with full resolution independence."
"Still, it shouldn't count!!!"
It looks like they removed some bottlenecks somewhere.
Five years from now, people will wonder why RDR3 runs better on launch PS5 compared to 3080
Better explanation by the dev himself and at then end the result is some text displayed on screen. This is the reason they use Gpixel but there is tons of computation involved. So basically it draws text using polynomial equations. It seems like a pretty cool way to test raw compute performance.
Slug is the industry standard for UI used in game.
EDIT:
There's nothing there that says fill rate isn't a limiting factor though. It may be computationally expensive, but if you already have more than enough computational power then the bottleneck moves elsewhere.
That said, I would expect fill rate limitations to kick in in the simpler test rather than the more complex one so perhaps the answer isn't that straight forward. This still doesn't tell us anything particularly useful about general computational performance though other than RDNA2 being more efficient than Turing in this particular algorithm at higher complexity levels. It's completely normal for architectures to be better or worse than each other in specific compute tasks depending on the nature of the task. Just look at how Ampere and RDNA2 trade blows in these OpenCL tests for example:
https://videocardz.com/newz/amd-radeon-rx-6800-xt-and-rx-6800-geekbench-opencl-benchmarks-leaked
To draw any sort of conclusion for general gaming performance from this would certainly not be accurate. I'm not suggesting you're doing that btw.
In the two case they fill the screen with text. When the compute part is less complex the 2080 is a bit faster than the PS5 when the compute part grow in complexity the PS5 GPU is faster than the 2080.
I think the fillrate is not the bottleneck here. This part is the same with arial or Royal font.
It seems the benchmarks works in mysterious ways.