Predict: Next gen console tech (10th generation edition) [2028+]

We know this...how?
Our resident leaker, apparently there's 2 different chiplet strategies for RDNA5 at the moment? One that's all uniform compute chiplets, with some weird split work distribution so the same like, 32CU chiplet can be spammed multiple times. And another branch that's "giant middle/bridge" chip with L2 and scheduling and etc. and all the CU chiplets would go around that. Unsure beyond that, like which ones really being worked on.
 
Xbox 1080: Handheld, 20CU RDNA5, 2ghz, "10.4"(5.2 more like) teraflop, 4 Zen 6c cores/4 Zen 6e cores, 64bit bus/24gbps GDDR7/18gb clamshell, 1tb UFS 5.0 5gbps, XDNA3 60 TOPS, 1080p 500nit VRR screen, $399. No "too little" ram complaints from Devs, run Series S games with proper settings (Frontiers of Pandora/Dragon's Dogma 2 with Series X/PS5 settings but @1080p).
Are there references to the mobile Xbox somewhere, or is it just wishful thinking?
 
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Xbox 2160: Stationary, 120CU RDNA5 2.8ghz, 84(42) teraflop, 8 Zen 6 cores, 256bit bus/36gbps GDDR7/24gb, 2tb 10gbps NVME, dual XDNA3 chiplets @120 TOPS. Games on the 1080 that run at native 1080p/30 run at 4k/120 (frame gen of course). Can cloud stream @4k 120 HDR AV1 100mpbs to any compatible screen, controller uses Wifi direct to minimize controller latency to almost nothing inside the house even when streaming to other screens. $599. As fast as 5080(ti?) for $599, all the raytracing 120 whatever the hardcore audience could want at a reasonable price.

And what would be the 2025 variation?
 
The fact that MS established a team dedicated just to forward compatibility, can mean that next generation, or some version, will not be based on x86 and/or rdna?
 
The fact that MS established a team dedicated just to forward compatibility, can mean that next generation, or some version, will not be based on x86 and/or rdna?
chiplet based APU may wreak havoc on backwards compatibility possibly.

Which is another plausible scenario.

Or they are aiming for better migration into cloud, as in cloud hardware may be separated from console hardware in the future. Or that the fact that consoles leverage HUMA, but that may not be the most efficient way to handle multitenant on cloud. So these games that use huma need to also work on non huma setups without a recompile.
 
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chiplet based APU may wreak havoc on backwards compatibility possibly.

Which is another plausible scenario.

Or they are aiming for better migration into cloud, as in cloud hardware may be separated from console hardware in the future. Or that the fact that consoles leverage HUMA, but that may not be the most efficient way to handle multitenant on cloud. So these games that use huma need to also work on non huma setups without a recompile.

AI cpu cores. might be readying for the posiblity of having to ship a game on hardware that has them and hardware that doesn't and the changes you need to make to a game to get it to run
 
Or... it is just that production of games is taking so long that makes directly targeting any hardware kinda irrelevant as you might not even be sure on what kind of hardware landscape your game will land so it makes sense to make some forward compatibility provisions for such "as is" situation.

Funny thing is, there will be advanced discussions or leaks about next gen devices at the same time as first games releasing from many prestige studios for current gen.
 
chiplet based APU may wreak havoc on backwards compatibility possibly.

Which is another plausible scenario.

Or they are aiming for better migration into cloud, as in cloud hardware may be separated from console hardware in the future. Or that the fact that consoles leverage HUMA, but that may not be the most efficient way to handle multitenant on cloud. So these games that use huma need to also work on non huma setups without a recompile.

Could also be to make games run on next gen / future hardware in an improved manner without the need for developers / publishers to push out specific "next gen" patches. For example:

- API features to allow developers to give hints to future hardware
- Guaranteeing data being available in acceptable formats for future use
- Entrusting certain features to a "black box" that MS manages to allow them to enhance it later.

If we look at the FSR 3.1 announcement they're talking about games being automatically able to take advantage of future improvements to FSR. This could potentially include AI upscaling as and when AMD implement and refine it. Consoles would seem well placed to take advantage of an approach like this. In the past games have needed specific rebuilds and patches, or a back compat system where MS look for API calls and up-res and up-texture-filter titles on a game by game tested basis.

It would make the move to rolling generations more worthwhile for both MS and for customers. Put a last gen game in a next gen console and bang, specific features are improved (e.g. res, shadows, framerate, upscaling) without anyone needing to push out a new build or do testing and tweaking of the BC system.
 
Johnny, There is no need drag Cerny in Hurdy-gurdy shitposting. Nobody says all games/engines should or need to max out that ssd bandwidth in every second. If you recall that presentation, he brought precise data what is theoretical max at what resolution per frame at what latency, which can be streamed. Given available hardware developments at that time,which happened to be handy low hanging fruit, they targeted exactly that. Genius move and ideal conditions. :yep2:Too bad there is almost no demo-scene style developers left to show that implications early. By making that hurr durr overkeeelll early, they laid groundwork to practically solved bottleneck for games built for releasing even 10 years later on different hardware.

I guess it is better to go back to that dark times pretending that sata ssd and their disgusting legacy software stack reminding some web programing abomination is the best we can do.
 
Not genius when it's overkill. I'll ignore the rest of your straw man where you try to paint me as pro SATA. Ridiculous.
Their point is that it's overkill for a reason. And I agree with that, and have said so pretty much right from the start.

Essentially, the point of their 'overkill' SSD setup was to come as close to eliminating the concern over storage streaming capabilities for developers as possible. So no, it wasn't designed to allow games to be even more impressive on PS5 than XSX or anything as many Playstation fanboys liked to argue, it was simply to make things easier for devs.

I dont know that this is 'genius' per se, but there's a lot to suggest that making the PS5 as developer-friendly as possible was a big priority and I think they've had this pay off quite well so far.
 
Being the lead console has provided significantly more dividends for them. Feature set wise, the PS5 is the most limited in capability amongst the latest generations of hardware. Imagine how much larger an issue would have been if they didn’t ship with RT.

And yet, Time and time again most elite graphics programmers are whispering on twitter how good PlayStation developer environment is. Latest mention "targeting sony hardware is liberating experience"

https://x.com/Donzanoid/status/1770474734804746634

Its good to not fall a trap by taking graphics features as named by Microsoft as a gospel, we can see they are often turning out as duds, that's the domains of secret discord groups traying to manufacture fud. Imo Xbox itself is suffering double whammy, between not being lead platform and compromising "coding to metal" and parity pc DirectX.
 
And yet, Time and time again most elite graphics programmers are whispering on twitter how good PlayStation developer environment is. Latest mention "targeting sony hardware is liberating experience"

https://x.com/Donzanoid/status/1770474734804746634

Its good to not fall a trap by taking graphics features as named by Microsoft as a gospel, we can see they are often turning out as duds, that's the domains of secret discord groups traying to manufacture fud. Imo Xbox itself is suffering double whammy, between not being lead platform and compromising "coding to metal" and parity pc DirectX.
GNM is lower level than both Vulkan and D3D12. In the right hands it’s going to put out better stuff. I don’t think it’s debatable; a closed, fixed system is the easiest platform to code for. But performance on PS5 being significantly punching above its weight is likely more attributable to being the lead platform thus, games are targeted, designed around and optimized for the PS5 first and foremost before anything else.

That’s where they are getting their performance gains from. Easy to code for helps. I’m sure it’s a factor in the discussion. But if Xbox were the lead platform, it’s possible that many companies may have taken to the new features much earlier in the process. Game optimization would have been different.
 
GNM is lower level than both Vulkan and D3D12. In the right hands it’s going to put out better stuff. I don’t think it’s debatable; a closed, fixed system is the easiest platform to code for. But performance on PS5 being significantly punching above its weight is likely more attributable to being the lead platform thus, games are targeted, designed around and optimized for the PS5 first and foremost before anything else.

That’s where they are getting their performance gains from. Easy to code for helps. I’m sure it’s a factor in the discussion. But if Xbox were the lead platform, it’s possible that many companies may have taken to the new features much earlier in the process. Game optimization would have been different.
I look forwards to seeing how MS's ports to PS5 perform - we know categorically that PS wasn't the lead platform for them!
 
I look forwards to seeing how MS's ports to PS5 perform - we know categorically that PS wasn't the lead platform for them!
Well. Yea they will be interesting to see. It will take some of their studios some time to optimize for Xbox. ABK and Bethesda will have to go through a fairly lengthy optimization process
 
The next immediate candidate for comparison is Sea of thieves. Due end of this month, fully optimised for XB. How well will PS5 hold up?
 
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