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

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Zadom

Member
I disagree because with MS there is no guarantee that properties they own will not be on other platforms. People here bring up Minecraft all the time. Games like Ori found homes on non-Xbox platforms. They are the ONLY platform holder that does PC releases day and date. Sony nor Nintendo do these things at all.

The fact remains that no one can show any canceled titles for PlayStation as a result of this acquisition. The announced PS5 games will come out. MS did not have to do this but they did. This action had nothing to do with hurting Sony and everything to do with expanding the Xbox brand. This is not about feeding the hungry or being benevolent this is about reach and MS is doing more to reach more people. You don't even need an Xbox! Good luck playing PS5 or Switch games without their box.


My premise was that MS didn't take anything from Sony. That was my point from the very beginning. PS5 announced titles will be released and any game MS makes does not require an Xbox. That's a good thing and my opinion hasn't changed. I never contradicted my point.
None of these companies are charities. They all would love to be perceived as pro consumer but Sony is pro Sony, Microsoft is pro Microsoft, the same for Nintendo. They are trying to run successful businesses. The actions they take are to improve the success and revenue of that company. We can all prefer the product or policies of one company over the others but to believe one company is looking out for our benefit at their own long term expense seems to be naive to me.
 

Larvana

Member
:

Speaking of mortal shell.
Here's another games showing texture streaming issues on series x. And I've always said microsoft are lying to consumers the ssd and io on series x isn't anything near to what ps5 is doing

Ps5:
9mtuMbe.jpg


Series x:
UnSngih.jpg


This is the popin on Xbox I've been talking about and no velocity architecture or sampler feedback streaming is going to fix this. 🤣🤣🤣 cest la vie.
You do know this isn't to do with the SSD, right? The fact people think this is to do with SSD is mind blowing, its the ram.
 

IntentionalPun

Ask me about my wife's perfect butthole
Read the description under the video guys..

It's "loading pop in"; meaning they are seeing it when the game loads.. meaning the game is starting before all textures are in memory.. the game could have a slightly longer load time instead, but it doesn't.

I don't know if the game also has mid-game pop in, but that screenshot is not that, and his only example is at loading:

Texture streaming is faster on PS5 than Xbox Series X and Xbox Series S http://bit.ly/3rzcVut Note that these screenshots are right after loading and these are not representative of how the game generally looks on the Xbox consoles.

And yes this could be considered a "bug".. the dev could easily change this.. make it so that texture loads earlier.. make the loading time longer, whatever.

A "bug" is anything that causes a bad experience for a user that a developer could or should change.
 
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Yet again, just better.
Oh my goodness you again

1.- The next gen consoles are using the same resolution as the past
2.-The console with higher resolution has some bigger drops compare to other which runs to 1440p

That means you cannot make conclusion of performance of both, one could reach higher resolution
meanwhile the other one needs a more aggressive dynamic resolution.

This one of the reason of why I found funny when someone plays to be a game dev but ignore the use of logic.

Regarding XSS well that is a little disaster.

I'm starting to not like what some of the devs are doing with the XSS. Why you target 45fps?

Turn things down a bit more and try for 60 or turn things up and stick with 30. 🤪
Is because is close to 42 you know the meaning of everything :goog_sneaky:
 
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You do know this isn't to do with the SSD, right? The fact people think this is to do with SSD is mind blowing, its the ram.
Nope u don't know anything ur talking about, popin happens when data isn't resident in ram. It's a bottleneck that exists between storage and ram. When your storage device had or ssd isn't fast enough then data can't be Fed in time on the ram to be rendered.

What's happening here is the series x has a fast ssd but it still suffered from the bottlenecks that mark cerny explained about. And you need actual io hardware like the ones on the ps5 to remove this bottlenecks in order for that ssd bandwidth to make any sense.
 
Read the description under the video guys..

It's "loading pop in"; meaning they are seeing it when the game loads.. meaning the game is starting before all textures are in memory.. the game could have a slightly longer load time instead, but it doesn't.

I don't know if the game also has mid-game pop in, but that screenshot is not that, and his only example is at loading:



And yes this could be considered a "bug".. the dev could easily change this.. make it so that texture loads earlier.. make the loading time longer, whatever.

A "bug" is anything that causes a bad experience for a user that a developer could or should change.
A bug isn't what you just explained you clearly never studied computer engineering. A bug is a defect in the code or program., and can be changed or fixed and this isn't a bug this is a bottleneck you can't make xbox stream textures faster than ps5. Even if you turn the universe inside out. You'll have to make loading take longer or reduce the texture resolution basically what this means is series x can't play games with same detailed worlds as the ps5 can.
 

IntentionalPun

Ask me about my wife's perfect butthole
Nope u don't know anything ur talking about, popin happens when data isn't resident in ram. It's a bottleneck that exists between storage and ram. When your storage device had or ssd isn't fast enough then data can't be Fed in time on the ram to be rendered.

What's happening here is the series x has a fast ssd but it still suffered from the bottlenecks that mark cerny explained about. And you need actual io hardware like the ones on the ps5 to remove this bottlenecks in order for that ssd bandwidth to make any sense.

Read the video description.

It's loading pop-in. The dev is being too aggressive with the XSX load times, loading the game before textures are all in. This would be easier to avoid on PS5 due to it being much faster at loading, but this is not mid-game texture pop-in.. the character is staring at a fucking wall for christs sake.. you really think they walked through a level to a wall and the XSX was incapable of loading that texture before they got half an inch from it?

3rd time on the same page I'm saying this lol
 

IntentionalPun

Ask me about my wife's perfect butthole
A bug isn't what you just explained you clearly never studied computer engineering. A bug is a defect in the code or program., and can be changed or fixed and this isn't a bug this is a bottleneck you can't make xbox stream textures faster than ps5. Even if you turn the universe inside out. You'll have to make loading take longer or reduce the texture resolution basically what this means is series x can't play games with same detailed worlds as the ps5 can.
I've been developing software for over 20 years. You barely even re-phrased how I described a bug.
 
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DaGwaphics

Member
Yo why is no one calling out the marketing team at mortal shell for lying outright? In their tweet they said 4k resolution on ps5, in their enhanced trailer for ps5 they are saying 4k resolution.

On console, anything from 1200p up is considered 4k by default. The -ish is meant to be implied but not stated. Always read 4k as 4kish and you won't have a problem. LOL
 

Riky

$MSFT
Oh my goodness you again

1.- The next gen console are using the same resolution as the past
2.-The console with higher resolution has some bigger drops compare to other which runs to 1440p

That means you cannot make conclusion of performance of both, one could reach higher resolution
meanwhile the other one needs a more aggressive dynamic resolutions.

The framerate is basically the same, when your playing the game it doesn't matter the reasons why one is better, it just is. Microsoft just did a better job and all these excuses in the world aren't going to change that.
 
On console, anything from 1200p up is considered 4k by default. The -ish is meant to be implied but not stated. Always read 4k as 4kish and you won't have a problem. LOL
Don't worry since DLSS doesn't matter how good is the implementation also any native resolution below 1440p is also considered 4k.

Regarding the console, they said will be upscaled, thing which I was agree this game is very heavy in graphics and is not easy reach
native 4k 60fps in PC and is not an AAA so is not like you demand a heavy optimization.

But 1440p without any reconstruction technique ...
https://blog.playstation.com/2021/03/02/mortal-shell-enhanced-edition-comes-to-ps5-march-4/
 
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Oh my goodness you again

1.- The next gen consoles are using the same resolution as the past
2.-The console with higher resolution has some bigger drops compare to other which runs to 1440p

That means you cannot make conclusion of performance of both, one could reach higher resolution
meanwhile the other one needs a more aggressive dynamic resolution.

This one of the reason of why I found funny when someone plays to be a game dev but ignore the use of logic.

Regarding XSS well that is a little disaster.


Is because is close to 42 you know the meaning of everything :goog_sneaky:

I have no idea what that clown said but I suggest you use one of the sites functions, because he can’t read or use his eyes when he posts his nonsense. When he has nothing to reply to you, he uses the triggered emoji as you can already see.
 

Mr Moose

Member
Don't worry since DLSS doesn't matter how good is the implementation also any native resolution below 1440p is also considered 4k.

Regarding the console, they said will be upscaled, thing which I was agree this game is very heavy in graphics and is not easy reach
native 4k 60fps in PC and is not an AAA so is not like you demand a heavy optimization.

But 1440p without any reconstruction technique ...
https://blog.playstation.com/2021/03/02/mortal-shell-enhanced-edition-comes-to-ps5-march-4/
Just to confirm, this is sitting at the levels below:
Base res for PS4 on 4k is 2560×1440, upscaled to 4k (3840×2160)
Base res for PS5 is 3200×1800, upscaled to 4k (3840×2160)
There’s a big improvement here, especially paired with the new textures and framerate – let me know if you feel the difference. +
Looks like they forgot to edit their .ini file.
 

IntentionalPun

Ask me about my wife's perfect butthole
You can have developed software for 200 years it still won't make a difference. Popin is a bottleneck not a bug. The habit of calling everything that's wrong on Xbox as a bug is simply damage control.
How many times do I have to explain this is only happening when the game is first loading?

It's a bug.. a flaw that can be fixed.. by extending the loading time. This has to be done because the XSX is slower at loading.. the software having a glaring flaw is still a bug. Bugs can be based on.. get this.. a bottleneck.

Now you? I don't think you are fixable.
 
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T
Read the video description.

It's loading pop-in. The dev is being too aggressive with the XSX load times, loading the game before textures are all in. This would be easier to avoid on PS5 due to it being much faster at loading, but this is not mid-game texture pop-in.. the character is staring at a fucking wall for christs sake.. you really think they walked through a level to a wall and the XSX was incapable of loading that texture before they got half an inch from it?

3rd time on the same page I'm saying this lol
Read the video description.

It's loading pop-in. The dev is being too aggressive with the XSX load times, loading the game before textures are all in. This would be easier to avoid on PS5 due to it being much faster at loading, but this is not mid-game texture pop-in.. the character is staring at a fucking wall for christs sake.. you really think they walked through a level to a wall and the XSX was incapable of loading that texture before they got half an inch from it?

3rd time on the same page I'm saying this lol
It's popin so it's a storage to ram bottleneck. and as you've said the dev is being aggressive on series x it means he has to make series x load more longer it means it's inferior to ps5 in data streaming.

And mind you we've seen this problems in more than one game. Cyberpunk freezes on xbox during gameplay when streaming, control drops fps, dirt 5 has blurrier textures on Xbox and some popin, and here's mortal shell with popin.

This is the exact bottlenecks mark cerny was talking about in the road to ps5 video + the spider man PS4 vs ps5 video where ps4 stutters when speeding on the city... and this bottleneck won't just be seen after loading it'll Be seen more in gameplay as games get bigger especially open world games. And my point here is that Microsoft have lied to fans about the instant loading, sfs, velocity, direct storage and all the fraud marketing they've thrown out there. It's only the ps5 that treats its ssd as virtual ram.
 

IntentionalPun

Ask me about my wife's perfect butthole
it means he has to make series x load more longer

I said this 5 fucking times on this page lol

Get this.. it's a glaring flaw.. that can be fixed, by extending the loading time.

What do we call that children?

No no abel.. you have to raise your hand to respond, also take your mouth guard out to answer so we can understand you, but make sure you put it back in after so you don't bite your tongue off.

But yes, it's a bug.
 
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I said this 5 fucking times on this page lol

Get this.. it's a glaring flaw.. that can be fixed, by extending the loading time.

What do we call that children?

No no abel.. you have to raise your hand to respond, also take your mouth guard out to answer so we can understand you, but make sure you put it back in after so you don't bite your tongue off.

But yes, it's a bug.
Making the loading take longer beat s the purpose of the idea behind no loading screens/ and instant loading the purpose of the ps5s ssd was to immitate ram and it does this because there's no popin but the series x can't do this Microsoft only markets it as such.

And this doesn't just happen in loading screens in happens in gameplay xbox has texture streaming problems during gameplay.
 
The framerate is basically the same, when your playing the game it doesn't matter the reasons why one is better, it just is. Microsoft just did a better job and all these excuses in the world aren't going to change that.
Not the framerate is not same and is using dynamic resolution so that matters.

I know you are a hard Xbox fanboy but I didn't say PS5 in a more powerful only that your conclusion is not correct
but as you will didn´t get I will try to explain you:

- Have drop to 53 fps running a higher resolution vs 59 fps in the same scene doesn´t means the first one running in the correct resolution.
- Use the same resolution as the last gen version means the use the same threshold, the reason could be size of the team and budget to use
in optimization.

Now feel free to ignore this points and say how Phil Spencer is saving the world from the evil which represents Sony and you are going to make
his message known among the unfaithful.

It's popin so it's a storage to ram bottleneck. and as you've said the dev is being aggressive on series x it means he has to make series x load more longer it means it's inferior to ps5 in data streaming.

And mind you we've seen this problems in more than one game. Cyberpunk freezes on xbox during gameplay when streaming, control drops fps, dirt 5 has blurrier textures on Xbox and some popin, and here's mortal shell with popin.

This is the exact bottlenecks mark cerny was talking about in the road to ps5 video + the spider man PS4 vs ps5 video where ps4 stutters when speeding on the city... and this bottleneck won't just be seen after loading it'll Be seen more in gameplay as games get bigger especially open world games. And my point here is that Microsoft have lied to fans about the instant loading, sfs, velocity, direct storage and all the fraud marketing they've thrown out there. It's only the ps5 that treats its ssd as virtual ram.

These reading too much from the video please don't be like the another guy which above you.
 
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Riky

$MSFT
Not the framerate is not same and is using dynamic resolution so that matters.

I know you are a hard Xbox fanboy but I didn't say PS5 in a more powerful only that your conclusion is not correct
but as you will didn´t get I will try to explain you:

- Have drop to 53 fps running a higher resolution vs 59 fps in the same scene doesn´t means the first one running in the correct resolution.
- Use the same resolution as the last gen version means the use the same threshold, the reason could be size of the team and budget to use
in optimization.

Now feel free to ignore this points and say how Phil Spencer is saving the world from the evil which represents Sony and you are going to make
his message known among the unfaithful.

The actual lowest point on PS5 is 54fps as per the VGtech data, but with no VRR to compensate and at a lower resolution.
So yeah the Xbox version is the best way to play.
 

Lysandros

Member
According to the guy who did the PS page (Kiron Ramdewar), it's meant to be 1800p
Well, Vgtech states 1440P, they can't be both right i guess. But i am also a bit curious why Vgtech nearly always finds different resolutions compared to NXgamer and DF.
 

Elog

Member
It would be hilarious if VGTech enabled the wrong version and ran the PS4 Pro one - I just cannot imagine that happened and actually this is still a BC title running the PS4Pro executable with higher resolution textures.

What is clear is that whatever version VG Tech is running is a BC title.
 
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DaGwaphics

Member
T


It's popin so it's a storage to ram bottleneck. and as you've said the dev is being aggressive on series x it means he has to make series x load more longer it means it's inferior to ps5 in data streaming.

And mind you we've seen this problems in more than one game. Cyberpunk freezes on xbox during gameplay when streaming, control drops fps, dirt 5 has blurrier textures on Xbox and some popin, and here's mortal shell with popin.

This is the exact bottlenecks mark cerny was talking about in the road to ps5 video + the spider man PS4 vs ps5 video where ps4 stutters when speeding on the city... and this bottleneck won't just be seen after loading it'll Be seen more in gameplay as games get bigger especially open world games. And my point here is that Microsoft have lied to fans about the instant loading, sfs, velocity, direct storage and all the fraud marketing they've thrown out there. It's only the ps5 that treats its ssd as virtual ram.
If PS5 is actively using its SSD as virtual ram on a regular basis (really using it as virtual ram would indicate r&w usage, pre-packaged reads wouldn't really be a virtual ram scenario), RIP PS5. Those suckers are going to die young. Not to mention how slow 5.5GBps would be for ram in this day and age.

I'm not sure you've seen this, but MS has admitted that their drive is slightly less than 50% as performant as the drive in the PS5. LOL Some of you act as if MS has been secretive or evasive about their SSD specs, they could have been. No law that says they ever had to tell you, could have just gone buzz words all day "lightning fast SSD". LOL
 

IntentionalPun

Ask me about my wife's perfect butthole
And this doesn't just happen in loading screens in happens in gameplay xbox has texture streaming problems during gameplay.

The games are what have texture streaming issues because they aren't tuned well to the hardware limitations.

If I write a video streaming app for 1Gb connections, and it works flawlessly.. then I take the same code, with the same encodings, and on a 500Mb connection the video buffers every 5 seconds.

Is that a bug?

From a users perspective it absolutely is; from a devs perspective it absolutely is. If I'm a QA tester of that app on the 500Mb connection, guess what I'm going to do?

I'm going to report a bug. It's a flaw in the software that could be changed, or better tuned for the hardware.

The "fix" is to lower the bitrate; or write code that detects a lower bandwidth and then has dynamic bitrate. These are things video streaming services developed over the years and improved on.

Or the developers could say "no we aren't willing to compromise that, or devote the resources to do that, so you get buffering on the slower connection."

It's still a bug; it's not an "excuse" for the hardware being slower, it's the reality of software development vs. a hardware platform.

There is no game on the market that couldn't be coded to handle XSX's SSD/de-compression speed and avoid pop-in. It's a matter of how much RAM you give to your cache vs. rendering what is on screen. And if the presentation has flaws, that's.. bugginess. There are also better algorithms for determining what should be cached.. a game could be caching things it shouldn't, and not caching things it should.. again, fixable problems.

Claiming there is a bottleneck vs. the PS5 does not change the fact that a game loading with a nearly blank wall texture is a bug. It is easier to avoid these types of bugs on PS5 because it is significantly faster in this area. But software running on the PS5, also occasionally has... these bugs.

It's one of the reasons the PS5 is easier to develop for.. the insane speed of the SSD + great compression (that doesn't use up CPU resources) allows the freedom to worry far less about data loading.. decreases the chance of the SOFTWARE running on the PS5 from having texture streaming issues.
 
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If PS5 is actively using its SSD as virtual ram on a regular basis (really using it as virtual ram would indicate r&w usage, pre-packaged reads wouldn't really be a virtual ram scenario), RIP PS5. Those suckers are going to die young. Not to mention how slow 5.5GBps would be for ram in this day and age.

I'm not sure you've seen this, but MS has admitted that their drive is slightly less than 50% as performant as the drive in the PS5. LOL Some of you act as if MS has been secretive or evasive about their SSD specs, they could have been. No law that says they ever had to tell you, could have just gone buzz words all day "lightning fast SSD". LOL
On point has any game leveraged the velocity architecture technology or variable rate shading to assist with texture loading and ram management on the XSX|S?
 

Lunatic_Gamer

Gold Member

Nvidia to stop Switch's SoC production this year, Gamereactor was told


Both, the regular model and the smaller and cheaper Switch Lite feature the latest version of the Nvidia Tegra X1 Mariko. The source told Gamereactor that Nvidia plans to stop producing the processor in 2021, but did not elaborate further on what comes next or what may happen with the current versions of the hardware.


Nintendo Switch Pro incoming.
 
The games are what have texture streaming issues because they aren't tuned well to the hardware limitations.

If I write a video streaming app for 1Gb connections, and it works flawlessly.. then I take the same code, with the same encodings, and on a 500Mb connection the video buffers every 5 seconds.

Is that a bug?

From a users perspective it absolutely is; from a devs perspective it absolutely is. If I'm a QA tester of that app on the 500Mb connection, guess what I'm going to do?

I'm going to report a bug. It's a flaw in the software that could be changed, or better tuned for the hardware.

The "fix" is to lower the bitrate; or write code that detects a lower bandwidth and then has dynamic bitrate. These are things video streaming services developed over the years and improved on.

Or the developers could say "no we aren't willing to compromise that, or devote the resources to do that, so you get buffering on the slower connection."

It's still a bug; it's not an "excuse" for the hardware being slower, it's the reality of software development vs. a hardware platform.

There is no game on the market that couldn't be coded to handle XSX's SSD/de-compression speed and avoid pop-in. It's a matter of how much RAM you give to your cache vs. rendering what is on screen. And if the presentation has flaws, that's.. bugginess. There are also better algorithms for determining what should be cached.. a game could be caching things it shouldn't, and not caching things it should.. again, fixable problems.

Claiming there is a bottleneck vs. the PS5 does not change the fact that a game loading with a nearly blank wall texture is a bug. It is easier to avoid these types of bugs on PS5 because it is significantly faster in this area. But software running on the PS5, also occasionally has... these bugs.

It's one of the reasons the PS5 is easier to develop for.. the insane speed of the SSD + great compression (that doesn't use up CPU resources) allows the freedom to worry far less about data loading.. decreases the chance of the SOFTWARE running on the PS5 from having texture streaming issues.
Mate you can spin this around as you want. The series x has popin and texture streaming issues and blaming the games, tools, developers, and the universe won't fix it. Have a good night.
 

Lunatic_Gamer

Gold Member

Batman Arkham Knight Xbox Series Enhancement Possibly Teased by Microsoft


In their blog post when they announced a new UI update for Xbox consoles, there is an image that clearly shows Batman Arkham Knight with a label of Xbox Series X|S enhanced. This can be classified as a mistake, or an intentional tease by Microsoft.

 

LucidFlux

Member
Mate you can spin this around as you want. The series x has popin and texture streaming issues and blaming the games, tools, developers, and the universe won't fix it. Have a good night.

Are you just itching to argue with someone for the sake of it? IntentionalPun IntentionalPun isn't the arduous xbox defender spinning things the way you seem to think he is.

Firstly, there's two kinds of pop-in here, the loading one which I would classify as a bug I suppose, the other is merely a side effect of having LOD in games.

The first "on load" pop-in where the game logic finishes loading but not all the textures and geometry has I would call a bug. Not that it's faulty code mind you, but that from the end users perspective it looks like unintended behavior.

As mentioned this could be cleared up by just letting the game finish loading (filling RAM) all the texture data before handing control to the player. Sure this goes against the promise of no loading screens but I would argue it's the lesser of two evils. Either way I don't think it was MS that promised no loading screens but Sony.

Now if there is pop-in during actual gameplay it could be due to any number of reasons, but to say you can't blame the games, tools, developers or the universe (LOL) is ridiculous. If you're referring to a higher resolution asset popping in as you reach a certain distance from an object then all the speed in the world won't change this. Luckily UE5 will.

If it's not LOD related and assets are just failing to load entirely even when you're up close then it could be a bug or very poor asset streaming optimization by the developer, but to claim that as a whole "Series X has pop-in and texture streaming issues" is disingenuous.

We've had games running on hardware going back many generations now with a fraction of the bandwidth these consoles have, it's up to the developers to smartly utilize said hardware to make sure the right textures and assets are streaming in when they need to be and at the quality they need to be.

There is a third option which you may be implying, that the game was coded first with the PS5 SSD speeds in mind and not optimized at all for Series X. So when the Series X is told to wait until x distance or time before you see an asset to request the textures, but in reality it actually takes twice as long for the texture to load on Series X then you get this pop-in.

Alright I've rambled on long enough, back to work I go.
 
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