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Next-Gen PS5 & XSX |OT| Console tEch threaD

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bitbydeath

Gold Member
“[The PS5] puts a vast amount of flash memory very, very close to the processor,” says Sweeney. “So much that it really fundamentally changes the trade-offs that games can make and stream in. And that’s absolutely critical to this kind of demo,” Sweeney explained.

Does XSX have flash memory too or does it only have the 16GB available?

 

Brudda26

Member
The demo can't run on every next-gen platform + PC? I highly doubt that. Is there an actual link to this claim? It's just their new next-gen demo, they make one every generation. The last generation's elemental demo was also shown on PS4 first. It's a marketing deal. Epic doesn't have a horse in the race, they make middleware for all platforms, this is wonderful PR but if you want to see something really taking advantage of the SSD, wait to see Playstation Studios games.
No no it can run on xsx and pc but not to the extent it does on playstation 5. It will be scaled back. This is all because of the SSD and I/O
 
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The demo can't run on every next-gen platform + PC? I highly doubt that. Is there an actual link to this claim? It's just their new next-gen demo, they make one every generation. The last generation's elemental demo was also shown on PS4 first. It's a marketing deal. Epic doesn't have a horse in the race, they make middleware for all platforms, this is wonderful PR but if you want to see something really taking advantage of the SSD, wait to see Playstation Studios games.
you sure. I think elemental was shown first on pc, and people complained because the ps4 version was downgraded.
 
If “next gen” is 4K@60FPS then Unreal Tournament 2003 is “next gen” ready right now. So is Half-Life 2. So is Windows Solitaire if you maximise the window.

Next gen for me is no pop-in, infinite draw distance, no LODing, truely dynamic lighting, a fast travel that is exactly that, and not just a teleportation. Even instant teleportation wouldn’t be as cool as flying across a massive open world at break-neck speeds. It’s rich physics giving more interactive worlds, context aware inverse kinematics instead of canned animations. It’s no load times, higher player counts, VR. It’s AI continuing to have an effect on the world when you’re not there and not looking.

If all that matters to you is resolution and frame rate, PC is already delivering that in spades right now, and yet it hasn’t produced anything like the above, or like this playable technology demo.

Photo-realism doesn’t come from resolution. A real photograph at 1080P is more photo-realistic than something like Counter-Strike at 8K. It’s very naive to think resolution equals graphics.

Photo-realism doesn’t come from compute power either. It comes from paying lots of talented artists and programmers for many years. The more talented teams can make something look great on pretty much anything.

That’s the reality of all of this.
 

PaintTinJr

Member
See the areas circled in red:
ImDYX58.jpg
Those are memory controllers, memory controllers are made of silicon and are part of the die. You can't have a chiplet design with memory controllers spread out like this, this is a very standard monolithic die memory controller setup.

Now, if you can, take this picture and circle the chiplets. Obviously you can't, because of the memory controllers. I hope now I'm more clear why it can't be chiplets.
How many? It looks like an even count, but in your scenario there is five wired to GPU and two CPU/L3 cache blocks, isn't there?
Wouldn't it be more logical that this even count is just the two extra controls for the GPU (as in my scenario) and they are wired to the black infinity fabric - perimeter of the chip - that all the GDDR6 lines disappear under, and that the remaining 3 controllers are hidden and wired in a lower layer to the fabric, CPU CCXs and GPU? We know there has to be an imbalance in the silicon somewhere, because they ended up with 5x64bit for the 10GB, and 3x64bit for the 6GB,. unless you think it is 6 MCUs for the 10GB - with one redundant - and 3 of the 5 for 6GB.
 
I/O throughput was designed with a large pool of SRAM to handle streaming on PS5.

That’s what’s allowing 8K textures to display I believe.

SRAM will be for the decompressor. Part of the IO complex that delivers 8-9GB/s of useful data. It’s not the reason it can display 8K textures. It’s just a link in a chain that helps push 8-9GB/s which in turn allows rich assets like that to be “very close“ to the RAM.
 

noise36

Member
Hype train, Hype train! Until we get the consoles details, prices and actual games its all just marketing teams and fan boys fighting it out, same every generation.

No one wins a premiership 6-12 months before the season starts.

I am most excited about 4k and HDR going mainstream, my 65 inch OLED cant wait!
 
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DrKeo

Member
No no it can run on xsx and pc but not to the extent it does on playstation 5. It will be scaled back. This is all because of the SSD and I/O
Please provide a link.

you sure. I think elemental was shown first on pc, and people complained because the ps4 version was downgraded.
I meant in the console space, it was shown on PS4 with the PS4 logo. Epic also has some marketing agreements with Fortnite and the PS4. Epic and Sony's marketing was working together for almost a decade, ever since Epic stopped working on Gears.

How many? It looks like an even count, but in your scenario there is five wired to GPU and two CPU/L3 cache blocks, isn't there?
Wouldn't it be more logical that this even count is just the two extra controls for the GPU (as in my scenario) and they are wired to the black infinity fabric - perimeter of the chip - that all the GDDR6 lines disappear under, and that the remaining 3 controllers are hidden and wired in a lower layer to the fabric, CPU CCXs and GPU? We know there has to be an imbalance in the silicon somewhere, because they ended up with 5x64bit for the 10GB, and 3x64bit for the 6GB,. unless you think it is 6 MCUs for the 10GB - with one redundant - and 3 of the 5 for 6GB.
Dude, just mark the chiplets in the image. Obviously anyone with the slightest knowladge of die layout will know how a memory controller looks like and understand that this layout doesn't allow for chiplets. The memory controllers are the most obvious part of the die shot, you can see all 10 Phys so easily I'm not sure why we are still arguing.
 
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ksdixon

Member
I am annoyed at one thing in the UE5 demo.

... I thought it was said that due to PS5's fast loading SSD tech, we wouldn't need to use tricks like squeezing between two rocks to mask loading-in the next room?
 

James Sawyer Ford

Gold Member
What’s amazing about this demo is that it wasn’t smoke and mirrors like last-gen’s tech demos.

I was also proven right about the power difference between the consoles

PS5 will have a huge advantage in detail, even if the resulting image is lower resolution than XSX

check mate to all the morons like Dictator who said the SSD won’t do much. Whoops!
 

James Sawyer Ford

Gold Member
I am annoyed at one thing in the UE5 demo.

... I thought it was said that due to PS5's fast loading SSD tech, we wouldn't need to use tricks like squeezing between two rocks to mask loading-in the next room?

that portion was showcased specifically to give the viewer a glimpse of the “micro” detail and LOD systems at work. Zooming in gives you greater levels of detail
 

rntongo

Banned
The demo can't run on every next-gen platform + PC? I highly doubt that. Is there an actual link to this claim? It's just their new next-gen demo, they make one every generation. The last generation's elemental demo was also shown on PS4 first. It's a marketing deal. Epic doesn't have a horse in the race, they make middleware for all platforms, this is wonderful PR but if you want to see something really taking advantage of the SSD, wait to see Playstation Studios games.
The tweet just added that claim.
 
I am annoyed at one thing in the UE5 demo.

... I thought it was said that due to PS5's fast loading SSD tech, we wouldn't need to use tricks like squeezing between two rocks to mask loading-in the next room?

It was probably to demonstrate the context aware kinematics on the characters hands, as well as putting the camera close to the walls to see the detail. The end makes clear that such a loading screen trope wasn’t necessary.
 
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psorcerer

Banned
I honestly don’t think it will be able to run like that on the XsX. No matter how things have been done with PR, (IMHO) Epic were never going to serve up the first view of their most important product Unreal Engine (other than fortnite) on a 2nd or 3rd best option even if Sony had agreed to do timed exclusive HZD and MLB, etc releases on PC via Epic’s store, Unreal showcases are about shooting for the stars.

(IMHO)Showcasing on PS5 is done for one of two reasons. The PS5 hardware is the only way to deliver that demo as is – in its best light as Epic sees it – or because only Sony could provide them with the cinema level assets – from their film studio – to make the demo viable to begin with. If it is the latter, then the whole 12TF v 10TF doesn’t matter, like it doesn’t matter on PC, because without Xbox buying one of the few remaining film companies, and one that has its own in-house cgi like Sony pictures, they are never going to lever that compute capability to compete without cinema level cgi assets. Konami with Kojima where probably the only multiplatform AAA cgi level production publisher at Sony’s first party level, and now he’s joined Sony.

Having now had a proper look at the UE5 demo showcase on the big TV – even with YT streaming errors that probably half IQ – at 1440p the visual spectacle is absolutely stunning IMHO making resolution a non-issue with IQ so high – even more amazing that this will be below what we actually start to get in 3-4years time when further tricks and optimizations are levered by developers and the best lighting options for every game section are used.

I think it's 99% the first case: PS5 is the best platform for UE5 right now (will change in the future).
And you absolutely right about the resolution: IQ is so high that even DF pixel-counters digress, pixels cannot be counted anymore.
 
T

Three Jackdaws

Unconfirmed Member
What’s amazing about this demo is that it wasn’t smoke and mirrors like last-gen’s tech demos.

I was also proven right about the power difference between the consoles

PS5 will have a huge advantage in detail, even if the resulting image is lower resolution than XSX

check mate to all the morons like Dictator who said the SSD won’t do much. Whoops!
man did you watch the DF analysis on the UE5 tech demo, you could really sense the awkwardness when Alex was talking, like his mom just smacked him in the face or something. I couldn't finish the video because of that Lmfao
 

Brudda26

Member
Please provide a link.


I meant in the console space, it was shown on PS4 with the PS4 logo. Epic also has some marketing agreements with Fortnite and the PS4. Epic and Sony's marketing was working together for almost a decade, ever since Epic stopped working on Gears.


Dude, just mark the chiplets in the image. Obviously anyone with the slightest knowladge of die layout will know how a memory controller looks like and understand that this layout doesn't allow for chiplets. The memory controllers are the most obvious part of the die shot.
The ign tweet is a quote from tim sweeney saying himself the demo would not be possible without the breakthroughs sony have made. He also said in the livestream that it can be done on other platforms but would need to be scaled back. I'm to tired right now to go filter through the livestream to find him saying it.
 

Lunatic_Gamer

Gold Member
The PS5 Demo (Running @ 1440p) Proves Next-Gen Consoles’ll be All About Render Optimizations: VRS, Temporal & AI Upscaling

Epic Games today demoed a beautiful showcase of the Unreal Engine 5, running on the Sony PlayStation 5. While it looked gorgeous with a ton of new technologies powering the visual, it highlighted one core point: The next-gen consoles are going to be all about efficiency and render optimizations. Not all games will run at 4K, and even fewer will run at 4K 60 FPS. However, those that do, will be only able to achieve the feat using newer rendering techniques such as VRS (variable-rate shading), temporal filtering, dynamic rendering, and AI-based upscaling techniques.

This is exactly what VP of Engineering, Nick Penwarden said in a recent inteview:

Interestingly, it does work very well with our dynamic resolution technique as well. So, when GPU load gets high we can lower the screen resolution a bit, and then we can adapt to that. In the Unreal Engine 5 demo, we actually did use dynamic resolution, although it ends up rendering at about 1440p most of the time.


Further, Epic CTO, Kim Libreri said the following:

Temporal accumulation, you know – more than just normal temporal anti-aliasing – it’s is a huge part of how we’re able to make things look as good as this. The global illumination, without a temporal intelligence, there’s no way you could do it on hardware yet. We’re actually doubling down on the understanding of how temporal can help us, and there’s been so many huge improvements in quality because of having a temporal component. It’s the way that we get close to movie rendering – without those samples (and they’re not just necessarily pure screen-space samples, there’s loads of things you can do to temporally accumulate), the GI would not work anywhere near as well as it does without it.



All I want from next gen is more games running @60fps. If that can be achieved with the quality showed on today’s demo it can be 1080p for all I care.
 
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DrKeo

Member
The ign tweet is a quote from tim sweeney saying himself the demo would not be possible without the breakthroughs sony have made. He also said in the livestream that it can be done on other platforms but would need to be scaled back. I'm to tired right now to go filter through the livestream to find him saying it.
I read all Tim said and heard the interviews too, he was very clear and didn't say at any point that the demo can't run on other systems. It's a next-gen demo, just like elemental was.
 
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Bo_Hazem

Banned


He better stick to saying multiplats and xbox series x which is confirmed to support current gen for at least 2 years. PS5 on the other hand will do its best to pull as much players of its established player base as possible through convincing gameplay and graphics unmatched by current consoles or PC's. Let's not forget that Xbox will continue compensating for various PC sets after those 2 years.
 

ksdixon

Member
So the SSD is magic... But aren't their other bottlenecks that will hamper it?

RAM speeds, CPU speeds, reading and loading data off the disc etc?
 
Btw serious question, the way Lumen was described at the start of the video, all natural and bouncing light, no baked light etc, do we really need RT? Isn't this Lumen natural enough?

Cerny mentioned Global Illumination in his lecture as being able to leverage the hardware ray-tracing accelerators. It could be that Unreal 5’s Lumen is currently hardware agnostic and may gain performance later on if they use them.

“Full” ray-tracing can add awesome volumetric atmospheric effects and genuine dynamic real-time reflections without pre-baked or JIT tricks like cube-maps, or duplicated and mirrored geometry etc

PS5/XSX/2080Ti aren’t really powerful enough to do full ray-tracing in anything outside of Minecraft where the cube geometry makes the calculations massively more simple.

A big problem with real ray-tracing is you can’t cull out geometry behind you as you could suddenly now have light pouring in if you removed it. In something voxel based like Minecraft you can query a data structure to see what would be blocking light without having to draw geometry behind you, as it’s all laid out in a regular cuboid grid.

XSX Minecraft ray-tracing demo is as good as it will get outside of limited reflections and global illumination.

Nvidia Ampere might take us a step closer, as might a mid-gen console refresh.
 
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"PS5 will have a huge advantage in detail, even if the resulting image is lower resolution than XSX"

That is wonderful, and I know I am failing to understand this, but isn't this where Variable Rate Shading/Mesh Shaders come in because how can you make the demo that we just saw run at 4k at 60fps assuming that PlayStation has something similar to MSFT VRS/MS?

The billions of triangles and level of detail is something that is NOT taxing on the CPU/GPU? When you are from a distance, or passing by stuff quickly why put all those billions of triangles and level of detail there in the first place? Is this where streaming when needed comes in?

I dont understand :(
 

PaintTinJr

Member
.....The memory controllers are the most obvious part of the die shot.
And they don't corroborate the 3 x 64bit lanes and 5x 64bit lanes, because 3 and 5 are odd numbers, so they'd need to be central or have an asymmetric layout - which they don't according to your annotation. Solve that simple puzzle and I'm happy to drop the whole thing, in fact, if you even claim that there are other MCUs in a lower layer that results in a odd count, I'd be prepared to leave the topic there.
 
Life comes at your fast if your an xbox fan



The PS5s SSD is twice as fast plus I believe it has more customizations than the XSXs I/O system. With that said there's bound to be some things the PS5 can do that the XSX can't.

With that said it was refreshing to hear how Sonys I/O is extremely impressive and will help PC gaming in the future. That is something that everyone will benefit at some point.
 
Life comes at your fast if your an xbox fan



What does this prove exactly? From what I understand, the article is still up on the WCG site. This random guy says the XsX can't run the demo, what does he know? Who knows why they deleted the tweet.

We have no idea if the demo needs to even be scaled back on XsX, and if it does by how much. The XsX DOES have an Utlra Fast SSD
 
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THE:MILKMAN

Member
What’s amazing about this demo is that it wasn’t smoke and mirrors like last-gen’s tech demos.

I was also proven right about the power difference between the consoles

PS5 will have a huge advantage in detail, even if the resulting image is lower resolution than XSX

check mate to all the morons like Dictator who said the SSD won’t do much. Whoops!

I think what is still not being grasp by many is the big difference the I/O complex, 12 vs 4-8 lanes and 6 levels of priority make in PS5 that allows most of this. The SSD flash are probably fairly "standard" chips in NVMe drives available for PC in the last year or two. Sony just went balls to the wall over XSX (as currently known) and current PC do on this front.
 

Andodalf

Banned
No no it can run on xsx and pc but not to the extent it does on playstation 5. It will be scaled back. This is all because of the SSD and I/O

“It's got a God-tier storage system which is pretty far ahead of PCs, [but on]* a high-end PC with an SSD and especially with NVMe, you get awesome performance too."

Actual quote from Tim, per the DF article.

So a SSD (would have to mean SATA) is solid, and a NVME drive is “awesome” XSX has a quality NVME drive. That doesn’t sound like a substantial step back


*corrected from “bon“
 

DrKeo

Member
And they don't corroborate the 3 x 64bit lanes and 5x 64bit lanes, because 3 and 5 are odd numbers, so they'd need to be central or have an asymmetric layout - which they don't according to your annotation. Solve that simple puzzle and I'm happy to drop the whole thing, in fact, if you even claim that there are other MCUs in a lower layer that results in a odd count, I'd be prepared to leave the topic there.
These are PHYs, there are 10 of them because there is 1 PHY per 32-bit, they are spread around the chip because PHYs always sit on the rim of the chip, even if you have chiplets the PHYs will sit in the edge of the chiplet. Can you please mark the chiplets in the image already? And a friendly reminder, the L3 will have to be inside the CPU chiplets for obvious reasons.
 
So the SSD is magic... But aren't their other bottlenecks that will hamper it?

RAM speeds, CPU speeds, reading and loading data off the disc etc?

A bottle-neck is exactly that, a restrictive part in an otherwise wider pipeline.
A perfectly balanced system would be one pipe of the same diameter all the way through. Nothing is slowing anything else down, and nothing is overkill and spending most of it’s time twiddling its thumbs.

The limiting factor in a system without a bottleneck is the diameter of the whole pipe.

But it’s more complicated than that as it depends on what you’re trying to do, and what workload your game gives the system.

In a game with a small environment (like Tekken) the storage was never a bottle-neck. It only affected level load times. In a modern game (whether tight like Doom, or open world like BotW) that relies on streaming in parts of that world, the old HDDs were the bottleneck. They could shift far less data per unit of time than the CPU/GPU/RAM etc.

You could look at something like the PS4 Pro as being a bottle shaped pipe with the fat section the GPU and RAM, the base of the neck the CPU, and the neck opening the HDD.

Sweeny suggests PS5 is well balanced. Meaning that for the kind of demo he produced, no single part of the data processing pipeline was severely impacting on the rest of it.
 

Thirty7ven

Banned
Sad that after the excitement we go back to the bullshit straight away.

Yes it would be possible on the XSX. No it wouldn’t automatically look/perform better there. It would be give and take, but for the purposes of the tech being showcased EPIC decided the PS5 offered them the optimal solution. If they wanted to push other elements maybe the XSX would’ve been the pick. They have different advantages after all.

Either way, diminishing returns folks cmon.
 
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