the series s has
zen 2 @3.4/3.6 with the ipc improvements from zen 2 through zen 5 (or even zen 6 by that time) should allow for lower speeds at lower wattage.
Rdna 2 20cu @1.56ghz we are pretty close with the rdna 3.5 apu but rdna 4 may bring enough performance gains that you can get away with less cu's at lower clocks and have the same performance. We wont know until later this year or early next year
Potentially, but that's very much hypothetical. We've yet to see anything from Microsoft where they run the exact same code on lesser hardware: the X360 games running on the XB1 required each game to be downloaded in a recompiled form which included its own emulator; the Series S runs XB1 versions, rather than XB1X.
So I'd expect an XB Portable to have greater performance than the Series S if we're looking at native games utilising a newer architecture, but I'm yet to be convinced that fewer CU's at a lower clockspeed would run Series S games natively.
Bandwidth is where I see the issues 224GB/s is going to be hard to recreate in an affordable handheld I think.
I agree if we're dealing with an affordable handheld, but I don't think trying to fight Nintendo directly and cheaply is wise.
10.667Gbps LPDDR6 on a 192 bit bus would provide 228GB/s bandwidth using 8 chips of memory. Make 6 of them 2GB and 2 of them 4GB and developers would have 16GB of memory at a full 228GB/s while the OS would have 4GB at 57GB/s.
That would:
- be ample to outperform the Switch 2 the entire generation
- sufficient to trade blows with the PS5
- keep life simple for developers because they don't have to worry about different pools of bandwidth
- come down in cost over time because LPDDR6 won't be expensive forever and 10.667Gbps is the cheapest one
- be desirable in spite of being more expensive than the Switch 2 if the device can dual boot into Windows
I really think it would be as sensible of a move as the PS4 going with 8GB of GDDR5. It was an expense, but it absolutely paid for itself.
if they figure out bandwidth and go with rdna 4 they could actually have features turned off in the s version turned back on for a mobile
Steady on now, let's not get greedy. You can't have your cake and eat it.
The game was great and I thought it looked great. The multiplayer was the issue for me
Going by what I've seen, it looked good, but not at the level it deserved to be. It looked really good for something running on infinite PC configurations and four Xbox consoles, but it could've looked a good deal better if only the Series S/X were the focus for launch.
Kind of like we saw with Horizon and God of War. Both were pretty, but they were hamstrung by having to run on the base PS4, and developer time had to be spent getting them running on 3 devices. Not to mention the slipping through crevice loading screens (-_-)
I'd also be curious to see if they revert back to having some embedded memory
Have we seen any laptop RDNA3 APU's using Infinity Cache? I'm doubtful of EDRAM type embedded memory (and I'm doubtful that either embedded memory or IC could make lower than Series S bandwidth sufficient for Series S games) but I think some amount of IC could help a portable punch above its weight for native titles.