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

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geordiemp

Member
It's a software triangle setup.
Something that UE5 demo used.
Essentially hardware rasterizer does not interpolate vertex parameters, but writes them in a compressed format to the cache, per pixel.
Then in pixel shader the rasterization step is first completed, by using any algorithm other than linear interpolation. And then the "regular" pixel shader continues to run.
Essentially it means you will have "per pixel" triangles for (almost) free.

Not too sure what UE5 demo is doing exactly, but this is very different, its hardware silicon compression and decompression in different parts of the GPU vertex to pixel shader for more efficiency / bandwidth and smaller cache it seems.

The below flow diagram shows what its doing, standard shaders do not do the compression and decompresson stages I believe. Higher efficiency shader hardware / bandwidth.


YsPsgKP.png


BiS0i3w.png

We do not know if this is in ps5, but would not be surprised, and Sony are not only compressing SSD data but also data between parts of the GPU.
 
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Vaztu

Member
With all the talk of Sony money hatting 3rd party games, is it likely those devs will focus on PS5's SSD ?

Say if Sony get a 6month timed exclusive, the devs could very well focus on PS5's strengths first then after release start optimizing for other consoles. Is that a possibility ?
 

jose4gg

Member
With all the talk of Sony money hatting 3rd party games, is it likely those devs will focus on PS5's SSD ?

Say if Sony get a 6month timed exclusive, the devs could very well focus on PS5's strengths first then after release start optimizing for other consoles. Is that a possibility ?

I think part of those deals could include those things as we saw in the Project Anthia, Designed for PS5
 

Jerm411

Member
With all the talk of Sony money hatting 3rd party games, is it likely those devs will focus on PS5's SSD ?

Say if Sony get a 6month timed exclusive, the devs could very well focus on PS5's strengths first then after release start optimizing for other consoles. Is that a possibility ?

So they’re going to make one build of their game for a 6 month window and then have to go back and do more work and re-vamp it after that for the other platforms....?

Not a chance....
 

psorcerer

Banned
The below flow diagram shows what its doing, standard shaders do not do the compression and decompresson stages I believe. Higher efficiency shader hardware / bandwidth.

I read the whole fucking patent and they state what the example usage would be.
And it's software rasterization.
UE5 uses software rasterization.
We don't now if it's an "assisted" one like what's described in the patent, but still.
 

Jerm411

Member
I think part of those deals could include those things as we saw in the Project Anthia, Designed for PS5

“Designed for PS5” is marketing speak, just like “Optimized for Series X.....

Hell 2k21 said the same thing and it’s coming to everything....
 
With all the talk of Sony money hatting 3rd party games, is it likely those devs will focus on PS5's SSD ?

Say if Sony get a 6month timed exclusive, the devs could very well focus on PS5's strengths first then after release start optimizing for other consoles. Is that a possibility ?

I'm willing to bet that after all their efforts with the PS5s I/O they are going to try and get developers to use it properly. One of the things that I saw that proves this is the added support for the PS5s I/O with Epics Unreal Engine. I expect similar with other developers.
 
Do you remember ps3, because i will tell a little story ...

Once upon a time, a technology company that had so much money that it didn’t quite know where to spend so much money (spoiler isn’t Microsoft), that as it manufactured its own components, (memory, GPU and CPU) it was forced to give a big step, well she joined Toshiba and IBM to build the Holy Grail of the Cell chips, imagine in 2004 a CPU chip fast enough to render graphics!

Cell is practically the father of the APU's concept (CPU and GPU joints) ...
There was only one small problem, Cell as a CPU was a monster but as a GPU it was a small kitten ... ~ 150 Gflops.
So at the last minute and yes it was in 2004 they called NVidia and:

Sony: we need a GPU.
NVidia: yes we have one here of 250Gflops.
Sony: what's the value?
NVidia: $ 200
Sony: this is very expensive!
NVidia: good luck then ...

And that was how a $ 600 console was born and all the problems that happened after ...
Sony was held hostage by NVidia, and believe me that earned them good, good money ...
Thereafter, no brand chose NVidia simply because they charge too much


Now it's not to say that Nintendo's Swich is NVidia ... and I forgot:

Nintendo: we need an APU.
NVidia: we have a perfect one here, we spent a few million dollars in research, but the cellphone manufacturers simply preferred to use Snapdragon ...
Nintendo: ok how much does it cost? NVidia: $ 150
Nintendo: paid 80
Nvidia: done!

Great read thanks for this info-
 
i mean thats a ps4 game running at 60fps, nothing special
I love this armchair devs.
giphy.gif


For me always was clear you don't like Playstation, but just before this post you made another
complaining about this thread is the same as PS5 thread I mean is okay if you like more Xbox, is your money,
the thing is you are never show any technical ability in this thread but now based in your personal
preference your able to known if a game can run in PS4.
 
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Vaztu

Member
So they’re going to make one build of their game for a 6 month window and then have to go back and do more work and re-vamp it after that for the other platforms....?

Not a chance....

Is it the time limit that makes you skeptical or just that 'lazy devs are lazy' ?

If its 1 year timed exclusive is there a chance ? RDR2 took 12 months to come to PC.
 

Jerm411

Member
Is it the time limit that makes you skeptical or just that 'lazy devs are lazy' ?

If its 1 year timed exclusive is there a chance ? RDR2 took 12 months to come to PC.

The time, effort, and $$....not to mention Covid.

Has nothing to do with “devs being lazy”....

What is the point? How would that even be organized, negotiated, and put into practice? “You must put something in your game that takes advantage of OUR SSD?”

Come on....
 

Dibils2k

Member
I love this armchair devs.
giphy.gif


For me always was clear you don't like Playstation, but just before this post you made another
complaining this thread is is the same as PS5 thread I mean is okay if you more Xbox is your money,
the thing is you are never show any technical ability in this thread but now based in your personal
preference your able to known if a game can run in PS4.
i dont hate PS, but i dont like PS4 Pro cause its a terribly built system, but i am excited for PS5 and spiderman was the most fun game i played this gen

i am just talking based on calculated assumptions, there hasnt been long enough of a time for them to make the drastic graphical improvements, ray traced puddles is probably the biggest upgrade but i dont see that being available in 60fps otherwise why bother having a 30fps mode

this is common sense to me
 

geordiemp

Member
I read the whole fucking patent and they state what the example usage would be.
And it's software rasterization.
UE5 uses software rasterization.
We don't now if it's an "assisted" one like what's described in the patent, but still.

Sorry if I upset, its not an easy read for me either, would not be surprised if UE5 demo is doing this as well and I said I do not know I am just reading the patent.

Here it says the compression is done by the vertex shader and I read that as hardware but I could be wrong


KdbdtzI.png


Then the benefits are increased shader throughput and rendering.

9YqTi4s.png

Appreciate your inputs.

To me this is a Shader throughput optimisation method by increasing the throughput of compressed vertex shaders pipeline before the next stage which is pixel shader.
 
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Vaztu

Member
The time, effort, and $$....not to mention Covid.

Has nothing to do with “devs being lazy”....

What is the point? How would that even be organized, negotiated, and put into practice? “You must put something in your game that takes advantage of OUR SSD?”

Come on....

Yeah Covid can affect, but the other 3 is mostly solved by Sony money hatting. Money to the publisher / devs means enough resources to hire or pay more to staff. Then after timed-exclusive release, with that money, they can choose to keep their contract workers/staff and start optimizing for other consoles.

While you are correct it will not be negotiated like that, but if they HAVE to put into practice, I would guess they would put loading time range or even minimum 4k(or 8k) resolution textures in the clause. Again, not saying its gonna happen.

Just speculating if timed-exclusive deals affect game design (if done early).
 
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psorcerer

Banned
Here it says the compression is done by the vertex shader and I read that as hardware but I could be wrong

I was answering the "what it can be used for" question.
Where there exists hardware support for that remains to be seen.
I would say it's not that a hardware comp/decomp is needed, but the hardware needs to be aware of the comp scheme when doing the interpolation step.
Essentially the compression schemes are "online" ones where you don't need to decompress stuff to do some specific manipulations (like linear interpolation).
 

VFXVeteran

Banned
Yeah I read a paper about Fp16 being good enough intersection if the logic is changed so local effect calculation, and if the FP16 bandwidth is faster as its Fp32....?.

As I said I am mainly hardware background so its hard reading......BUT Sony must be cutting some corners.....

FP16 and using local co ordinates ...


Ouch, I just read this paper. Not a big fan of using stack storage to maintain precision. Ugghh.. these tricks give me a headache. I'd rather just brute force it. That's the film guy in me.:messenger_winking:
 

geordiemp

Member
I was answering the "what it can be used for" question.
Where there exists hardware support for that remains to be seen.
I would say it's not that a hardware comp/decomp is needed, but the hardware needs to be aware of the comp scheme when doing the interpolation step.
Essentially the compression schemes are "online" ones where you don't need to decompress stuff to do some specific manipulations (like linear interpolation).

Thanks - the benefits bit is interesting as well.

I would not be surprised if this was the special Geometry engine benefit, as it would be automatic on all shader performance as all data from first part of GPU (vertex) after computational changes is then compressed and sent to second part of GPU (Pixel) with higher throughput and then decompressed.

To me it reads like two parts of the GPU with compress and decompress between them for higher shader throughput.

Had enough reading patents for the day, its like being at work reading technical papers,.and semiconductor papers are just as bad lol... :messenger_beaming:
 
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jose4gg

Member
“Designed for PS5” is marketing speak, just like “Optimized for Series X.....

Hell 2k21 said the same thing and it’s coming to everything....

The game is coming for PC and is a Next-generation only game, so the similarity with Optimized for Series X does not really add up... Of course, as you said it can still be a marketing tag, but if the game end-up having some kind of functionality, level design, that takes advantages of the I/O power of the PS5 and because of that it cannot be ported "completely" to PC, than we can talk about the Designed for PS5
 
i dont hate PS, but i dont like PS4 Pro cause its a terribly built system, but i am excited for PS5 and spiderman was the most fun game i played this gen

i am just talking based on calculated assumptions, there hasnt been long enough of a time for them to make the drastic graphical improvements, ray traced puddles is probably the biggest upgrade but i dont see that being available in 60fps otherwise why bother having a 30fps mode

this is common sense to me
At least you are able to see the already released captures and video and tell us
which features you can see in screen and explain in general way how works for me
you comment doesn't have any base and its based in personal tastes.

You can ignore RT if you want, assuming the game will not have when runs to 60 fps.

The game development is something much more complex than the use of common sense.
 

Dibils2k

Member
At least you are able to see the already released captures and video and tell us
which features you can see in screen and explain in general way how works for me
you comment doesn't have any base and its based in personal tastes.

You can ignore RT if you want, assuming the game will not have when runs to 60 fps.

The game development is something much more complex than the use of common sense.
yeah ok but can you tell me what you expect the difference between 30fps and 60fps modes to be then? the thought that 60fps mode will downgrade the visuals (to be close to PS4) is way more realistic than the claim earlier thinking 60fps mode will just be same visually.... i dont need to be a developer to know there will be sacrifices to get double the frames
 
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FeiRR

Banned
i dont hate PS, but i dont like PS4 Pro cause its a terribly built system, but i am excited for PS5 and spiderman was the most fun game i played this gen

i am just talking based on calculated assumptions, there hasnt been long enough of a time for them to make the drastic graphical improvements, ray traced puddles is probably the biggest upgrade but i dont see that being available in 60fps otherwise why bother having a 30fps mode

this is common sense to me
Insomniac are a very ambitious dev studio. They design their games in a future-proof way. This is a fascinating insight into their engine. When you have the right tool, you can expand your open world map in a rapid way. MM game introduces two new districts of New York because they've already done their job on the programming side.
 

geordiemp

Member
Hello Beautiful, I love your mind too.

Paycheck third honest "lollipop_disappointed:

I will give you a simpler version.

First part of GPU works out where triangles are in space, changes them then outputs lots of big numbers into a strore, this slows down the GPU throughput.

The second part of the GPU takes the numbers from the store and colours them in and lights em up.

The patent adds compression between part1 and part 2 decompresses making GPU go faster.
 

ToadMan

Member
With all the talk of Sony money hatting 3rd party games, is it likely those devs will focus on PS5's SSD ?

Say if Sony get a 6month timed exclusive, the devs could very well focus on PS5's strengths first then after release start optimizing for other consoles. Is that a possibility ?

6 month exclusive? Hmmmm. Well they might get a company to add in basic haptic support - that’s something easy to remove in subsequent ports.

Other than something “simple” like that your suggestion seems unlikely - 6 month exclusivity is probably just a marketing arrangement.

But the longer the period of exclusivity and the less complete the product, the more latitude Sony (or MS) has to define the requirements of the game.

Adding haptics and perhaps making use of things like the Tempest engine are relatively easy for Sony to request because those things can be cut out easily enough.

Asking a dev to make a game which relies on PS5’s data throughput as an underpinning of game design .... that’s a more fundamental requirement. They’d need to get a game early in development and be prepared to pay for full exclusivity because that kind of product can’t easily be ported.
 

kyliethicc

Member
599$ PS5
499$ Series X
499$ PS5D
399$ Series S

Sony cooling solution is very expensive and they are done selling consoles at a loss.
Jim Ryan actually told Sony investors that they expect the PS4 to be ”the engine of engagement and profitability for the next 3 years” when discussing PS5 plans. He labeled that slide as “The critical role of PS4” in the presentation section on Next Gen strategy. They basically don’t intend on making that much profit from PS5 for at least 2 years or so.


The estimates of total PS4 build cost was ~ 380. PS5 seems more expensive to build, and has been estimated around 450. Sony could sell PS5 at 500 and probably break even. It could even become profitable shortly after, perhaps 1 year later or so.

I wouldn’t be shocked if the digital PS5 is sold at a loss. Sony made 80% of their revenue last quarter from digital games, digital subscriptions, digital add ons and DLC, micro transactions etc. Less than 10% of their revenue last quarter was physical games. They will want to push the digital PS5.

I still expect PS5 $500 and PS5 Digital $450 or $400.
 

DaGwaphics

Member
Sometimes I feel like I am the only person that speaks English on this forum, everyone else is speaking some advanced alien Language cry.

should have paid more attention in school.
Bloody Girls. FSS

This is true, but it's still interesting read the back and forth.
 

sircaw

Banned
I will give you a simpler version.

First part of GPU works out where triangles are in space, changes them then outputs lots of big numbers into a strore, this slows down the GPU throughput.

The second part of the GPU takes the numbers from the store and colours them in and lights em up.

The patent adds compression between part1 and part 2 decompresses making GPU go faster.

I am not gay but if I was, I would hit you.

Still confusing but less so lol

thank you.
 

Jboemios

Banned
What MS gain from putting GP on PlayStation is the savings from no longer developing custom hardware. Xsex is looking increasingly like the last custom hardware box they put out.

I’m fairly confident that MS would sell enough subscriptions to GP/xcloud to make it worth it to them. Sony on the other hand, are probably resistant to the idea for now.
You are right. Some people are just dumb. It does not make sense MS stop the production of Xbox. The Xbox business not only about games, it is about DirectX, it is about cloud, it is about AI research.

Lets suppose MS stop to produce Xbox and release Gamepass in PS. What prevent that sony blocks Gamepass in the future?
 

sircaw

Banned
Have you played marvel ultimate alliance? X-Men Legends 1 and 2 pretty much set the ground work for that game. Very similar but just with X-Men characters

Its the one from the arcade yer? the scroller, like turtles, it might be a neo geo title.

that was very good?
 
yeah ok but can you tell me what you expect the difference between 30fps and 60fps modes to be then? the thought that 60fps mode will downgrade the visuals (to be close to PS4) is way more realistic than the claim earlier thinking 60fps mode will just be same visually.... i dont need to be a developer to know there will be sacrifices to get double the frames
I can try but we don't have any media from that mode as we know will be only baseless theories.

When you are arguing is not good choose to make the other person explain your points, is like
say "I don't know nothing you have to defend my point".
giphy.gif


Also you need to be a dev to try to understand how much they can cut and even then only someone of Insomniac can
say it with security.

I will try a couple of points because I am bored where I think Insomniac will make sacrifices but is just speculation:

-The RT will be not eliminated completely but only will work for the reflection of the main characters or other very important
objects with probably work a fraction of the resolution.
-Many of the RT reflection will be replace for SSR, Planer reflections (still expensive) or even cubemaps even
with 30 fps is probably they can use for very specific situations
-Less pedestrians per frame
-System of particles or any similar like fog will be affected in quantity of particles or even resolution
-Complex shader like the water will be also affected
-LOD more aggressive in general in the city so that means more impostors per frame
-Less dynamic lights
-Shadows with a lower resolution or heavier use of static shadows
-Is probably many of systems of particles doesn't project a shadow
-Dynamic resolution
-Aggressive culling solution (I am not sure about this)
-Material which use Tessellation or similar can affected but I am not sure how much the 30 fps version will use it

But even after all this an image of that game to 60 fps can looks better and with higher resolution than another of PS4 pro,
things like the animations of the speed of spiderman will be better than the old game and I don't think suffer for 60 fps mode.
 
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