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Kotaku: Epic say Unreal PS5 demo is also targeting Xbox Series X

93xfan

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Feb 23, 2013
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Hmm thats a really good point. On the crevice "loading" thing, im pretty sure Epic already addressed that and it wasn't for loading reasons. https://kotaku.com/epic-says-that-one-moment-in-its-ps5-tech-demo-wasn-t-t-1843465165 One thing to note however is Cerny stated the 7GBs SSDs coming later would be good enough for use in the PS5 because it has the built-in custom I/O. Im not sure if 7GBs SSD with out that is the same.

That’s a good point too. I thought Sony was only using the custom controller on the internal one, but there’s probably some custom stuff for the external.
 
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StreetsofBeige

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Yo you just contradicted yourself so hard :messenger_tears_of_joy: That demo was created to show off what you just pointed out :messenger_tears_of_joy: Man you guys crack me up. They made that demo to detail, LOL, the detailed textures, and triangles being streamed in, and lights/shadows. They NEVER once even mentioned the character. Thats like someone saying "Yea, Forza isn't look that great. The crowds aren't very detailed. The best part of that game is the Cars, Weather, and the tracks" :messenger_tears_of_joy:
And it would have been more impressive if it was 4k/60 fps/RT with more stuff going on.

There's reason why they gimped it to 1440p/30fps/no RT and nothing else going on.
 
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This is true. There's something I want to touch on though real quick. To an extent the perception is MS's fault because they definitely played into the TF angle with their messaging. However, I would not say they only focused on TFs. When they did that blog/Twitter info drop they still led with TFs, but they did touch on a lot of stuff aside from the TFs. They talked about Velocity Architecture, Sampler Feedback, Direct ML etc. Lots of things outside of the "brute force" of pure TFs in fact.

However, I think the issue is that MS did not spotlight that stuff the way Sony did with the SSD and audio at Road to PS5. So that's kind of painted the impression with some people that XSX is anemic in those departments because of lack of in-depth focus on those things in a way that shows the paper specs don't mean everything. If you know where to look around there's some Xbox engineer people who have provided some really interesting notes on aspects of Velocity Architecture like the Sampler Feedback, BCPack, even other things like mesh shader level support (which is double the maximum size of Nvidia's GPUs), and specific aspects of DirectStorage only for XSX.

But that's kind of the problem: you have to go hunt for those nuggets of info. It's a bit surprising that, them being known primarily as a software company, MS's Xbox division haven't put the software stack optimizations regarding XSX at the forefront of their messaging. However, this is where I think WE are kind of to blame here. They kind of knew that the power narrative was something that devastated them with XBO, and a lot of people probably would not have bothered paying attention to them seriously if they lost the power narrative again. Which is why they aimed for a system with a higher TF performance (and higher CPU performance as well).

If they led off with their software-orientated optimizations people at the time probably wouldn't have paid attention because let's face it, A LOT of people were still caught up only focusing on TFs, right up to Road to PS5, where a lot of them were virtually forced to focus on a different metric hence the SSD obsessions that've gained traction. It's the same obsessive, narrow-vision energy they had with TFs in earlier speculation, simply shifted to SSD I/O instead. For all intents and purposes their motivations are exactly the same, the clothing's just been changed.

What I'm thinking is that the hardware event in June will involve a focus on a lot of XSX features outside of GPU TFs, including a front-and-center focus on things they mentioned early on but got buried by both them and a lot of people who could only see TFs at the time. If they can show how their approach to resolving SSD I/O bottleneck issues is competitive with Sony's, while being more mass-market friendly (since a lot of it is software-based it should have scalable performance on a range of devices which benefits 3rd-parties immensely), then they can effectively put a lot of the speculation on their SSD I/O approach being fielded by some as a "bottleneck" to rest. If they can show how their approach is superior to Sony's in some areas, then that would be even better for them.

Whatever they do decide to focus on going forward with hardware talk, though, will be paid more attention to since a lot of people now have SSD tunnel vision syndrome. Anything even partly related to SSD I/O, they will latch onto with a laser focus.
[/QUOTE]
As far as narrative changing from TF to SSD post road to PS5 i cannot comment as i was not here during that time however i believe there is merit to that statement based on some of the conversation i have seen. In regards to MS changing the focus to innovations with thier own SSD and supporting i/o architecture, i think it would be devastating to them. With the public perception that Sony has the SSD on lock down, they would be completely dominated if they changed gears and fixated on the fact that SSD is important for thier plans during the next gen. I think a better approach would be to stay the course and ride the wave of a " more powerful" system as long as they can. This issue i see though is when the gamplay does come there will be no distinct difference between either system without specialized analysis and they have to continue to sell to the public that thier system is more powerful all the while IMO being more expensive and having worse load/install performance.

Edit: Not sure what i did but this was a quote to thicc_girls_are_teh_best
 
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The 9 TF rdna1 cards are said to be comparable to 12TF vega gcn. Ps5 is 10 TF which means it likely compares with 13+TF gcn, if it were rdna1, but since it is rdna2 it likely is equivalent to 15-16TF gcn in performance. That is without counting that like series x it likely has over 10+TF equivalent of additional performance for ray tracing. That makes it over 25+TF(10+TF rdna2 + 10+TF ray tracing perf) equivalent gcn.

But it is true some were expecting 13TF of rdna1, 10+TF rdna2 might be equivalent if the 50% efficiency improvement is true.

A while back when ITMedia did their piece, I calculated their 13.8 Vega reference figure to about 10.24 TF RDNA (using RDNA as a reference to either 1 or 2 because at that time I don't think we knew if either system was actually RDNA2 yet).

I know RDNA2 has a 50% PPW gain over RDNA1, but RDNA2 is also compatible with the EUV node IIRC, while PS5 and XSX are DUV enhanced. I don't know if the 50% claims are for both node processes or just EUV. As well, 50% PPW doesn't translate to 50% IPC; I'm more modest and just speculate it's maybe a 15%-20% IPC gain at most.

Which, if we're converting to GCN, would put PS5 around 14.385 TF GCN - 14.899 TF GCN. XSX would be around 16.2 TF GCN - 17.61 TF GCN.

I'm actually not exactly sure what metric MS is using for the RT performance calculations. Maybe they have modified the GPU to handle RT on specific RT-dedicated cores, which would work maybe in tandem (though differently) with how we know RT is on RDNA2 (tied to the CUs)? Hopefully we find out at some point; I generally just ignore the 10+ TF RT figure though and just look at the 12.147 TF part.

As far as narrative changing from TF to SSD post road to PS5 i cannot comment as i was not here during that time however i believe there is merit to that statement based on some of the conversation i have seen. In regards to MS changing the focus to innovations with thier own SSD and supporting i/o architecture, i think it would be devastating to them. With the public perception that Sony has the SSD on lock down, they would be completely dominated if they changed gears and fixated on the fact that SSD is important for thier plans during the next gen. I think a better approach would be to stay the course and ride the wave of a " more powerful" system as long as they can. This issue i see though is when the gamplay does come there will be no distinct difference between either system without specialized analysis and they have to continue to sell to the public that thier system is more powerful all the while IMO being more expensive and having worse load/install performance.

I see what you're saying, but MS have kinda already done what you think they shouldn't have done x3. They've gradually talked up more about the strengths of SSD I/O going into next-gen. Honestly as long as they bring it up in a way to illustrate how capable their system is at it, and not replace the message of their power narrative with it, it should be alright.

If they can marry their own SSD I/O features with illustrating (both in talk and in action) how their power advantage compliments it, then it's actually a pretty good move IMO because that's them once again focusing on a hard strength and coupling it with stronger-than-speculated abilities in other areas of the system design. After all the systems are about the whole being more than the sum of their parts ;)
 
Last edited:

//DEVIL//

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May 28, 2014
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The 9 TF rdna1 cards are said to be comparable to 12TF vega gcn. Ps5 is 10 TF which means it likely compares with 13+TF gcn, if it were rdna1, but since it is rdna2 it likely is equivalent to 15-16TF gcn in performance. That is without counting that like series x it likely has over 10+TF equivalent of additional performance for ray tracing. That makes it over 25+TF(10+TF rdna2 + 10+TF ray tracing perf) equivalent gcn.

But it is true some were expecting 13TF of rdna1, 10+TF rdna2 might be equivalent if the 50% efficiency improvement is true.
Ahahahaha . Your math is amusing lol
 
Nov 21, 2018
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Lets all forget the Xbox Series X features /s

Hardware Decompression – Hardware decompression is a dedicated hardware component introduced with Xbox Series X to allow games to consume as little space as possible on the SSD while eliminating all CPU overhead typically associated with run-time decompression. It reduces the software overhead of decompression when operating at full SSD performance from more than three CPU cores to zero – thereby freeing considerable CPU power for the game to spend on areas like better gameplay and improved framerates. Hardware decompression is one of the components of the Xbox Velocity Architecture.

Sampler Feedback Streaming (SFS) – A component of the Xbox Velocity Architecture, SFS is a feature of the Xbox Series X hardware that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. Because it avoids the wastage of loading into memory the portions of textures that are never needed, it is an effective 2x or 3x (or higher) multiplier on both amount of physical memory and SSD performance.

DirectML – Xbox Series X supports Machine Learning for games with DirectML, a component of DirectX. DirectML leverages unprecedented hardware performance in a console, benefiting from over 24 TFLOPS of 16-bit float performance and over 97 TOPS (trillion operations per second) of 4-bit integer performance on Xbox Series X. Machine Learning can improve a wide range of areas, such as making NPCs much smarter, providing vastly more lifelike animation, and greatly improving visual quality.

Variable Rate Shading (VRS) – Variable Rate Shading increases GPU efficiency by concentrating shader work where it’s most needed and reducing shader work in areas where it won’t be noticeable. With minimal developer effort, VRS significantly improves GPU performance resulting in more stable and higher resolutions and frame rates with no perceptible loss in visual quality.

DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.

Xbox Velocity Architecture – The Xbox Velocity Architecture is the new architecture we’ve created for the Xbox Series X to unlock new capabilities never-before seen in console development. It consists of four components: our custom NVMe SSD, a dedicated hardware decompression block, the all new DirectStorage API, and Sampler Feedback Streaming (SFS). This combination of custom hardware and deep software integration allows developers to radically improve asset streaming and effectively multiply available memory. It will enable richer and more dynamic living worlds unlike anything ever seen before. It also effectively eliminates loading times, and makes fast travel systems just that: fast.

Dynamic Latency Input (DLI) –Another innovation we are making to reduce latency for Xbox Series X is Dynamic Latency Input (DLI). With DLI, developers can more accurately synchronize the player’s input with the game’s simulation and render loop, even further reducing input latency while playing the game.

GPU Work Creation – Xbox Series X adds hardware, firmware and shader compiler support for GPU work creation that provides powerful capabilities for the GPU to efficiently handle new workloads without any CPU assistance. This provides more flexibility and performance for developers to deliver their graphics visions.

Hardware Accelerated DirectX Raytracing (DXR) – From improved lighting, shadows and reflections as well as more realistic acoustics and spatial audio, raytracing enables developers to create more physically accurate worlds. For the very first time in a game console, Xbox Series X includes support for high performance, hardware accelerated raytracing. Xbox Series X uses a custom-designed GPU leveraging the latest innovation from our partners at AMD and built in collaboration with the same team who developed DirectX Raytracing. Developers will be able to deliver incredibly immersive visual and audio experiences using the same techniques on PC and beyond.

Mesh Shading – Mesh shading will enable developers to dramatically improve the performance and image quality when rendering a substantial number of complex objects in a scene. As an example, mesh shaders could enable the player to experience asteroid belts and fields of flowers in more pristine detail without seeing a loss in performance.

Native Resolution – Native Resolution is an Xbox Series X backwards compatibility enhancement for select Xbox One games that allows them to render at native 4K even if they weren’t originally designed for 4K.

Parallel Cooling Architecture – Parallel Cooling Architecture is the name of the innovative system design used to cool Xbox Series X. Building a console that delivers four times the processing power of Xbox One X in the most quiet and efficient way – something that is critically important with all the extra power of our next generation console – led to its unique vertical design.

Project Acoustics – Incubated over a decade by Microsoft Research, Project Acoustics accurately models sound propagation physics in mixed reality and games, employed by many AAA experiences today. It is unique in simulating wave effects like diffraction in complex scene geometries without straining CPU, enabling a much more immersive and lifelike auditory experience. Plug-in support for both the Unity and Unreal game engines empower the sound designer with expressive controls to mold reality. Developers will be able to easily leverage Project Acoustics with Xbox Series X through the addition of a new custom audio hardware block.

Quick Resume – A new feature powered by the technical capabilities and the innovative Xbox Velocity Architecture in Xbox Series X, Quick Resume enables players to seamlessly switch between multiple titles and resume instantly from where you last left off.

RDNA 2 – The custom designed processor in the Xbox Series X leverages RDNA 2, the latest next generation graphics architecture from our partners at AMD. RDNA 2 provides a significant advancement in performance and efficiency as well as next generation graphics features such as hardware accelerated raytracing and variable rate shading.

Smart Delivery – Smart Delivery is a new technology introduced with Xbox Series X that will ensure you always play the best version of the games you own for your console, across generations. All Xbox Game Studios titles that are optimized for Xbox Series X, including “Halo Infinite” will support Smart Delivery, providing the best available version for whichever console you choose to play on. For example, this means if you purchase the Xbox One version of a supported title, we will identify and deliver the best version of it to your Xbox One, as usual. If you decide to jump into the next generation with Xbox Series X, we will automatically provide the Xbox Series X optimized version of the game at no additional cost if and when it becomes available. Smart Delivery is available to all Xbox developers.

Spatial Audio – Spatial Audio delivers deeply immersive audio which enables the player to more accurately pinpoint objects in a 3D play space. With full support for Dolby Atmos, DTS:X and Windows Sonic, Xbox Series X has custom audio hardware to offload audio processing from the CPU, dramatically improving the accessibility, quality and performance of these immersive experiences.

TFLOPS (Teraflops) – TFLOPS (or “teraflops”) stands for Trillion Floating-point Operations Per Second and is a measure of raw mathematical performance of a GPU. While Xbox Series X delivers 12 TFLOPS of 32-bit float performance, two times that of the Xbox One X, the architectural efficiency improvements brought by AMD’s RDNA 2 architecture plus our next generation features such as Variable Rate Shading (VRS) and hardware accelerated DirectX Raytracing means that Xbox Series X will deliver well over twice the effective graphics performance of Xbox One X for games.

Variable Refresh Rate (VRR) – Variable Refresh Rate is a new addition to HDMI 2.1 which enables capable displays to refreshed as fast as the console can render images, thereby eliminating tearing, increasing smoothness, and reducing latency. We have been working with the industry’s leading TV manufacturers to ensure the display ecosystem is ready for the features we are bringing with Xbox Series X.

Xbox Series X Storage Expansion Card – Built in partnership with Seagate, this 1 TB custom storage solution expands storage capacity of Xbox Series X with the full speed and performance of the Xbox Velocity Architecture Previous generation Xbox titles can still be played directly from external USB 3.2 hard drives. However, to receive all the benefits of the Xbox Velocity Architecture and optimal performance, Xbox Series X, optimized games should be played from the internal SSD or Xbox Series X Storage Expansion Card.

Xbox Wireless Protocol – One of the first points to reduce latency is within the communication between your controller and your console. By bringing our existing high-bandwidth, low-latency wireless protocol on the Xbox One family of devices to Xbox Series X, we’re able to not only reduce latency in your gaming experience but also ensure all of your existing Xbox One gaming accessories will be compatible with Xbox Series X.

Zen 2 – The custom designed processor in the Xbox Series X leverages AMD’s latest Zen 2 CPU architecture. Zen 2 provides a significant advancement in CPU performance delivering more than 4 times the performance of an Xbox One X.

120 FPS – With support for up to 120 frames per second (FPS), Xbox Series X allows developers to exceed the more traditional 60 FPS in favor of heightened realism and more precise controls for fast-paced action.



What has Sony showed? Fast SSD, Geometry Engine and Tempest Engine.
 
Last edited:

itsjustJEFF

Member
Apr 12, 2018
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And it would have been more impressive if it was 4k/60 fps/RT with more stuff going on.

There's reason why they gimped it to 1440p/30fps/no RT and nothing else going on.
What the WHAT are you talking about?!?! Hell it would have been more impressive if it was 8k/60fps/RT with more stuff going on. You haven't addressed anything I said in my post. I DON'T care about 4k/60/RT. I replied to your post cause your post didn't make SENSE.

But based on your response, I get it now. I can't have a discussion with you. You clearly have your eggs in a certain basket. Cool beans, keep fighting the good fight bro.

Don't bother replying. I'm leaving this thread, it's getting way too fanboy oriented. Peace.
 
Last edited:
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Lets all forget the Xbox Series X features /s

Hardware Decompression – Hardware decompression is a dedicated hardware component introduced with Xbox Series X to allow games to consume as little space as possible on the SSD while eliminating all CPU overhead typically associated with run-time decompression. It reduces the software overhead of decompression when operating at full SSD performance from more than three CPU cores to zero – thereby freeing considerable CPU power for the game to spend on areas like better gameplay and improved framerates. Hardware decompression is one of the components of the Xbox Velocity Architecture.

Sampler Feedback Streaming (SFS) – A component of the Xbox Velocity Architecture, SFS is a feature of the Xbox Series X hardware that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. Because it avoids the wastage of loading into memory the portions of textures that are never needed, it is an effective 2x or 3x (or higher) multiplier on both amount of physical memory and SSD performance.

DirectML – Xbox Series X supports Machine Learning for games with DirectML, a component of DirectX. DirectML leverages unprecedented hardware performance in a console, benefiting from over 24 TFLOPS of 16-bit float performance and over 97 TOPS (trillion operations per second) of 4-bit integer performance on Xbox Series X. Machine Learning can improve a wide range of areas, such as making NPCs much smarter, providing vastly more lifelike animation, and greatly improving visual quality.

Variable Rate Shading (VRS) – Variable Rate Shading increases GPU efficiency by concentrating shader work where it’s most needed and reducing shader work in areas where it won’t be noticeable. With minimal developer effort, VRS significantly improves GPU performance resulting in more stable and higher resolutions and frame rates with no perceptible loss in visual quality.

DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.

Xbox Velocity Architecture – The Xbox Velocity Architecture is the new architecture we’ve created for the Xbox Series X to unlock new capabilities never-before seen in console development. It consists of four components: our custom NVMe SSD, a dedicated hardware decompression block, the all new DirectStorage API, and Sampler Feedback Streaming (SFS). This combination of custom hardware and deep software integration allows developers to radically improve asset streaming and effectively multiply available memory. It will enable richer and more dynamic living worlds unlike anything ever seen before. It also effectively eliminates loading times, and makes fast travel systems just that: fast.

Dynamic Latency Input (DLI) –Another innovation we are making to reduce latency for Xbox Series X is Dynamic Latency Input (DLI). With DLI, developers can more accurately synchronize the player’s input with the game’s simulation and render loop, even further reducing input latency while playing the game.


GPU Work Creation – Xbox Series X adds hardware, firmware and shader compiler support for GPU work creation that provides powerful capabilities for the GPU to efficiently handle new workloads without any CPU assistance. This provides more flexibility and performance for developers to deliver their graphics visions.

Hardware Accelerated DirectX Raytracing (DXR) – From improved lighting, shadows and reflections as well as more realistic acoustics and spatial audio, raytracing enables developers to create more physically accurate worlds. For the very first time in a game console, Xbox Series X includes support for high performance, hardware accelerated raytracing. Xbox Series X uses a custom-designed GPU leveraging the latest innovation from our partners at AMD and built in collaboration with the same team who developed DirectX Raytracing. Developers will be able to deliver incredibly immersive visual and audio experiences using the same techniques on PC and beyond.

Mesh Shading – Mesh shading will enable developers to dramatically improve the performance and image quality when rendering a substantial number of complex objects in a scene. As an example, mesh shaders could enable the player to experience asteroid belts and fields of flowers in more pristine detail without seeing a loss in performance.

Native Resolution – Native Resolution is an Xbox Series X backwards compatibility enhancement for select Xbox One games that allows them to render at native 4K even if they weren’t originally designed for 4K.

Parallel Cooling Architecture – Parallel Cooling Architecture is the name of the innovative system design used to cool Xbox Series X. Building a console that delivers four times the processing power of Xbox One X in the most quiet and efficient way – something that is critically important with all the extra power of our next generation console – led to its unique vertical design.

Project Acoustics – Incubated over a decade by Microsoft Research, Project Acoustics accurately models sound propagation physics in mixed reality and games, employed by many AAA experiences today. It is unique in simulating wave effects like diffraction in complex scene geometries without straining CPU, enabling a much more immersive and lifelike auditory experience. Plug-in support for both the Unity and Unreal game engines empower the sound designer with expressive controls to mold reality. Developers will be able to easily leverage Project Acoustics with Xbox Series X through the addition of a new custom audio hardware block.

Quick Resume – A new feature powered by the technical capabilities and the innovative Xbox Velocity Architecture in Xbox Series X, Quick Resume enables players to seamlessly switch between multiple titles and resume instantly from where you last left off.

RDNA 2 – The custom designed processor in the Xbox Series X leverages RDNA 2, the latest next generation graphics architecture from our partners at AMD. RDNA 2 provides a significant advancement in performance and efficiency as well as next generation graphics features such as hardware accelerated raytracing and variable rate shading.

Smart Delivery – Smart Delivery is a new technology introduced with Xbox Series X that will ensure you always play the best version of the games you own for your console, across generations. All Xbox Game Studios titles that are optimized for Xbox Series X, including “Halo Infinite” will support Smart Delivery, providing the best available version for whichever console you choose to play on. For example, this means if you purchase the Xbox One version of a supported title, we will identify and deliver the best version of it to your Xbox One, as usual. If you decide to jump into the next generation with Xbox Series X, we will automatically provide the Xbox Series X optimized version of the game at no additional cost if and when it becomes available. Smart Delivery is available to all Xbox developers.

Spatial Audio – Spatial Audio delivers deeply immersive audio which enables the player to more accurately pinpoint objects in a 3D play space. With full support for Dolby Atmos, DTS:X and Windows Sonic, Xbox Series X has custom audio hardware to offload audio processing from the CPU, dramatically improving the accessibility, quality and performance of these immersive experiences.

TFLOPS (Teraflops) – TFLOPS (or “teraflops”) stands for Trillion Floating-point Operations Per Second and is a measure of raw mathematical performance of a GPU. While Xbox Series X delivers 12 TFLOPS of 32-bit float performance, two times that of the Xbox One X, the architectural efficiency improvements brought by AMD’s RDNA 2 architecture plus our next generation features such as Variable Rate Shading (VRS) and hardware accelerated DirectX Raytracing means that Xbox Series X will deliver well over twice the effective graphics performance of Xbox One X for games.

Variable Refresh Rate (VRR) – Variable Refresh Rate is a new addition to HDMI 2.1 which enables capable displays to refreshed as fast as the console can render images, thereby eliminating tearing, increasing smoothness, and reducing latency. We have been working with the industry’s leading TV manufacturers to ensure the display ecosystem is ready for the features we are bringing with Xbox Series X.

Xbox Series X Storage Expansion Card – Built in partnership with Seagate, this 1 TB custom storage solution expands storage capacity of Xbox Series X with the full speed and performance of the Xbox Velocity Architecture Previous generation Xbox titles can still be played directly from external USB 3.2 hard drives. However, to receive all the benefits of the Xbox Velocity Architecture and optimal performance, Xbox Series X, optimized games should be played from the internal SSD or Xbox Series X Storage Expansion Card.

Xbox Wireless Protocol – One of the first points to reduce latency is within the communication between your controller and your console. By bringing our existing high-bandwidth, low-latency wireless protocol on the Xbox One family of devices to Xbox Series X, we’re able to not only reduce latency in your gaming experience but also ensure all of your existing Xbox One gaming accessories will be compatible with Xbox Series X.

Zen 2 – The custom designed processor in the Xbox Series X leverages AMD’s latest Zen 2 CPU architecture. Zen 2 provides a significant advancement in CPU performance delivering more than 4 times the performance of an Xbox One X.

120 FPS – With support for up to 120 frames per second (FPS), Xbox Series X allows developers to exceed the more traditional 60 FPS in favor of heightened realism and more precise controls for fast-paced action.



What has Sony showed? Fast SSD, Geometry Engine and Tempest Engine.
Sony has shown more or less the same, better in some areas worse in others. The big thing for Sony right now tho is UE5 and that beautiful demo, like it or not, is tied to Sony. Are you suggesting that this is a list of features and feature sets exclusive to XsX?
 
Last edited:

CatLady

Member
Jun 12, 2018
4,247
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Lets all forget the Xbox Series X features /s

Hardware Decompression – Hardware decompression is a dedicated hardware component introduced with Xbox Series X to allow games to consume as little space as possible on the SSD while eliminating all CPU overhead typically associated with run-time decompression. It reduces the software overhead of decompression when operating at full SSD performance from more than three CPU cores to zero – thereby freeing considerable CPU power for the game to spend on areas like better gameplay and improved framerates. Hardware decompression is one of the components of the Xbox Velocity Architecture.

Sampler Feedback Streaming (SFS) – A component of the Xbox Velocity Architecture, SFS is a feature of the Xbox Series X hardware that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. Because it avoids the wastage of loading into memory the portions of textures that are never needed, it is an effective 2x or 3x (or higher) multiplier on both amount of physical memory and SSD performance.

DirectML – Xbox Series X supports Machine Learning for games with DirectML, a component of DirectX. DirectML leverages unprecedented hardware performance in a console, benefiting from over 24 TFLOPS of 16-bit float performance and over 97 TOPS (trillion operations per second) of 4-bit integer performance on Xbox Series X. Machine Learning can improve a wide range of areas, such as making NPCs much smarter, providing vastly more lifelike animation, and greatly improving visual quality.

Variable Rate Shading (VRS) – Variable Rate Shading increases GPU efficiency by concentrating shader work where it’s most needed and reducing shader work in areas where it won’t be noticeable. With minimal developer effort, VRS significantly improves GPU performance resulting in more stable and higher resolutions and frame rates with no perceptible loss in visual quality.

DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.

Xbox Velocity Architecture – The Xbox Velocity Architecture is the new architecture we’ve created for the Xbox Series X to unlock new capabilities never-before seen in console development. It consists of four components: our custom NVMe SSD, a dedicated hardware decompression block, the all new DirectStorage API, and Sampler Feedback Streaming (SFS). This combination of custom hardware and deep software integration allows developers to radically improve asset streaming and effectively multiply available memory. It will enable richer and more dynamic living worlds unlike anything ever seen before. It also effectively eliminates loading times, and makes fast travel systems just that: fast.

Dynamic Latency Input (DLI) –Another innovation we are making to reduce latency for Xbox Series X is Dynamic Latency Input (DLI). With DLI, developers can more accurately synchronize the player’s input with the game’s simulation and render loop, even further reducing input latency while playing the game.


GPU Work Creation – Xbox Series X adds hardware, firmware and shader compiler support for GPU work creation that provides powerful capabilities for the GPU to efficiently handle new workloads without any CPU assistance. This provides more flexibility and performance for developers to deliver their graphics visions.

Hardware Accelerated DirectX Raytracing (DXR) – From improved lighting, shadows and reflections as well as more realistic acoustics and spatial audio, raytracing enables developers to create more physically accurate worlds. For the very first time in a game console, Xbox Series X includes support for high performance, hardware accelerated raytracing. Xbox Series X uses a custom-designed GPU leveraging the latest innovation from our partners at AMD and built in collaboration with the same team who developed DirectX Raytracing. Developers will be able to deliver incredibly immersive visual and audio experiences using the same techniques on PC and beyond.

Mesh Shading – Mesh shading will enable developers to dramatically improve the performance and image quality when rendering a substantial number of complex objects in a scene. As an example, mesh shaders could enable the player to experience asteroid belts and fields of flowers in more pristine detail without seeing a loss in performance.

Native Resolution – Native Resolution is an Xbox Series X backwards compatibility enhancement for select Xbox One games that allows them to render at native 4K even if they weren’t originally designed for 4K.

Parallel Cooling Architecture – Parallel Cooling Architecture is the name of the innovative system design used to cool Xbox Series X. Building a console that delivers four times the processing power of Xbox One X in the most quiet and efficient way – something that is critically important with all the extra power of our next generation console – led to its unique vertical design.

Project Acoustics – Incubated over a decade by Microsoft Research, Project Acoustics accurately models sound propagation physics in mixed reality and games, employed by many AAA experiences today. It is unique in simulating wave effects like diffraction in complex scene geometries without straining CPU, enabling a much more immersive and lifelike auditory experience. Plug-in support for both the Unity and Unreal game engines empower the sound designer with expressive controls to mold reality. Developers will be able to easily leverage Project Acoustics with Xbox Series X through the addition of a new custom audio hardware block.

Quick Resume – A new feature powered by the technical capabilities and the innovative Xbox Velocity Architecture in Xbox Series X, Quick Resume enables players to seamlessly switch between multiple titles and resume instantly from where you last left off.

RDNA 2 – The custom designed processor in the Xbox Series X leverages RDNA 2, the latest next generation graphics architecture from our partners at AMD. RDNA 2 provides a significant advancement in performance and efficiency as well as next generation graphics features such as hardware accelerated raytracing and variable rate shading.

Smart Delivery – Smart Delivery is a new technology introduced with Xbox Series X that will ensure you always play the best version of the games you own for your console, across generations. All Xbox Game Studios titles that are optimized for Xbox Series X, including “Halo Infinite” will support Smart Delivery, providing the best available version for whichever console you choose to play on. For example, this means if you purchase the Xbox One version of a supported title, we will identify and deliver the best version of it to your Xbox One, as usual. If you decide to jump into the next generation with Xbox Series X, we will automatically provide the Xbox Series X optimized version of the game at no additional cost if and when it becomes available. Smart Delivery is available to all Xbox developers.

Spatial Audio – Spatial Audio delivers deeply immersive audio which enables the player to more accurately pinpoint objects in a 3D play space. With full support for Dolby Atmos, DTS:X and Windows Sonic, Xbox Series X has custom audio hardware to offload audio processing from the CPU, dramatically improving the accessibility, quality and performance of these immersive experiences.

TFLOPS (Teraflops) – TFLOPS (or “teraflops”) stands for Trillion Floating-point Operations Per Second and is a measure of raw mathematical performance of a GPU. While Xbox Series X delivers 12 TFLOPS of 32-bit float performance, two times that of the Xbox One X, the architectural efficiency improvements brought by AMD’s RDNA 2 architecture plus our next generation features such as Variable Rate Shading (VRS) and hardware accelerated DirectX Raytracing means that Xbox Series X will deliver well over twice the effective graphics performance of Xbox One X for games.

Variable Refresh Rate (VRR) – Variable Refresh Rate is a new addition to HDMI 2.1 which enables capable displays to refreshed as fast as the console can render images, thereby eliminating tearing, increasing smoothness, and reducing latency. We have been working with the industry’s leading TV manufacturers to ensure the display ecosystem is ready for the features we are bringing with Xbox Series X.

Xbox Series X Storage Expansion Card – Built in partnership with Seagate, this 1 TB custom storage solution expands storage capacity of Xbox Series X with the full speed and performance of the Xbox Velocity Architecture Previous generation Xbox titles can still be played directly from external USB 3.2 hard drives. However, to receive all the benefits of the Xbox Velocity Architecture and optimal performance, Xbox Series X, optimized games should be played from the internal SSD or Xbox Series X Storage Expansion Card.

Xbox Wireless Protocol – One of the first points to reduce latency is within the communication between your controller and your console. By bringing our existing high-bandwidth, low-latency wireless protocol on the Xbox One family of devices to Xbox Series X, we’re able to not only reduce latency in your gaming experience but also ensure all of your existing Xbox One gaming accessories will be compatible with Xbox Series X.

Zen 2 – The custom designed processor in the Xbox Series X leverages AMD’s latest Zen 2 CPU architecture. Zen 2 provides a significant advancement in CPU performance delivering more than 4 times the performance of an Xbox One X.

120 FPS – With support for up to 120 frames per second (FPS), Xbox Series X allows developers to exceed the more traditional 60 FPS in favor of heightened realism and more precise controls for fast-paced action.



What has Sony showed? Fast SSD, Geometry Engine and Tempest Engine.


We keep hearing from certain Sony fans how the PS5 is so customized and elegant and the XsX is just brute force raw power. That list looks very 'customized' and 'elegant' to me in addition to it's shit ton of raw power.
 
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A while back when ITMedia did their piece, I calculated their 13.8 Vega reference figure to about 10.24 TF RDNA (using RDNA as a reference to either 1 or 2 because at that time I don't think we knew if either system was actually RDNA2 yet).

I know RDNA2 has a 50% PPW gain over RDNA1, but RDNA2 is also compatible with the EUV node IIRC, while PS5 and XSX are DUV enhanced. I don't know if the 50% claims are for both node processes or just EUV. As well, 50% PPW doesn't translate to 50% IPC; I'm more modest and just speculate it's maybe a 15%-20% IPC gain at most.

Which, if we're converting to GCN, would put PS5 around 14.385 TF GCN - 14.899 TF GCN. XSX would be around 16.2 TF GCN - 17.61 TF GCN.

I'm actually not exactly sure what metric MS is using for the RT performance calculations. Maybe they have modified the GPU to handle RT on specific RT-dedicated cores, which would work maybe in tandem (though differently) with how we know RT is on RDNA2 (tied to the CUs)? Hopefully we find out at some point; I generally just ignore the 10+ TF RT figure though and just look at the 12.147 TF part.



I see what you're saying, but MS have kinda already done what you think they shouldn't have done x3. They've gradually talked up more about the strengths of SSD I/O going into next-gen. Honestly as long as they bring it up in a way to illustrate how capable their system is at it, and not replace the message of their power narrative with it, it should be alright.

If they can marry their own SSD I/O features with illustrating (both in talk and in action) how their power advantage compliments it, then it's actually a pretty good move IMO because that's them once again focusing on a hard strength and coupling it with stronger-than-speculated abilities in other areas of the system design. After all the systems are about the whole being more than the sum of their parts ;)
The funny thing is Sony could/should do the same thing just switch SSD and GPU/TF. Both systems will be great and are super awesome pieces of hardware. I can't wait to see some freaking games!!!
 
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We keep hearing from certain Sony fans how the PS5 is so customized and elegant and the XsX is just brute force raw power. That list looks very 'customized' and 'elegant' to me in addition to it's shit ton of raw power.
If you (not you specifically) truly believe the XsX is not customized and an elegant piece of hardware, i would say your being a troll or fanboi. What i find so crazy is how they managed to cram that in such a small box ( not being ironic). I can't wait to see what the PS5 looks like.
 

ZehDon

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We keep hearing from certain Sony fans how the PS5 is so customized and elegant and the XsX is just brute force raw power. That list looks very 'customized' and 'elegant' to me in addition to it's shit ton of raw power.
Agreed. What's important to remember about the Series X hardware is that is customised - not exotic. In comparison, the PS5's hardware audio and hardware IO systems are both customised and exotic. Why is that an important distinction? Exotic, in hardware manufacturing terms, always means expensive - because no one is using it but you, your manufacturing costs sky-rocket, relatively speaking. The Series X is pushing a lot of powerful hardware using a very smart configuration of known components - the PS5 is using an interesting configuration of known components in unison with bespoke hardware solutions. The Series X hardware design feels like the PS4-2, whereas the PS5 sounds more like the PS2-2. I think we're going to see a substantial price differential because of this - you don't out-pace high-end PCs, especially in storage - for pennies. It's going to cost Sony a lot of money to mass produce custom storage no one but them can make use of. Ultimately, I feel that Microsoft is building a console that embraces the multiplatform approach - which is Unreal Engine's bread-and-butter - lending it to mass production and adoption. It's going to be competitively priced because it was clearly designed to be. It seems like the PS5 is moving back towards the bespoke console systems of yester-year, and I believe there is a reason the industry moved away from that approach. Let's hope Cerny knows what he's doing - he hasn't failed Sony yet.
 
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Agreed. What's important to remember about the Series X hardware is that is customised - not exotic. In comparison, the PS5's hardware audio and hardware IO systems are both customised and exotic. Why is that an important distinction? Exotic, in hardware manufacturing terms, always means expensive - because no one is using it but you, your manufacturing costs sky-rocket, relatively speaking. The Series X is pushing a lot of powerful hardware using a very smart configuration of known components - the PS5 is using an interesting configuration of known components in unison with bespoke hardware solutions. The Series X hardware design feels like the PS4-2, whereas the PS5 sounds more like the PS2-2. I think we're going to see a substantial price differential because of this - you don't out-pace high-end PCs, especially in storage - for pennies. It's going to cost Sony a lot of money to mass produce custom storage no one but them can make use of. Ultimately, I feel that Microsoft is building a console that embraces the multiplatform approach - which is Unreal Engine's bread-and-butter - lending it to mass production and adoption. It's going to be competitively priced because it was clearly designed to be. It seems like the PS5 is moving back towards the bespoke console systems of yester-year, and I believe there is a reason the industry moved away from that approach. Let's hope Cerny knows what he's doing - he hasn't failed Sony yet.

Really neat way of putting it. One could say that MS was "forced" into their approach since PC is such a big space for them, but that should also obviously indicate that they want to drive hardware-agnostic solutions to current technical bottlenecks and issues, whereas Sony seems to have taken a more hardline bespoke hardware-focused approach. Neither one is necessarily bad or super/inferior to each other, because while a solution with a lot of software focus can potentially be unoptimized, a hardware-based approach could have critical design flaws that are arguably costlier to remedy.

Additionally, a hardware-focused approach may essentially provide a ton of "free" performance (depending on how readily API tools can expose the hardware efficiently to devs), but a software-based approach can be more easily future-proofed for general industrial technology trends, and is easier/more malleable for changes that can be deployed across a range of various hardware. The hardware itself becomes the limiting factor, so obviously higher-end systems will more easily utilize those software features compared to lower-end ones.

I think Sony's approach will ultimately be fine in terms of being something devs can approach; IMO PS2 and PS3 were arguably more complex than, say, Atari Jaguar or SEGA Saturn, but had the level of money and dev support to push through any complications knowing the rewards would be present. No reason such won't be the case with PS5, and I'd argue PS5 is not on the level of hard-to-code-for as PS2 or PS3 were.

That said, Microsoft's approach is also ultimately fine; we're reaching a point where even modest hardware is capable of things high-end systems 10 years ago would immensely struggle at, let alone powerful workstations from the early '00s or '90s. The "floor", as it were, has been rapidly lowering in terms of what can deliver suitable results. Because of that, more powerful software-based approaches can be implemented that are able to better leverage the scale of hardware as it's generally seen an upward shift across the board.

Sony has shown more or less the same, better in some areas worse in others. The big thing for Sony right now tho is UE5 and that beautiful demo, like it or not, is tied to Sony. Are you suggesting that this is a list of features and feature sets exclusive to XsX?

I don't think that's what they're suggesting (tho tbf, some implementations of those things will be exclusive to XSX as they are based around the DX12U API set which PS5 will not be using). Just that XSX does indeed have these things, and by having them it's indeed a very customized system design and not a "brute force monster" as some people tend to picture it.
 
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mckmas8808

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A very odd thing to point at. Just look up the resolution and framerate of the Minecraft XsX Ray-Tracing demo.

Great point. It's such an odd thing to care about too. As if somethings wrong with 1440p resolution. It's like....."guys did you watch that UE5 demo and think it didn't look sharp or something?"
 

mckmas8808

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they could’ve waited for the 7GBs SSDs coming this year that Cerny believes will be good enough to run PS5 games.
The engine doesn’t come out until next year, so why rush the reveal on console hardware? Some marketing deal was almost certainly struck.

That’s not to say that Sony may not have the advantage over Xbox on areas like the flying part. It’s too early to say at this point. Other loading points could mean a slightly slow sliding between a crevice.

The Xbox in that case would maybe have to have a little less variety or something scaled back. But who knows. But it’s all speculation at this point. There may be trade offs.

I’m sure PS5 can do some nice stuff for exclusives, but most multi platform games I expect will target both.

At this point MS has some good and advantages and Sony does too. We’ll have to see how it plays out. At the end of the day though, nothing shown so far will not be possible in some way on the other console.

What makes you think Epic "rushed" to reveal UE5? Sweeney has said a number of times that they've been working closely with Sony while they were creating the PS5 on what the SSD and I/O should be able to do. Clearly, Epic was excited with what Sony has built and wanted to show their work to the masses ASAP.

Plus, if you listen to Epic, they told us that it's not just about the SSD. It's also about the I/O within the PS5 that wipes out most of the bottlenecks that the PC has to deal with. That has excited Epic for obvious reasons.
 

hyperbertha

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I'm really interested to see how the SSD can truly improve visuals. Have the Sony fans concluded that the SSD is what makes games look good now? How do we explain visual differences between Xbox One X and PS4 Pro? If you install an SSD in a PS4 Pro will it beat out the Xbox One X graphics?
no but installing an SSD in your brain might make you less retarded.
 
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geordiemp

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they could’ve waited for the 7GBs SSDs coming this year that Cerny believes will be good enough to run PS5 games.
The engine doesn’t come out until next year, so why rush the reveal on console hardware? Some marketing deal was almost certainly struck.

That’s not to say that Sony may not have the advantage over Xbox on areas like the flying part. It’s too early to say at this point. Other loading points could mean a slightly slow sliding between a crevice.

The Xbox in that case would maybe have to have a little less variety or something scaled back. But who knows. But it’s all speculation at this point. There may be trade offs.

I’m sure PS5 can do some nice stuff for exclusives, but most multi platform games I expect will target both.

At this point MS has some good and advantages and Sony does too. We’ll have to see how it plays out. At the end of the day though, nothing shown so far will not be possible in some way on the other console.

Agree. State of decay took whatever (6+) seconds to load on XSX, its only 5GB RAM....its more than just SSD speed that needs to be fast - something does not add up here. You can put a 15 GBs SSD on a PC system now and it will still have latency elsewhere..




But on other side, the UE5 demo was only good at static images, Lara was detailed in normal way, no moving grass or trees or anything moving. Does the technique work with moving objects ? Maybe no games will fully utilise it anyway....?

Lets see what real games will actually use as techniques in coming months, For Me, Ps5 for streaming assests is clearly superior, and my interest is what decmina willl do and that tweet about aloy having more triangles than the whole cast of HZD1.

XSX is obviously superior on TF and games that use ML or ray tracing, so some RT heavy games will smoke pS5 which will probably rely on global illumination.

Its cool that the 2 are so so different and each have used their silicon budget to do different things. Some posters find it hard to accept that Ps5 is better at streaming or MSX will be better at RT and ML.
 
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Bernkastel

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Agree. State of decay took whatever (6+) seconds to load on XSX, its only 5GB RAM....its more than just SSD speed that needs to be fast - something does not add up here. You can put a 15 GBs SSD on a PC system now and it will still have latency elsewhere..




But on other side, the UE5 demo was only good at static images, Lara was detailed in normal way, no moving grass or trees or anything moving. Does the technique work with moving objects ? Maybe no games will fully ulise it anyway....?

Lets see what real games will actually use as techniques in coming months, For Me, Ps5 for streaming assests is clearly superior, and my interest is what decmina willl do and that tweet about aloy having more triangles than the whole cast of HZD1.

XSX is obviously superior on TF and games that use ML or ray tracing, so some RT heavy games will smoke pS5 which will probably rely on global illumination.

Its cool that the 2 are so so different and each have used their silicon budget to do different things. Some posters find it hard to accept that Ps5 is better at streaming or MSX will be better at RT and ML.
State of Decay 2 takes like around 40 seconds to load. It was not optimized, just the Xbox One X version. Weird that Sony optimized Spiderman, but not Days Gone to demonstrate their SSD.
 

geordiemp

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State of Decay 2 takes like around 40 seconds to load. It was not optimized, just the Xbox One X version. Weird that Sony optimized Spiderman, but not Days Gone to demonstrate their SSD.

From Sonys side i dont think it makes any difference on the game, all will load the 5GB in under a second, they just chose Spiderman as wanted to show fast traversal swinging is my impression.. They dont even need suspend resume its so fast anyway - why bother

MS needs to have a demo to show what their SSD can do, current gen RAM is only 5GB to fill it full should be easy on current games. Its the white elephant in the room and needs addressing.
 
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ZywyPL

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Of course it will. Just like smartphones, tablets, and current-gen consoles. There's too much money to be made.
 
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Snake29

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Lets all forget the Xbox Series X features /s

Hardware Decompression – Hardware decompression is a dedicated hardware component introduced with Xbox Series X to allow games to consume as little space as possible on the SSD while eliminating all CPU overhead typically associated with run-time decompression. It reduces the software overhead of decompression when operating at full SSD performance from more than three CPU cores to zero – thereby freeing considerable CPU power for the game to spend on areas like better gameplay and improved framerates. Hardware decompression is one of the components of the Xbox Velocity Architecture.

Sampler Feedback Streaming (SFS) – A component of the Xbox Velocity Architecture, SFS is a feature of the Xbox Series X hardware that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. Because it avoids the wastage of loading into memory the portions of textures that are never needed, it is an effective 2x or 3x (or higher) multiplier on both amount of physical memory and SSD performance.

DirectML – Xbox Series X supports Machine Learning for games with DirectML, a component of DirectX. DirectML leverages unprecedented hardware performance in a console, benefiting from over 24 TFLOPS of 16-bit float performance and over 97 TOPS (trillion operations per second) of 4-bit integer performance on Xbox Series X. Machine Learning can improve a wide range of areas, such as making NPCs much smarter, providing vastly more lifelike animation, and greatly improving visual quality.

Variable Rate Shading (VRS) – Variable Rate Shading increases GPU efficiency by concentrating shader work where it’s most needed and reducing shader work in areas where it won’t be noticeable. With minimal developer effort, VRS significantly improves GPU performance resulting in more stable and higher resolutions and frame rates with no perceptible loss in visual quality.

DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.

Xbox Velocity Architecture – The Xbox Velocity Architecture is the new architecture we’ve created for the Xbox Series X to unlock new capabilities never-before seen in console development. It consists of four components: our custom NVMe SSD, a dedicated hardware decompression block, the all new DirectStorage API, and Sampler Feedback Streaming (SFS). This combination of custom hardware and deep software integration allows developers to radically improve asset streaming and effectively multiply available memory. It will enable richer and more dynamic living worlds unlike anything ever seen before. It also effectively eliminates loading times, and makes fast travel systems just that: fast.

Dynamic Latency Input (DLI) –Another innovation we are making to reduce latency for Xbox Series X is Dynamic Latency Input (DLI). With DLI, developers can more accurately synchronize the player’s input with the game’s simulation and render loop, even further reducing input latency while playing the game.

GPU Work Creation – Xbox Series X adds hardware, firmware and shader compiler support for GPU work creation that provides powerful capabilities for the GPU to efficiently handle new workloads without any CPU assistance. This provides more flexibility and performance for developers to deliver their graphics visions.

Hardware Accelerated DirectX Raytracing (DXR) – From improved lighting, shadows and reflections as well as more realistic acoustics and spatial audio, raytracing enables developers to create more physically accurate worlds. For the very first time in a game console, Xbox Series X includes support for high performance, hardware accelerated raytracing. Xbox Series X uses a custom-designed GPU leveraging the latest innovation from our partners at AMD and built in collaboration with the same team who developed DirectX Raytracing. Developers will be able to deliver incredibly immersive visual and audio experiences using the same techniques on PC and beyond.

Mesh Shading – Mesh shading will enable developers to dramatically improve the performance and image quality when rendering a substantial number of complex objects in a scene. As an example, mesh shaders could enable the player to experience asteroid belts and fields of flowers in more pristine detail without seeing a loss in performance.

Native Resolution – Native Resolution is an Xbox Series X backwards compatibility enhancement for select Xbox One games that allows them to render at native 4K even if they weren’t originally designed for 4K.

Parallel Cooling Architecture – Parallel Cooling Architecture is the name of the innovative system design used to cool Xbox Series X. Building a console that delivers four times the processing power of Xbox One X in the most quiet and efficient way – something that is critically important with all the extra power of our next generation console – led to its unique vertical design.

Project Acoustics – Incubated over a decade by Microsoft Research, Project Acoustics accurately models sound propagation physics in mixed reality and games, employed by many AAA experiences today. It is unique in simulating wave effects like diffraction in complex scene geometries without straining CPU, enabling a much more immersive and lifelike auditory experience. Plug-in support for both the Unity and Unreal game engines empower the sound designer with expressive controls to mold reality. Developers will be able to easily leverage Project Acoustics with Xbox Series X through the addition of a new custom audio hardware block.

Quick Resume – A new feature powered by the technical capabilities and the innovative Xbox Velocity Architecture in Xbox Series X, Quick Resume enables players to seamlessly switch between multiple titles and resume instantly from where you last left off.

RDNA 2 – The custom designed processor in the Xbox Series X leverages RDNA 2, the latest next generation graphics architecture from our partners at AMD. RDNA 2 provides a significant advancement in performance and efficiency as well as next generation graphics features such as hardware accelerated raytracing and variable rate shading.

Smart Delivery – Smart Delivery is a new technology introduced with Xbox Series X that will ensure you always play the best version of the games you own for your console, across generations. All Xbox Game Studios titles that are optimized for Xbox Series X, including “Halo Infinite” will support Smart Delivery, providing the best available version for whichever console you choose to play on. For example, this means if you purchase the Xbox One version of a supported title, we will identify and deliver the best version of it to your Xbox One, as usual. If you decide to jump into the next generation with Xbox Series X, we will automatically provide the Xbox Series X optimized version of the game at no additional cost if and when it becomes available. Smart Delivery is available to all Xbox developers.

Spatial Audio – Spatial Audio delivers deeply immersive audio which enables the player to more accurately pinpoint objects in a 3D play space. With full support for Dolby Atmos, DTS:X and Windows Sonic, Xbox Series X has custom audio hardware to offload audio processing from the CPU, dramatically improving the accessibility, quality and performance of these immersive experiences.

TFLOPS (Teraflops) – TFLOPS (or “teraflops”) stands for Trillion Floating-point Operations Per Second and is a measure of raw mathematical performance of a GPU. While Xbox Series X delivers 12 TFLOPS of 32-bit float performance, two times that of the Xbox One X, the architectural efficiency improvements brought by AMD’s RDNA 2 architecture plus our next generation features such as Variable Rate Shading (VRS) and hardware accelerated DirectX Raytracing means that Xbox Series X will deliver well over twice the effective graphics performance of Xbox One X for games.

Variable Refresh Rate (VRR) – Variable Refresh Rate is a new addition to HDMI 2.1 which enables capable displays to refreshed as fast as the console can render images, thereby eliminating tearing, increasing smoothness, and reducing latency. We have been working with the industry’s leading TV manufacturers to ensure the display ecosystem is ready for the features we are bringing with Xbox Series X.

Xbox Series X Storage Expansion Card – Built in partnership with Seagate, this 1 TB custom storage solution expands storage capacity of Xbox Series X with the full speed and performance of the Xbox Velocity Architecture Previous generation Xbox titles can still be played directly from external USB 3.2 hard drives. However, to receive all the benefits of the Xbox Velocity Architecture and optimal performance, Xbox Series X, optimized games should be played from the internal SSD or Xbox Series X Storage Expansion Card.

Xbox Wireless Protocol – One of the first points to reduce latency is within the communication between your controller and your console. By bringing our existing high-bandwidth, low-latency wireless protocol on the Xbox One family of devices to Xbox Series X, we’re able to not only reduce latency in your gaming experience but also ensure all of your existing Xbox One gaming accessories will be compatible with Xbox Series X.

Zen 2 – The custom designed processor in the Xbox Series X leverages AMD’s latest Zen 2 CPU architecture. Zen 2 provides a significant advancement in CPU performance delivering more than 4 times the performance of an Xbox One X.

120 FPS – With support for up to 120 frames per second (FPS), Xbox Series X allows developers to exceed the more traditional 60 FPS in favor of heightened realism and more precise controls for fast-paced action.



What has Sony showed? Fast SSD, Geometry Engine and Tempest Engine.

Lol, nice wall of marketing text. Have you seen it all in action already?...no so what's the point. I mean "TFLOPs", "Zen2". I mean 99% of the shit you dumbed is on both consoles.

Again, Why do xfans literally show that they are upset, that this demo was shown on PS5 and not XSX?
 
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Esppiral

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I just plugged an SSD to my Dreamcast and Shenmue now looks as good as Uncharted 4 you people are right, SSD is what makes games look out of this world, scrap that bullshit GPU and CPU thing that does nothing to improve graphic fidelity and performance, from now on every single console should ship with an SSD to replace the CPU and another to replace the GPU since it has been demonstrated that the SSD is what makes games runs an look fantastic.

Jesus Christ the mental gymnastics.....
 
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geordiemp

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I just plugged an SSD to my Dreamcast and Shenmue now looks as good as Uncharted 4 you people are right, SSD is what makes games look out of this world, scrap that bullshit GPU and CPU thing that does nothing to improve graphic fidelity and performance, from now on every single console should ship with an SSD to replace the CPU and another to replace the GPU since it has been demonstrated that the SSD is what makes games runs an look fantastic.

Jesus Christ the mental gymnastics.....

Sarcasm aside, its clear that BOTH asset quality and rendering quality BOTH play a part in how good something looks.

That is what we all learned this week from the UE5 demo, and has shifted enough opinions looking at posts.
 

Ogbert

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Why would you want to showcase your newest tech in an inferior manner?

Because Sony are the bigger fish, in terms of IPs.

Sweeney has zero to gain from an MS deal. MS games are never, ever appearing on the Epic game store.

Sony's might. He's sucking them off to try and get games away from Steam (like Horizon) and onto Epic.
 

azz0r

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Lets all forget the Xbox Series X features /s

Hardware Decompression – Hardware decompression is a dedicated hardware component introduced with Xbox Series X to allow games to consume as little space as possible on the SSD while eliminating all CPU overhead typically associated with run-time decompression. It reduces the software overhead of decompression when operating at full SSD performance from more than three CPU cores to zero – thereby freeing considerable CPU power for the game to spend on areas like better gameplay and improved framerates. Hardware decompression is one of the components of the Xbox Velocity Architecture.

Sampler Feedback Streaming (SFS) – A component of the Xbox Velocity Architecture, SFS is a feature of the Xbox Series X hardware that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. Because it avoids the wastage of loading into memory the portions of textures that are never needed, it is an effective 2x or 3x (or higher) multiplier on both amount of physical memory and SSD performance.

DirectML – Xbox Series X supports Machine Learning for games with DirectML, a component of DirectX. DirectML leverages unprecedented hardware performance in a console, benefiting from over 24 TFLOPS of 16-bit float performance and over 97 TOPS (trillion operations per second) of 4-bit integer performance on Xbox Series X. Machine Learning can improve a wide range of areas, such as making NPCs much smarter, providing vastly more lifelike animation, and greatly improving visual quality.

Variable Rate Shading (VRS) – Variable Rate Shading increases GPU efficiency by concentrating shader work where it’s most needed and reducing shader work in areas where it won’t be noticeable. With minimal developer effort, VRS significantly improves GPU performance resulting in more stable and higher resolutions and frame rates with no perceptible loss in visual quality.

DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.

Xbox Velocity Architecture – The Xbox Velocity Architecture is the new architecture we’ve created for the Xbox Series X to unlock new capabilities never-before seen in console development. It consists of four components: our custom NVMe SSD, a dedicated hardware decompression block, the all new DirectStorage API, and Sampler Feedback Streaming (SFS). This combination of custom hardware and deep software integration allows developers to radically improve asset streaming and effectively multiply available memory. It will enable richer and more dynamic living worlds unlike anything ever seen before. It also effectively eliminates loading times, and makes fast travel systems just that: fast.

Dynamic Latency Input (DLI) –Another innovation we are making to reduce latency for Xbox Series X is Dynamic Latency Input (DLI). With DLI, developers can more accurately synchronize the player’s input with the game’s simulation and render loop, even further reducing input latency while playing the game.

GPU Work Creation – Xbox Series X adds hardware, firmware and shader compiler support for GPU work creation that provides powerful capabilities for the GPU to efficiently handle new workloads without any CPU assistance. This provides more flexibility and performance for developers to deliver their graphics visions.

Hardware Accelerated DirectX Raytracing (DXR) – From improved lighting, shadows and reflections as well as more realistic acoustics and spatial audio, raytracing enables developers to create more physically accurate worlds. For the very first time in a game console, Xbox Series X includes support for high performance, hardware accelerated raytracing. Xbox Series X uses a custom-designed GPU leveraging the latest innovation from our partners at AMD and built in collaboration with the same team who developed DirectX Raytracing. Developers will be able to deliver incredibly immersive visual and audio experiences using the same techniques on PC and beyond.

Mesh Shading – Mesh shading will enable developers to dramatically improve the performance and image quality when rendering a substantial number of complex objects in a scene. As an example, mesh shaders could enable the player to experience asteroid belts and fields of flowers in more pristine detail without seeing a loss in performance.

Native Resolution – Native Resolution is an Xbox Series X backwards compatibility enhancement for select Xbox One games that allows them to render at native 4K even if they weren’t originally designed for 4K.

Parallel Cooling Architecture – Parallel Cooling Architecture is the name of the innovative system design used to cool Xbox Series X. Building a console that delivers four times the processing power of Xbox One X in the most quiet and efficient way – something that is critically important with all the extra power of our next generation console – led to its unique vertical design.

Project Acoustics – Incubated over a decade by Microsoft Research, Project Acoustics accurately models sound propagation physics in mixed reality and games, employed by many AAA experiences today. It is unique in simulating wave effects like diffraction in complex scene geometries without straining CPU, enabling a much more immersive and lifelike auditory experience. Plug-in support for both the Unity and Unreal game engines empower the sound designer with expressive controls to mold reality. Developers will be able to easily leverage Project Acoustics with Xbox Series X through the addition of a new custom audio hardware block.

Quick Resume – A new feature powered by the technical capabilities and the innovative Xbox Velocity Architecture in Xbox Series X, Quick Resume enables players to seamlessly switch between multiple titles and resume instantly from where you last left off.

RDNA 2 – The custom designed processor in the Xbox Series X leverages RDNA 2, the latest next generation graphics architecture from our partners at AMD. RDNA 2 provides a significant advancement in performance and efficiency as well as next generation graphics features such as hardware accelerated raytracing and variable rate shading.

Smart Delivery – Smart Delivery is a new technology introduced with Xbox Series X that will ensure you always play the best version of the games you own for your console, across generations. All Xbox Game Studios titles that are optimized for Xbox Series X, including “Halo Infinite” will support Smart Delivery, providing the best available version for whichever console you choose to play on. For example, this means if you purchase the Xbox One version of a supported title, we will identify and deliver the best version of it to your Xbox One, as usual. If you decide to jump into the next generation with Xbox Series X, we will automatically provide the Xbox Series X optimized version of the game at no additional cost if and when it becomes available. Smart Delivery is available to all Xbox developers.

Spatial Audio – Spatial Audio delivers deeply immersive audio which enables the player to more accurately pinpoint objects in a 3D play space. With full support for Dolby Atmos, DTS:X and Windows Sonic, Xbox Series X has custom audio hardware to offload audio processing from the CPU, dramatically improving the accessibility, quality and performance of these immersive experiences.

TFLOPS (Teraflops) – TFLOPS (or “teraflops”) stands for Trillion Floating-point Operations Per Second and is a measure of raw mathematical performance of a GPU. While Xbox Series X delivers 12 TFLOPS of 32-bit float performance, two times that of the Xbox One X, the architectural efficiency improvements brought by AMD’s RDNA 2 architecture plus our next generation features such as Variable Rate Shading (VRS) and hardware accelerated DirectX Raytracing means that Xbox Series X will deliver well over twice the effective graphics performance of Xbox One X for games.

Variable Refresh Rate (VRR) – Variable Refresh Rate is a new addition to HDMI 2.1 which enables capable displays to refreshed as fast as the console can render images, thereby eliminating tearing, increasing smoothness, and reducing latency. We have been working with the industry’s leading TV manufacturers to ensure the display ecosystem is ready for the features we are bringing with Xbox Series X.

Xbox Series X Storage Expansion Card – Built in partnership with Seagate, this 1 TB custom storage solution expands storage capacity of Xbox Series X with the full speed and performance of the Xbox Velocity Architecture Previous generation Xbox titles can still be played directly from external USB 3.2 hard drives. However, to receive all the benefits of the Xbox Velocity Architecture and optimal performance, Xbox Series X, optimized games should be played from the internal SSD or Xbox Series X Storage Expansion Card.

Xbox Wireless Protocol – One of the first points to reduce latency is within the communication between your controller and your console. By bringing our existing high-bandwidth, low-latency wireless protocol on the Xbox One family of devices to Xbox Series X, we’re able to not only reduce latency in your gaming experience but also ensure all of your existing Xbox One gaming accessories will be compatible with Xbox Series X.

Zen 2 – The custom designed processor in the Xbox Series X leverages AMD’s latest Zen 2 CPU architecture. Zen 2 provides a significant advancement in CPU performance delivering more than 4 times the performance of an Xbox One X.

120 FPS – With support for up to 120 frames per second (FPS), Xbox Series X allows developers to exceed the more traditional 60 FPS in favor of heightened realism and more precise controls for fast-paced action.



What has Sony showed? Fast SSD, Geometry Engine and Tempest Engine.
No-one asked.
 

OSC

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That list looks very 'customized' and 'elegant' to me in addition to it's shit ton of raw power.
but alot of that is directx 12 ultimate which is also available even in old rtx cards.

If microsoft said here we have all these features that are not available in rtx cards or even in rdna2 cards, that would be one thing.

The ps4 pro had features that were even missing from the xbox one x which came out one year later.
 

Dee Dah Dave

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It’s a stupid premise to say that the demo requires the PS5 SSD speed to work. For that to be the case then the scene would need to be using more than say 12GB of RAM to even have to think about looking elsewhere. The scenes contain some dense geometry and high quality textures, but certainly not 12GB’s worth.

The speed of the SSD is far slower (50 to 100x) than the system RAM. It cannot really be used on a realtime frame by frame basis to render graphics. So at best it can act as a buffer for the RAM to decrease loading times etc. I’m sure there will be a few edge cases where it can do a bit more but other than that it cannot replace the necessary core system components.
 
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phil_t98

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Sony's strong point is the SSD and all marketing will go around that and so far it has. Look at what Tim said at the Unreal engine reveal. He said that this wouldn't be possible without the breakthrough in tech with the PS5. now what was he comparing that to? the XBSX or PC? he could of meant the jump from PS4 to PS5 and that is all. its all how people are interpreting it themselves.

All he said regarding PC was that it would need to be scaled down for HDD and that's about it. yes you will need a super fast SSD that's not Sata but he said it will run awesome on todays pc to
 

Radical_3d

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The speed of the SSD is far slower (50 to 100x) than the system RAM. It cannot really be used on a realtime frame by frame basis to render graphics. So at best it can act as a buffer for the RAM to decrease loading times etc. I’m sure there will be a few edge cases where it can do a bit more but other than that it cannot replace the necessary core system components.
I’d like to know where you guys get that “SSD is only for load times” info. I mean, John Linneman, Tim Sweeney, Mark Cerny, the sources (AAA devs) of Jason Schreier, the ones from Moore Law’s Dead and even Alex Battaglia admites that a fast storage can improve the render pipeline moving assets faster. So, what are your sources for “only load times”?

I’m curious to know. What is the reasoning behind spending so much cost of the PS5 production materials, both on silicon and drive, in load times.
 
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Dee Dah Dave

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I’d like to know where you guys get that “SSD is only for load times” info. I mean, John Linneman, Tim Sweeney, Mark Cerny, the sources (AAA devs) of Jason Schreier, the ones from Moore Law’s Dead and even Alex Battaglia admites that a fast storage can improve the render pipeline moving assets faster. So, what are your sources for “only load times”?

I’m curious to know. What is the reasoning behind spending so much cost of the PS5 production materials, both on silicon and drive, in load times.

Ive just told you why, it’s because it’s bandwidth is far slower than system RAM and the speeds required to draw next gen graphics in real time. That doesn’t mean it cant still be useful in the pipeline.

Also I would guess sticking with 36 CU’s was the simplest way for Sony to handle backwards compatibility. That meant a smaller silicon budget and gave some leftover to be spent elsewhere, the SSD.

edit - get yourself a modern GPU and downclock it’s memory to the speed of the PS5 SSD. See what happens to performance.
 
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Because Sony are the bigger fish, in terms of IPs.

Sweeney has zero to gain from an MS deal. MS games are never, ever appearing on the Epic game store.

Sony's might. He's sucking them off to try and get games away from Steam (like Horizon) and onto Epic.
Thats an interesting perspective. So you think Epic reached out to Sony to make a deal because of its install base. Not Sony reaching out to Epic to show their system in a better light than the competition. Hmm that makes some sense and could be plausible.
 
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ZywyPL

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Lets all forget the Xbox Series X features /s

Hardware Decompression – Hardware decompression is a dedicated hardware component introduced with Xbox Series X to allow games to consume as little space as possible on the SSD while eliminating all CPU overhead typically associated with run-time decompression. It reduces the software overhead of decompression when operating at full SSD performance from more than three CPU cores to zero – thereby freeing considerable CPU power for the game to spend on areas like better gameplay and improved framerates. Hardware decompression is one of the components of the Xbox Velocity Architecture.

Sampler Feedback Streaming (SFS) – A component of the Xbox Velocity Architecture, SFS is a feature of the Xbox Series X hardware that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. Because it avoids the wastage of loading into memory the portions of textures that are never needed, it is an effective 2x or 3x (or higher) multiplier on both amount of physical memory and SSD performance.

DirectML – Xbox Series X supports Machine Learning for games with DirectML, a component of DirectX. DirectML leverages unprecedented hardware performance in a console, benefiting from over 24 TFLOPS of 16-bit float performance and over 97 TOPS (trillion operations per second) of 4-bit integer performance on Xbox Series X. Machine Learning can improve a wide range of areas, such as making NPCs much smarter, providing vastly more lifelike animation, and greatly improving visual quality.

Variable Rate Shading (VRS) – Variable Rate Shading increases GPU efficiency by concentrating shader work where it’s most needed and reducing shader work in areas where it won’t be noticeable. With minimal developer effort, VRS significantly improves GPU performance resulting in more stable and higher resolutions and frame rates with no perceptible loss in visual quality.

DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.

Xbox Velocity Architecture – The Xbox Velocity Architecture is the new architecture we’ve created for the Xbox Series X to unlock new capabilities never-before seen in console development. It consists of four components: our custom NVMe SSD, a dedicated hardware decompression block, the all new DirectStorage API, and Sampler Feedback Streaming (SFS). This combination of custom hardware and deep software integration allows developers to radically improve asset streaming and effectively multiply available memory. It will enable richer and more dynamic living worlds unlike anything ever seen before. It also effectively eliminates loading times, and makes fast travel systems just that: fast.

Dynamic Latency Input (DLI) –Another innovation we are making to reduce latency for Xbox Series X is Dynamic Latency Input (DLI). With DLI, developers can more accurately synchronize the player’s input with the game’s simulation and render loop, even further reducing input latency while playing the game.

GPU Work Creation – Xbox Series X adds hardware, firmware and shader compiler support for GPU work creation that provides powerful capabilities for the GPU to efficiently handle new workloads without any CPU assistance. This provides more flexibility and performance for developers to deliver their graphics visions.

Hardware Accelerated DirectX Raytracing (DXR) – From improved lighting, shadows and reflections as well as more realistic acoustics and spatial audio, raytracing enables developers to create more physically accurate worlds. For the very first time in a game console, Xbox Series X includes support for high performance, hardware accelerated raytracing. Xbox Series X uses a custom-designed GPU leveraging the latest innovation from our partners at AMD and built in collaboration with the same team who developed DirectX Raytracing. Developers will be able to deliver incredibly immersive visual and audio experiences using the same techniques on PC and beyond.

Mesh Shading – Mesh shading will enable developers to dramatically improve the performance and image quality when rendering a substantial number of complex objects in a scene. As an example, mesh shaders could enable the player to experience asteroid belts and fields of flowers in more pristine detail without seeing a loss in performance.

Native Resolution – Native Resolution is an Xbox Series X backwards compatibility enhancement for select Xbox One games that allows them to render at native 4K even if they weren’t originally designed for 4K.

Parallel Cooling Architecture – Parallel Cooling Architecture is the name of the innovative system design used to cool Xbox Series X. Building a console that delivers four times the processing power of Xbox One X in the most quiet and efficient way – something that is critically important with all the extra power of our next generation console – led to its unique vertical design.

Project Acoustics – Incubated over a decade by Microsoft Research, Project Acoustics accurately models sound propagation physics in mixed reality and games, employed by many AAA experiences today. It is unique in simulating wave effects like diffraction in complex scene geometries without straining CPU, enabling a much more immersive and lifelike auditory experience. Plug-in support for both the Unity and Unreal game engines empower the sound designer with expressive controls to mold reality. Developers will be able to easily leverage Project Acoustics with Xbox Series X through the addition of a new custom audio hardware block.

Quick Resume – A new feature powered by the technical capabilities and the innovative Xbox Velocity Architecture in Xbox Series X, Quick Resume enables players to seamlessly switch between multiple titles and resume instantly from where you last left off.

RDNA 2 – The custom designed processor in the Xbox Series X leverages RDNA 2, the latest next generation graphics architecture from our partners at AMD. RDNA 2 provides a significant advancement in performance and efficiency as well as next generation graphics features such as hardware accelerated raytracing and variable rate shading.

Smart Delivery – Smart Delivery is a new technology introduced with Xbox Series X that will ensure you always play the best version of the games you own for your console, across generations. All Xbox Game Studios titles that are optimized for Xbox Series X, including “Halo Infinite” will support Smart Delivery, providing the best available version for whichever console you choose to play on. For example, this means if you purchase the Xbox One version of a supported title, we will identify and deliver the best version of it to your Xbox One, as usual. If you decide to jump into the next generation with Xbox Series X, we will automatically provide the Xbox Series X optimized version of the game at no additional cost if and when it becomes available. Smart Delivery is available to all Xbox developers.

Spatial Audio – Spatial Audio delivers deeply immersive audio which enables the player to more accurately pinpoint objects in a 3D play space. With full support for Dolby Atmos, DTS:X and Windows Sonic, Xbox Series X has custom audio hardware to offload audio processing from the CPU, dramatically improving the accessibility, quality and performance of these immersive experiences.

TFLOPS (Teraflops) – TFLOPS (or “teraflops”) stands for Trillion Floating-point Operations Per Second and is a measure of raw mathematical performance of a GPU. While Xbox Series X delivers 12 TFLOPS of 32-bit float performance, two times that of the Xbox One X, the architectural efficiency improvements brought by AMD’s RDNA 2 architecture plus our next generation features such as Variable Rate Shading (VRS) and hardware accelerated DirectX Raytracing means that Xbox Series X will deliver well over twice the effective graphics performance of Xbox One X for games.

Variable Refresh Rate (VRR) – Variable Refresh Rate is a new addition to HDMI 2.1 which enables capable displays to refreshed as fast as the console can render images, thereby eliminating tearing, increasing smoothness, and reducing latency. We have been working with the industry’s leading TV manufacturers to ensure the display ecosystem is ready for the features we are bringing with Xbox Series X.

Xbox Series X Storage Expansion Card – Built in partnership with Seagate, this 1 TB custom storage solution expands storage capacity of Xbox Series X with the full speed and performance of the Xbox Velocity Architecture Previous generation Xbox titles can still be played directly from external USB 3.2 hard drives. However, to receive all the benefits of the Xbox Velocity Architecture and optimal performance, Xbox Series X, optimized games should be played from the internal SSD or Xbox Series X Storage Expansion Card.

Xbox Wireless Protocol – One of the first points to reduce latency is within the communication between your controller and your console. By bringing our existing high-bandwidth, low-latency wireless protocol on the Xbox One family of devices to Xbox Series X, we’re able to not only reduce latency in your gaming experience but also ensure all of your existing Xbox One gaming accessories will be compatible with Xbox Series X.

Zen 2 – The custom designed processor in the Xbox Series X leverages AMD’s latest Zen 2 CPU architecture. Zen 2 provides a significant advancement in CPU performance delivering more than 4 times the performance of an Xbox One X.

120 FPS – With support for up to 120 frames per second (FPS), Xbox Series X allows developers to exceed the more traditional 60 FPS in favor of heightened realism and more precise controls for fast-paced action.

No one forgot, people just call those features brute force ;)
 
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Radical_3d

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Ive just told you why, it’s because it’s bandwidth is far slower than system RAM and the speeds required to draw next gen graphics in real time. That doesn’t mean it cant still be useful in the pipeline.

Also I would guess sticking with 36 CU’s was the simplest way for Sony to handle backwards compatibility. That meant a smaller silicon budget and gave some leftover to be spent elsewhere, the SSD.

edit - get yourself a modern GPU and downclock it’s memory to the speed of the PS5 SSD. See what happens to performance.
I asked who is your source. I’ll leave it here since I’m sure you have read and discard how bandwidth helps performance.
 

Ogbert

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State of Decay 2 is available on the Epic Store.

As soon as I wrote that I thought ‘I bet there’s a game’.

Let me rephrase. Epic’s sole goal is to destroy steam and become the preeminent distributor of PC games. To an extent, MS is a genuine competitor, but their focus on Gamepass means that the staple MS games are obviously only going to be available through that single source.

Sony are still up for grabs. If there’s a chance that some of their first party titles make their way to PC (even if it’s last gen stuff), then Sweeney will want it on Epic.

He’s just paid Rockstar however many millions to give away GTA. He’ll do anything to bag a Sony title.
 
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Dee Dah Dave

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I asked who is your source. I’ll leave it here since I’m sure you have read and discard how bandwidth helps performance.

My 'source' is science, logic, and critical thinking.

Again, the PS5 storage device is many multiple times slower than the system RAM. Generally you have either 33.3ms or 16.6ms to draw a frame. The SSD is far too slow to do much within these small time frames. Anything it can do within those times will still be done much faster in RAM. The primary things we are going to see is less or no loading, reduced or no LOD pop in, fast travel that actually works, and so on. It cant perform miracles.
 
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PocoJoe

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Agreed. What's important to remember about the Series X hardware is that is customised - not exotic. In comparison, the PS5's hardware audio and hardware IO systems are both customised and exotic. Why is that an important distinction? Exotic, in hardware manufacturing terms, always means expensive - because no one is using it but you, your manufacturing costs sky-rocket, relatively speaking. The Series X is pushing a lot of powerful hardware using a very smart configuration of known components - the PS5 is using an interesting configuration of known components in unison with bespoke hardware solutions. The Series X hardware design feels like the PS4-2, whereas the PS5 sounds more like the PS2-2. I think we're going to see a substantial price differential because of this - you don't out-pace high-end PCs, especially in storage - for pennies. It's going to cost Sony a lot of money to mass produce custom storage no one but them can make use of. Ultimately, I feel that Microsoft is building a console that embraces the multiplatform approach - which is Unreal Engine's bread-and-butter - lending it to mass production and adoption. It's going to be competitively priced because it was clearly designed to be. It seems like the PS5 is moving back towards the bespoke console systems of yester-year, and I believe there is a reason the industry moved away from that approach. Let's hope Cerny knows what he's doing - he hasn't failed Sony yet.

You are cutting the corners.

Making something custom and "exotic" does not automatically equal into = must be expensive.

It can be engineered to be cheap or expensive to manufacture. Just like non-custom stuff can be cheap or expensive.

And if/when PS5 sells +100 million consoles like playstations almost always do, it doesnt make it so "exotic" that prices would sky rocket, when they plan their part orders.

Just look at switch, used stock tegra x1 from nvidia, nothing custom or exotic in that, yet switch is expensive and low quality when looking at the price (for 350-400€ launch I would expect better hardware). Would custom chip have been cheaper? maybe, if they got bad deal from nvidia.


I rather take "exotic" new tech than the same with just higher numbers, even if it costs little bit more.

Maybe custom exotic parts add 5-20$ to PS5, that could be a lot in sense of how many they sell, but it is also not much at all when looking it from what they can add with that.
 

The Alien

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Of course it will be targeting both consoles as well as PC.

I know many reactions seemed that way, but Unreal engines wont be dedicated to PS.

Lol.
 

Frogman_676

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"whether it can run on Xbox Series X is still a mystery"

Not to anyone with half a brain. Of course the engine will be used on both platforms....
i'm sooooo sure Playstation will suddenly start getting unreal engine exclusives this gen. >..<
 

hyperbertha

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I asked who is your source. I’ll leave it here since I’m sure you have read and discard how bandwidth helps performance.
Don't bother. Saying ssd is only for loading times is trolling level at this point. Neogaf has literally been filled with enough proof and in depth technical information about SSDs improving asset quality, not to mention sweeney himself stating SSD played a key role in the demo looking that good. So anybody acting that ignorant is clearly having some low grade fun.
 
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