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

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Mr Moose

Member

Last year, at the 2018 version of the big Xbox press conference that happened last week, Spencer made the initial announcement that Microsoft has “game consoles” in production.

Notably, he said “consoles” – it wasn’t a slip of the tongue.

This year, though, he spoke of Project Scarlett as if it were a single box scheduled to arrive in holiday 2020.

So, what gives? Is Microsoft making multiple new Xbox consoles or what?

“Last year we said consoles, and we’ve shipped a console and we’ve now detailed another console. I think that’s plural,” Spencer said.

The console that Microsoft shipped earlier this year, of course, was not a new Xbox console – it was a disc-less version of its already existing Xbox One S hardware.

“Technically that is plural,” Spencer said with a laugh after I pushed him on the technicality he invoked. “Right now,” he said, “we’re focused on Project Scarlett and what we put on stage.”

Jun 18, 2019
 

Bo_Hazem

Banned
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👀👀😂

4eyw27.jpg
 

Md Ray

Member
PS5 could be 5.14 TFLOPs in games that did not receive a Pro patch if 'Boost Mode' functionality is used.

Let me explain. On PS4 Pro, when you run a game without a Pro patch - with boost mode enabled - it simply utilizes just 2.1 TFLOPs of PS4 Pro's GPU power, not full 4.2 TFLOPs. Boost mode's 2.1 TF over base PS4's 1.84 TF is a 14% increase. And a 33% increase on the CPU side from 1.6 GHz to 2.13 GHz. CPU speed is the same even in native Pro mode.

How Boost Mode works on Pro:
When you run an unpatched game like, let's say, Until Dawn on PS4 Pro in Boost Mode, the game utilizes 18 CUs of the total 36 CUs, which runs at 911 MHz. 18 CUs at 911 MHz = 2.1 TFLOPs. This is how games in Boost Mode only utilize up to 2.1 TF on Pro.

Now assuming Sony follows the same strategy for PS5 - this exact same title when running on PS5 with boost mode enabled could again be utilizing 18 CUs of the PS5's 36 RDNA 2 CUs, and those 18 CUs will now be running at 2,230 MHz clock speed, while the CPU at 3.5 GHz. This will give unpatched games like Until Dawn a whopping 5.14 TFLOPs to play with on PS5. This alone would be a 2.8x boost over base PS4 just from the clock speed bump, without even taking RDNA 2's architectural improvements into account. Games with unlocked frame-rate should easily be able to hit over 2x the frame-rate, obviously. Games that were designed for base PS4's 1.84 TF | 176 GB/s spec.

Until Dawn also seems like a perfect candidate to test on PS5 in BC mode as it barely manages to hit consistent 30fps even on PS4 Pro. To my knowledge:
  • It hasn't received a Pro patch
  • It is not capped at 30fps
So you'll see one of the biggest improvements in this game in terms of performance when running on PS5 compared to, for e.g. like, Mad Max game which also hasn't received a Pro patch but has a 30fps cap and it already sticks to 30fps doggedly on base PS4. So you won't see much improvement in a game like Mad Max on PS5 with Boost Mode on.

This means in theory Until Dawn on PS5 should be a locked 60fps game without devs even having to touch a single line of code. It also seems to be predominantly GPU bound. This is how it currently runs on both PS4 consoles:
feQjwnr.jpg

Source: VG Tech
You can see the avg. frame-rate from PS4 to Pro is a 14.59% increase which is in line with Boost Mode's 2.1 TF (14%) increase over base PS4's.

And what about the games that have already received PS4 Pro patch/support e.g. DOOM Eternal, TLOU2? How will they run on PS5 in BC? Simply put, those games should get full 10.3 TF of GPU power since both PS4 Pro and PS5 GPUs have the same amount of 36 compute units.

-------------------------------------------------------------------------------------------

MisyE1E.png

Road to PS5

Now, here's something to think about:
Halfway through this post, I realized something. Suppose if Cerny had gone with a higher CU count GPU for PS5 to reach the same 10.3 TF, let's say 52 CUs (same CU count as the XSX GPU) instead of 36 CUs. They'd have to set the GPU frequency around 1544 MHz. This looks nice on paper but with this configuration, BC games would have taken a big hit. How?

Actual PS5: 36 CUs @ 2230 MHz = 10.3 TF
Notional PS5: 52 CUs @ 1544 MHz = 10.3 TF

In back compat mode:

Non-PS4 Pro "unpatched" game e.g. Until Dawn running on PS5 would use 18 CUs:

18 CUs @ 2230 MHz = 5.14 TF - Until Dawn gets 5.14 TF of computational power with this config, 2.8x boost over base PS4
18 CUs @ 1544 MHz = 3.56 TF - (-31% TF reduction with this config), just 1.9x boost over base PS4

PS4 Pro "patched" game e.g. DOOM Eternal running on PS5 would use 36 CUs:
36 CUs @ 2230 MHz = 10.3 TF - DOOM Eternal gets 10.3 TF of computational power with this config, 2.45x boost over PS4 Pro
36 CUs @ 1544 MHz = 7.15 TF - (-31% TF reduction with this config), just 1.7x boost over PS4 Pro

BC could be one of the reasons why Cerny chose to go with a higher frequency GPU rather than a higher CU GPU.
 
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Roronoa Zoro

Gold Member
That's the wrinkle in what I was thinking. I was hoping for ending the show with pre order now. They still could do that if they sent those invites in the morning and opening those people's ability to order during the show. That, kinda sounds unlikely.. but.. maybe they open pre-orders the next day on Thursday. Who knows. I kinda thought doing this event on a Wednesday was unusual for them, so.. anything can happen.
I hope Sony gives me early access. I've got like 140 platinum trophies and I bought the ps3 when it was $600! They owe me dammit!
 

jimbojim

Banned



Jun 18, 2019

Just for the record, Matt said on June 21 that there is one SKU ( like everyone else did before him )

 
Last edited:

Darklor01

Might need to stop sniffing glue
PS5 could be 5.14 TFLOPs in games that did not receive a Pro patch if 'Boost Mode' functionality is used.

Let me explain. On PS4 Pro, when you run a game without a Pro patch - with boost mode enabled - it simply utilizes just 2.1 TFLOPs of PS4 Pro's GPU power, not full 4.2 TFLOPs. Boost mode's 2.1 TF over base PS4's 1.84 TF is a 14% increase. And a 33% increase on the CPU side from 1.6 GHz to 2.13 GHz. CPU speed is the same even in native Pro mode.

How Boost Mode works on Pro:
When you run an unpatched game like, let's say, Until Dawn on PS4 Pro in Boost Mode, the game utilizes 18 CUs of the total 36 CUs, which runs at 911 MHz. 18 CUs at 911 MHz = 2.1 TFLOPs. This is how games in Boost Mode only utilize up to 2.1 TF on Pro.

Now assuming Sony follows the same strategy for PS5 - this exact same title when running on PS5 with boost mode enabled could again be utilizing 18 CUs of the PS5's 36 RDNA 2 CUs, and those 18 CUs will now be running at 2,230 MHz clock speed, while the CPU at 3.5 GHz. This will give unpatched games like Until Dawn a whopping 5.14 TFLOPs to play with on PS5. This alone would be a 2.8x boost over base PS4 just from the clock speed bump, without even taking RDNA 2's architectural improvements into account, games with unlocked frame-rate should easily be able to hit over 2x the frame-rate, obviously. Games that were designed for base PS4's 1.84 TF | 176 GB/s spec.

Until Dawn also seems like a perfect candidate to test on PS5 in BC mode as it barely manages to hit consistent 30fps even on PS4 Pro. To my knowledge:
  • It hasn't received a Pro patch
  • It is not capped at 30fps
So you'll see one of the biggest improvements in this game in terms of performance when running on PS5 compared to, for e.g. like, Mad Max game which also hasn't received a Pro patch but has a 30fps cap and it already sticks to 30fps doggedly. So you won't see much improvement in a game like Mad Max.

This means in theory Until Dawn on PS5 should be a locked 60fps game without devs even having to touch a single line of code. It also seems to be predominantly GPU bound. This is how it currently on both PS4 consoles:
feQjwnr.jpg

Source: VG Tech
You can see the avg. frame-rate from PS4 to Pro is a 14.59% increase which is in line with Boost Mode's 2.1 TF (14%) increase over base PS4's.

And what about the games that have already received PS4 Pro patch/support e.g. DOOM Eternal, TLOU2? How will they run on PS5 in BC? Simply put, those games should get full 10.3 TF of GPU power since both PS4 Pro and PS5 GPUs have the same amount of 36 compute units.

-------------------------------------------------------------------------------------------

MisyE1E.png

Road to PS5

Now, here's something to think about:
Halfway through this post, I realized something. Suppose if Cerny had gone with a higher CU count GPU for PS5 to reach the same 10.3 TF, let's say 52 CUs (same CU count as the XSX GPU) instead of 36 CUs. They'd have to set the GPU frequency around 1544 MHz. This looks nice on paper but with this configuration, BC games would have taken a big hit. How?

Actual PS5: 36 CUs @ 2230 MHz = 10.3 TF
Notional PS5: 52 CUs @ 1544 MHz = 10.3 TF

In back compat Mode:

Non-PS4 Pro "unpatched" game e.g. Until Dawn running on PS5 would use 18 CUs:

18 CUs @ 2230 MHz = 5.14 TF - Until Dawn gets 5.14 TF of computational power with this config, 2.8x boost over base PS4
18 CUs @ 1544 MHz = 3.56 TF - (-31% TF reduction with this config), just 1.9x boost over base PS4

PS4 Pro "patched" game e.g. DOOM Eternal running on PS5 would use 36 CUs:
36 CUs @ 2230 MHz = 10.3 TF - DOOM Eternal gets 10.3 TF of computational power power with this config, 2.45x over PS4 Pro
36 CUs @ 1544 MHz = 7.15 TF - (-31% TF reduction with this config), just 1.7x boost over PS4 Pro

BC could be one of the reasons why Cerny chose to go with a higher frequency GPU rather than a higher CU GPU.

See, this really smart stuff right here is exactly what I was talking about earlier where part way through, my brain shuts down and I turn into a drooling zombie. Most of what is written is understandable, but if I were to go into the maths, my brain would collapse under the weight of all the application and what it means in games when running.

Thank you for this wonderfully written, incredibly well thought out thing which means things to people that understand things.
 

kyliethicc

Member
PS5 could be 5.14 TFLOPs in games that did not receive a Pro patch if 'Boost Mode' functionality is used.

Let me explain. On PS4 Pro, when you run a game without a Pro patch - with boost mode enabled - it simply utilizes just 2.1 TFLOPs of PS4 Pro's GPU power, not full 4.2 TFLOPs. Boost mode's 2.1 TF over base PS4's 1.84 TF is a 14% increase. And a 33% increase on the CPU side from 1.6 GHz to 2.13 GHz. CPU speed is the same even in native Pro mode.

How Boost Mode works on Pro:
When you run an unpatched game like, let's say, Until Dawn on PS4 Pro in Boost Mode, the game utilizes 18 CUs of the total 36 CUs, which runs at 911 MHz. 18 CUs at 911 MHz = 2.1 TFLOPs. This is how games in Boost Mode only utilize up to 2.1 TF on Pro.

Now assuming Sony follows the same strategy for PS5 - this exact same title when running on PS5 with boost mode enabled could again be utilizing 18 CUs of the PS5's 36 RDNA 2 CUs, and those 18 CUs will now be running at 2,230 MHz clock speed, while the CPU at 3.5 GHz. This will give unpatched games like Until Dawn a whopping 5.14 TFLOPs to play with on PS5. This alone would be a 2.8x boost over base PS4 just from the clock speed bump, without even taking RDNA 2's architectural improvements into account, games with unlocked frame-rate should easily be able to hit over 2x the frame-rate, obviously. Games that were designed for base PS4's 1.84 TF | 176 GB/s spec.

Until Dawn also seems like a perfect candidate to test on PS5 in BC mode as it barely manages to hit consistent 30fps even on PS4 Pro. To my knowledge:
  • It hasn't received a Pro patch
  • It is not capped at 30fps
So you'll see one of the biggest improvements in this game in terms of performance when running on PS5 compared to, for e.g. like, Mad Max game which also hasn't received a Pro patch but has a 30fps cap and it already sticks to 30fps doggedly. So you won't see much improvement in a game like Mad Max.

This means in theory Until Dawn on PS5 should be a locked 60fps game without devs even having to touch a single line of code. It also seems to be predominantly GPU bound. This is how it currently on both PS4 consoles:
feQjwnr.jpg

Source: VG Tech
You can see the avg. frame-rate from PS4 to Pro is a 14.59% increase which is in line with Boost Mode's 2.1 TF (14%) increase over base PS4's.

And what about the games that have already received PS4 Pro patch/support e.g. DOOM Eternal, TLOU2? How will they run on PS5 in BC? Simply put, those games should get full 10.3 TF of GPU power since both PS4 Pro and PS5 GPUs have the same amount of 36 compute units.

-------------------------------------------------------------------------------------------

MisyE1E.png

Road to PS5

Now, here's something to think about:
Halfway through this post, I realized something. Suppose if Cerny had gone with a higher CU count GPU for PS5 to reach the same 10.3 TF, let's say 52 CUs (same CU count as the XSX GPU) instead of 36 CUs. They'd have to set the GPU frequency around 1544 MHz. This looks nice on paper but with this configuration, BC games would have taken a big hit. How?

Actual PS5: 36 CUs @ 2230 MHz = 10.3 TF
Notional PS5: 52 CUs @ 1544 MHz = 10.3 TF

In back compat Mode:

Non-PS4 Pro "unpatched" game e.g. Until Dawn running on PS5 would use 18 CUs:

18 CUs @ 2230 MHz = 5.14 TF - Until Dawn gets 5.14 TF of computational power with this config, 2.8x boost over base PS4
18 CUs @ 1544 MHz = 3.56 TF - (-31% TF reduction with this config), just 1.9x boost over base PS4

PS4 Pro "patched" game e.g. DOOM Eternal running on PS5 would use 36 CUs:
36 CUs @ 2230 MHz = 10.3 TF - DOOM Eternal gets 10.3 TF of computational power with this config, 2.45x over PS4 Pro
36 CUs @ 1544 MHz = 7.15 TF - (-31% TF reduction with this config), just 1.7x boost over PS4 Pro

BC could be one of the reasons why Cerny chose to go with a higher frequency GPU rather than a higher CU GPU.
Agreed 100%. He stuck with 36 and cranked the clocks for various reasons (cost, technical stuff, etc) but he also must have figured keeping CU count same as PS4 Pro would be best.
 
The greatest speech ever made from one of the greatest movies too.

less than two days to go. CAN YOU DIG IT.



Great film. Rockstar should consider to remake this game one day.

Anyone interesting in the next-generation of discreet GPU's from AMD should watch this video, interesting stuff. Apparently "some" RDNA 2 cards will be hitting the same clock speeds as the PS5 GPU which is 2.23 Ghz, however the cards can't seem to go over that without having issues like logic breakdown, same reason to why the PS5 was not clocked higher than 2.23 Ghz as Mark Cerny pointed out, this seem's to be a constraint of the RDNA 2 architecture.

Another leak mentioned that the RDNA 2 GPU's will have an "Infinity Cache", this will be around 128 MB of cache memory and will apparently mitigate the slower memory bandwith. Interestingly enough RGT has mentioned a few times now that the PS5 will not have bandwidth issues and this is what he's heard from developers, this is due to its "robust caching system".



Who knew that s-ram would show up in 6000 series.
206zNk2.png


3tqtPYa.png
 

Blue Spring

Read my tears about xbox here --->
I know almost everyone is hyped right now, but just remember to temper your expectations. I'm not saying the show won't have big surprises or reveals, but it's better to expect good things and get amazing things rather than expect amazing things and get good things.
Thats where I am at. I expect a good show but I dont let myself go crazy with predictions.
We know they have a lot of stuff in the making but who knows if they decide to show it now.
 

sircaw

Banned
Is this a horror movie? It looks hilarious.

its a horror, there are some moments in it that are genuinely scary.

It might not be traditional in the sense like an Amityville horror or the hills have eyes but its still a classic.

Also if i recall the young girl in the movie died during filming or shortly after it, it made it one of those cult classics.

How did she die, was it the film, you know that kinda of urban legend kinda sprung up
 
I'm just hoping to see this slide on Wednesday...
VUygJxN.jpg
Motherfuckers on the internet plagiarized this shit from me!
 
You are the one is trying to "interpret" what he said, He literally stated that what he first stated is wrong. You are interpreting this as him just saying stuff to appease fans and that you are using your 200+ IQ to see past his words..

But when you actually listen to him and understand that he knows what he's talking about what he said is that the PS5 GPU has features from RDNA1 almost all features from RDNA2 and feature that won't even be in RDNA2.
I already wrote to help those that understand things, that his favorite lingo is C++
that means very punctual and not ambiguous at all, for rest that don't understand.
So when he says for example there is no ML stuff on the GPU, the architecture is inbetween RDNA1 & 2 with some unique bits, the extra CS unit is reserved for tempest audio,
there are only two ways to go about it: either you are able to understand what he said, or you aren't.
When on the second case, that's when you start talking about secret sauces with RDNA3 etc

Here is what mr. Leonardi learned out of this experience he had with them lunatics:
ps5-RLeonardi.jpg



Before him Tom Warren and Brad said the same, so cut the crap.
This is the last time I reply to you: IS WARREN A DEVELOPER? IS SAMS A DEVELOPER? They are MOUTHPIECES
SO, IS PHONIE MATT A DEVELOPER? HELL NO!
 
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Games Dean

Member
I don't think Sony will open pre-orders without giving at least 1-2 days notice.

That Sony marketing guy did basically promise they'd give some notice.

My guess is pre-orders open Friday this week.

End the showcase with the announcement.
I wouldn't be surprised if Sony opens up their lottery D2C preorders right after the show and then open preorders everywhere else on Thursday or Friday.
 
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