Flappy Pannus
Veteran
Given RDNA5 is heavily chiplet based,
We know this...how?
Given RDNA5 is heavily chiplet based,
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.We know this...how?
Are there references to the mobile Xbox somewhere, or is it just wishful thinking?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).
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.
chiplet based APU may wreak havoc on backwards compatibility possibly.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.
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.
Thank goodness. This gen really being hampered by those crappy slow SSDs. Finally devs hands will be untied.Xbox 2160: ... 2tb 10gbps NVME
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.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.
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.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.
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.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.
I look forwards to seeing how MS's ports to PS5 perform - we know categorically that PS wasn't the lead platform for them!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.
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 processI look forwards to seeing how MS's ports to PS5 perform - we know categorically that PS wasn't the lead platform for them!