Xbox Series X [XBSX] [Release November 10 2020]

Discussion in 'Console Technology' started by Megadrive1988, Dec 13, 2019.

  1. cwjs

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    This is a technical forum, though. Sony owning most of the worlds best art and technical art teams is going to mean their games would look better even if they were only shipping for the ps4 pro. Doesn't imply that much about hardware capabilities until we're seeing multiplat games look way better on the ps5, or something.
     
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  2. ToTTenTranz

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    No one suggested we'll be seeing "games looking way better on the ps5".
     
  3. cwjs

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    You linked a gameplay video of a game which looks (I'm saying) way better than anything that will release exclusive on xsx this year. But that's because its a good art team, I don't see anything technically dazzling in ratchet.
     
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  4. iroboto

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    sure, all things equal, going faster is going to be better than going slower. But the improvements on clockspeed on nvidia's side may not propagate to what we have on the console side of things. They run higher bandwidth on memory, are wider, and run fairly fast as well, with dedicated RT cores. Both consoles are hamstrung on width, have limited cache, and bandwidth is much lower than nvidia offerings. Nvidia's whole pipeline is larger in general, so improving clockspeeds are less likely to result into hitting a bottleneck earlier: in particular I'm looking at memory.

    I'm not sure how the consoles will react here. 6800+ series of GPUs have big caches that possibly could fit a portion of BVH. I really don't know what to expect without more data.
     
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  5. snc

    snc
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    it would be very surprising if higher clocks wouldn't benefit in better performance in rt games on radeon cards ;)
     
  6. iroboto

    iroboto Daft Funk
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    they have a massive cache right ;) which increases bandwidth in line with the clock boost of calculation.

    Once you hit a memory latency/memory bottleneck, I don't know how much more improvement you're going to see increasing clockspeed further.
     
  7. ToTTenTranz

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    The context of my post is quoting a statement that said "the Xbox will be doing increasingly better than the PS5 this generation".
    Had the comment said "increasingly similar" instead, I'd agree.

    This game developer does.
     
  8. snc

    snc
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    once you hit a memory bottleneck I don't know how much more impovement you are going to see increasing cu number ;) also recomand computerbase 6700xt review, cu number is not scaling linear in terms of performance advantage
     
  9. iroboto

    iroboto Daft Funk
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    yup. That's usually why they scale bandwidth with CUs on the design.

    Scaling the CU's has to do with workload right. If you're designing shaders for 36CUs, it's going to perform optimally there. Older games, designed for smaller CU counts, in the case the most popular cards (1070) at the time, made a lot of sense. I don't know what going forward will look like, in terms of performance targets. It could be perfectly okay, or 5 years down the road when PC has moved onto 80CU as a base number, you're probably going to want to take even more advantage of it, not less. I can't predict the future, but usually things get bigger.
     
  10. snc

    snc
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    at best you can then have real performance advantage of higher cu same to theoretical, in pracitce you will not see linear increase with cu increase, but still always clocks are at least same important
     
  11. cwjs

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    Weird way to write 'reaction youtuber'. Ratchet looks great but it's not the first game to include a good hair renderer or object based motion blur.

    edit: ok, i watched the video, what did he say was technically special? he spent the whole time talking about at polish.

    And he spent a while looking at a scene saying 'nothing looks like a realtime renderer' which is extreme hypoerbole, theres a zillion details in that shot that show the limitations. Its a credit to the art team that they don't draw a naive eye.
     
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  12. Tkumpathenurpahl

    Tkumpathenurpahl Oil Monsieur Geezer
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    I don't follow what you mean by the first part the, sorry. Could you clarify it for me please?

    As for the ML part, that's true that MS have yet to implement it in any meaningful way, but we have evidence by way of DLSS that ML hardware does have a use. It's still a bit of an unknown quantity, and it may transpire that the RDNA2 ML capabilities aren't good enough to be leveraged in place of compute shader upscaling/reconstruction techniques, but in theory, the XSX should fare better here.

    Beyond upscaling/reconstruction, I don't know what gaming applications ML has though. I'd be grateful if anyone here can point me to any articles or, better yet, just give me some ideas.

    What do you mean by better performance on the back end? Sorry, I'm a bit dozy right now, and trying to figure out just about anything might just be the end of me.

    Please correct me if I'm wrong, but every argument I've seen in favour of the PS5's architecture seems to indicate that it's higher clocks mean it will consistently be somewhat superior when it comes to traditional rasterisation. However, the CU and bandwidth advantage turn the tables in favour of the XSX when it comes to RT performance.

    I pretty much agree. There's certainly no clear cut long term winner right at this moment, as all of the XSX's advantages are dependant upon game engines moving towards RT and ML-based upscaling/reconstruction. Both consoles will be fine, both consoles will produce beautiful games. I just think that after a few years, the PS5 will have slightly worse RT and run at a slight, but perceptibly lower rendering resolution.

    Except the average Joe still won't give a toss and they'll carry on ruining the gaming industry by throwing money at Fortnite.

    I'm not, I acknowledged them in my second paragraph. Arguably not clearly enough though.

    I woke up at the wee hours of the morning today, and I've just finished exercising and eating, so I'm rather sleepy, and struggling to properly articulate my thoughts now, but my impression of the two main consoles is as follows:
    The XSX has more of a CU quantity advantage than the PS5 has a clockspeed advantage.
     
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  13. Jay

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    Also on PC you have the infinity cache, where the higher the frequency of the gpu the bigger the benefit.
    In console space that could mean that PS5 is hurt more by lacking it than XS.

    I'm unsure of what the discussion is though, would faster be beneficial. Well sure, if all things remain equal. But that's not the case as you've pointed out.
     
  14. iroboto

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    Clockspeed will always help, but how it improves performance will differ one setup to another. But overall yes, clockspeed is an ideal thing to have, but without benchmarking different loads you're not going to know. Like if we benchmark 128-bit floats or 64 bit floats, you're going to want something else to really improve performance than just clockspeed right.
     
  15. snc

    snc
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    yes, its 12tf vs 10tf but not sure why we going from this to cu number ;)
     
  16. Silent_Buddha

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    Assuming, of course, that you have the memory bandwidth to feed it. Wider doesn't help unless you have more bandwidth. Hence, why MS has the non-uniform (speed) memory configuration.

    Higher clocks, can also be beneficial, if memory bandwidth can feed it. Here the PS5 operates a deficit when compared to XBS-X.

    RT makes use of high bandwidth in order to keep things fed. NV see's a benefit when increasing core clock speed because they also have extremely high bandwidth.

    Neither XBS-X nor PS5 have bandwidth approaching that of NV. The question here is how much the bandwidth of a respective system will hold it back WRT RT. If RT is the limiting factor then it doesn't matter how much faster or wider you make something. If memory bandwidth is the limiting factor for RT, then the XBS-X will have an advantage as it'll be able to feed the GPU more data in a given period of time. If it isn't then other parts of the architecture comes into play.

    And that's what Iroboto has been saying. We just don't know at the moment because we don't have enough data to even take a guess currently as to how this will play out on consoles.

    It's far more complex than just saying:
    • More clock speed = better.
    • More CU = better.
    Each of those "could" be true depending on whether they can get fed fast enough from main memory if main memory needs to be accessed. There are going to be situations where clock speed will be more beneficial and there will be situations where more CUs will be better. And there will be situations where neither matter and it's all about how much bandwidth you have.

    Regards,
    SB
     
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  17. snc

    snc
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    remidner, xsx has 25% bandwidth advantage, slightly more than its 20% theorecitcal compute advantage so almost liner bandwith increase to its compute inscrease, still don't know how from this 20% more flops and 25% bandwitsh many here make jump to writing about cu count number advantage as super important ignoring real compute and bandwitsh advantage ;)
     
  18. iroboto

    iroboto Daft Funk
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    If you look at the whole graphics pipeline in a whole, more CUs do not lead to linear increases in performance because the graphics don't hit the pipeline equally in terms of workloads or in saturation. But if you're going to target the discussion around a very specific function within the pipeline, then it's apt to consider the exact factors that come into play.
     
  19. dobwal

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    Bandwidth plays a part but so does latency. Double the frequency of a processor and it will take just about twice as many cycles for system or video memory to service a request.
     
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  20. eastmen

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    https://ibb.co/JC1trcQ

    So it looks like we are getting another 50+ titles soon that use FPS boost on xbox.

    Whats the over under that MS starts to use ML resolution scaling on these older titles ? It seems like there is so much power in these next gen consoles that just boosting the frame rate is leaving a lot on the table.
     
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