Who would have designed such a block?
Who would have designed such a block?
Who would have designed such a block?
Who designed Tempest engine?. Is a CU without cache and with an DMA controller added based on the SPU design, made with AMD blocks with a configuration asked from Sony. But Cernys team is also capable of design low level things on their own and ask AMD to make them, the Kraken decompressor was designed from them and AMD made it. And is not like Sony doesnt have integer units already architected in the drawer (SPUs had one for example). If you wanted a ML processor you could take the Tempest engine and make it taking away the floating point units and adding more INT8 ones.Who would have designed such a block?
For the PS5 Pro PlayStation wants games to offer a PS5 Pro-exclusive graphics mode that will combine:
PSSR to upscale resolution to 4K
A constant 60FPS
Add or increase ray tracing effects
The below is much more relevant.EXCLUSIVE - PS5 Pro Enhanced Requirements Detailed
Insider Gaming has learned of the developer requirements that need to be met to have the 'PS5 Pro Enhanced' label.insider-gaming.com
The bold in particular.PlayStation goes on to continue that games may also be given the ‘PS5 Pro Enhanced’ label if they offer any of the following enhancements:
- Increased target resolution for titles that run a fixed resolution on the standard console
- Increased target maximum resolution for titles that run at variable resolution on the standard console
- Increased target frame rate for titles that target a fixed frame rate on the standard console
- Inclusion of PS5 Pro Raytracing effects
- Inclusion of PS5 Pro Raytracing effects
For high-demanding games like GTA 6, tech expert and Digital Foundry founder Richard Leadbetter has said that people shouldn’t expect GTA 6 to run at 60FPS on the PS5 Pro. Leadbetter’s analysis is primarily based on the Pro’s CPU, which will be identical to the standard system with a 10% increase in GHz.
4nm and $499 discless?
This sounds more like dedicated or custom RT logic, than simply "increase this" standard PS5 RT baseline metric.
Not understanding that. How does it point to custom logic, as opposed to just putting in more RT than in PS5?This sounds more like dedicated or custom RT logic, than simply "increase this" standard PS5 RT baseline metric.
This one is interesting. Some games could target 60fps on Pro while only 30fps on PS5. They couldn't do that on PS4 Pro.
- Increased target frame rate for titles that target a fixed frame rate on the standard console
and can provide twice the rendering speed of the standard console.
Not understanding that. How does it point to custom logic, as opposed to just putting in more RT than in PS5?
- Increased target resolution for titles that run a fixed resolution on the standard console
- Increased target maximum resolution for titles that run at variable resolution on the standard console
- Increased target frame rate for titles that target a fixed frame rate on the standard console
- Inclusion of PS5 Pro Raytracing effects
Also this. They finally give us a performance improvement from PS5. Their 45% performance improvement never made any sense whatsoever.
The bullet-point statements prior to the RT bulltet-point mention, simply states, increased such-and-such metric or feature from the prior baseline console (PS5). However, the RT bulltet-point is phrased differently, as if the Pro model offers more RT functionality than simply an increase in RT performance over the baseline PS5.
Because in the side-by-side comparisons we'll be going back and forth trying to tell the difference and requiring DF to tell us that PS5Pro is better.This is all marketing bollocks, they're wanting something specific that they can point to and say "this is only there because PS5 Pro allows it be enhanced". They want something with parameters that can translate to a checkbox on an advert.
New reports indicate that Sony is developing custom, proprietary DLSS-like technology for its new PS5 Pro console. Sources have told Giant Bomb's Jeff Grubb that the mid-gen PS5 upgrade will leverage Sony's own dedicated, hardware-accelerated RT technology that's based on significant iteration over the PS5's existing machine learning (ML) capabilities.
Read more: https://www.tweaktown.com/news/9499...on-tech-specs-not-finalized-report/index.html
The PS5 Pro's custom RT tech would target higher frame rates and resolution across demanding current-gen games.
"The big feature that this system will support is Sony's own proprietary DLSS-like solution, where they use their own machine learning to improve images so they can run things at a really high resolution and really high frame rate. They would include their own hardware in the PS5 Pro to do this," Grubb said in a recent episode of Game Mess Decides.
"That's where the 2x hardware ray tracing acceleration comes into place, but they would be able to do even more than just better hardware raytracing."
We haven't seen anything in the PS5 vs XSX ray tracing comparisons from Digital Foundry to suggest there is anything wrong with PS5s ray tracing implementation at the architectural level.
Thus I wouldn't accept PS5s RT is somehow flawed which is why PS5 Pro is 2-3x faster.
It also won't have 64MB of Infinity cache as the 7700XT only has 48MB.
I don't think PS5 RT is flawed, and I don't necessarily think Xbox's is any better beside the increased bandwidth and L2, both of which will definitely help but not make up for the lack of Infinity Cache.
I do think that AMD may have refined their implementation by the time of PC RDNA 2 though - they did for many other parts - and I am certain that Infinity Cache offers a big boost to RT performance. Having the top few levels of your BVH in high bandwidth cache during RT would be a massive speedup and greatly reduce external BW demands.
If PS5Pro has Infinity Cache, even if it is just normal RDNA 3 (it's probably better), there is no realistic way it can not be > 2x as fast as PS5 at RT.
The ~35 TF 54CU 7700XT is already ~50% faster than the ~13.2 TF 40CU 6700XT in Cyberpunk with regular RT. That's with the 7700XT having only 48 MB of L3 vs the 6700XT's enormous 96 MB L3!
Now imagine the 6700XT was 20% slower and you'd stripped it entirely of its massive, high bandwidth cache, designed in large part to support it during RT. It'd choke, and the 7700XT would be well over 2x as fast.
Once you start to appreciate just how badly things are stacked against the PS5 at RT, it's easy to see how an RDNA 3+ PS5Pro could reasonably be 2 ~ 3x as fast as the PS5 just by having RDNA 3's Infinity Cache. No magic sauce required.
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On the subject of Infinity Cache quantity, having 16GB of memory and a 256-bit memory bus, PS5 couldn't have 48MB of Infinity Cache. It has to be a multiple of 4 (32, 64, 128), and if it were to match RDNA 3 on a cache / controller level it would be 64. To a large extent the bus determines the L3 cache.