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

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Dee_Dee

Member
that looks ace.

I think this was it, memory is a bit fuzzy, its along time ago. When you said 4 man i naturally assumed this.
I do recall the arcade looking a lot better than this though, maybe some strange port,


Oh yea i definitely remember the arcade game. I play it every time I go to Emporium(arcade bar) in my area. Well...use to go before the pandemic
 

FunkMiller

Gold Member


giphy.gif
 
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 ?
Probably. We already have Deathloop pushing hard on the DualSense, I wouldn’t be surprised if devs were making some magic with the SSD.
 

DaGwaphics

Member
Nvidia is way way more power efficient. I believe AMD won consoles because of APUs containing fast x86 CPUs. The table however might turn soon as Apple will ignite a move to ARM where Nvidia is already well established.

I think AMD sells the chips to the manufacturers a bit differently also. Didn't both Sony and MS have to file suit to get cost reductions as the generations progressed? It seems like nVidia just isn't a good business partner for a basically non-profit product.
 
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.
I’m the realm of speculation, but I wouldn’t be surprised if this is the UE5 demo thing. That concept of a triangle per pixel from UE was in the works for years and Cerny certainly briefed them on the PS5 just like he did with other devs on PS4. I guess that’s the advantage of integrating developers on the design proccess.
 

Lunatic_Gamer

Gold Member
How Could Potential RDNA 3-Specific Features Impact The PS5?

A recent report indicates that the PlayStation 5 will leverage a subset of RDNA 3 features, functionality AMD is building into the GPUs it’ll bring to market after Big Navi, and likely not available to the PC market until at least 2022.

Sony recently made waves when patents were uncovered for PlayStation frame reconstruction technology that offered similar functionality to NVIDIA’s DLSS. Support for RDNA 3 features raises the prospect that the PlayStation 5 could support some form of AI-based frame up scaling and reconstruction.

Reports indicate that the PlayStation 5 features a custom geometry engine that delivers better mesh shading and VRS performance than RDNA2 as seen in the Xbox Series X and in upcoming PC products. It isn’t clear as yet whether or not the PlayStation 5’s geometry engine adopts RDNA3 features or if this is a fully custom design. Regardless, this has long-term implementations for the staying power of the PlayStation 5.

At this point, it’s still very early to determine the exact impact of possible RDNA3 features on the PlayStation 5’s performance. What we do know is that Sony’s delivering a capable 4K console with support for hardware accelerated ray-tracing and emerging technologies like variable-rate shading. Whether or not RDNA 3 “secret sauce” is deployed, we expect PlayStation 5 owners to see a night-and-day difference in fidelity over the PlayStation 4.


 

VFXVeteran

Banned
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Dibils2k

Member
In a 1.8 teraflops ps4, Spiderman is 30fps 99% of the time. So you really believe that the 3.5ghz zen 2 cpu can't pull of 60fps with enhanced graphics and resolution? You are a joke.
plz dont forget, thats 1080p 30fps, this will be 4k and 60fps... so i do think it will pull off more resolution
 
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saintjules

Member
So, potentially the announcement for PS5 event is this coming week? Think August 20th was the latest rumor.

I don't think we'd see anything the week after with ONL and Gamescom happening. I could always be wrong on that if Sony didn't care to announce stuff regardless.
 

kyliethicc

Member
“I think the core of Sony PlayStation early-adopters will snap up the first several million units quickly,” said Macquarie Capital analyst Damian Thong. “With backward compatibility, their existing game library will work with the new console, so the new machine would be usable right away.”

“Thong said he expects the standard PlayStation 5 unit would be priced at $500 and the disc drive-less version would be sold for $400. Altogether, he said, Sony would sell more than 6 million units of the PlayStation 5 consoles by the end of March next year.”

 

saintjules

Member


The guy in the video is Josh Loveridge. He has worked on "The One We Found" and "Castle Costume" if I'm not mistaken. Doesn't seem to be the 'industry professional' type based on these works though.


 
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FunkMiller

Gold Member
“I think the core of Sony PlayStation early-adopters will snap up the first several million units quickly,” said Macquarie Capital analyst Damian Thong. “With backward compatibility, their existing game library will work with the new console, so the new machine would be usable right away.”

“Thong said he expects the standard PlayStation 5 unit would be priced at $500 and the disc drive-less version would be sold for $400. Altogether, he said, Sony would sell more than 6 million units of the PlayStation 5 consoles by the end of March next year.”


Interesting. You can kind of understand why we’ve not had prices yet. On the one hand they’ve had a bumper quarter, but on the other, Covid creates huge uncertainty. I don’t envy Sony or Microsoft to be honest. $500 and $400 would be very good prices though.
 

Entroyp

Member
“I think the core of Sony PlayStation early-adopters will snap up the first several million units quickly,” said Macquarie Capital analyst Damian Thong. “With backward compatibility, their existing game library will work with the new console, so the new machine would be usable right away.”

“Thong said he expects the standard PlayStation 5 unit would be priced at $500 and the disc drive-less version would be sold for $400. Altogether, he said, Sony would sell more than 6 million units of the PlayStation 5 consoles by the end of March next year.”


At first I though this was the old article, looks like $499 is still on the menu for now.
 

Mr Moose

Member
The guy in the video is Josh Loveridge. He has worked on "The One We Found" and "Castle Costume" if I'm not mistaken. Doesn't seem to be the 'industry professional' type based on these works though.


*Me, Googling if Newtownmountkennedy is a real place or was there meant to be spaces in it*
That shit is real :messenger_hushed:
 
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.



They have not worked it out yet.
 
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sircaw

Banned
“From a devs perspective pre order a PS5 if you want the best players experience. You will regret getting a series X because Microsoft just doesn’t deliver that level of player experience” also says that “Maybe once a year you’ll see an Xbox game when you own a PlayStation and go wow I really wish I had that but on the Xbox it’s every few weeks or months that they have to see these quality exclusive titles and say wow I wish I had a PlayStation to play that”

Fuck me this is not going to go down well at all.

Putting on a crash helmet, vest, getting behind riot shield, Puts AeneaGames AeneaGames in front as human shield. nothing can get through now.

Damn, i really do abuse that poor cat.
 
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Nickolaidas

Member
“From a devs perspective pre order a PS5 if you want the best players experience. You will regret getting a series X because Microsoft just doesn’t deliver that level of player experience” also says that “Maybe once a year you’ll see an Xbox game when you own a PlayStation and go wow I really wish I had that but on the Xbox it’s every few weeks or months that they have to see these quality exclusive titles and say wow I wish I had a PlayStation to play that”

Fuck me this is not going to go down well at all.

Putting on a crash helmet, vest, getting behind riot shield, Puts AeneaGames AeneaGames in front as human shield. nothing can get through now.

Damn, i really do abuse that poor cat.
Well, it's just one dev and not a really famous one, but it sure as hell beats tweets ala 'I heard from a guy who heard from a guy who heard from a guy ... that PS5/XSX sucks'.
 

yewles1

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.
Could this help geometry overtake aliasing somewhat with temporal reconstruction or post processing solutions?
 

DaGwaphics

Member
“From a devs perspective pre order a PS5 if you want the best players experience. You will regret getting a series X because Microsoft just doesn’t deliver that level of player experience” also says that “Maybe once a year you’ll see an Xbox game when you own a PlayStation and go wow I really wish I had that but on the Xbox it’s every few weeks or months that they have to see these quality exclusive titles and say wow I wish I had a PlayStation to play that”

Fuck me this is not going to go down well at all.

Putting on a crash helmet, vest, getting behind riot shield, Puts AeneaGames AeneaGames in front as human shield. nothing can get through now.

Damn, i really do abuse that poor cat.

Dusting off the big guns now, this is war!!!!!!!!!!!!!!!!!!!

1280-dpi-full-view-at-angle.jpg
 

Gamernyc78

Banned


He said "line the exclusives from Sony against Xbox" and started laughing lol. And just like I've been saying and most of us know, why say "oh I got to see what games are coming" or even give this false doubt about software when we know 10000000% the games and quality tht are coming to ps5. There is no doubt lol.

Great interview BTW and the dev seems super passionate and cool.
 
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CPU handles framerates GPU resolution. Right? So this can easily be a 1440p game with temporal injection to "4k" high detail and even some form of raytracing.
Framerate could be effected by either component depending on the load. Current gen has weak CPUs, this why even though GPUs in the pro an X are strong, the games could not scale to 60 fps.
During PS360 generation, it was the other way around. CPUs were great and GPUs were shit.
 

3liteDragon

Member
Yea, I don't immediately see a use for ray-tracing. It will definitely be used to free up the bottlenecks for trying to retrieve it in shader local cache and it will obviously save on memory footprint by being compressed. Storing a 32-bit value using two FP16 values is a neat way of keeping the memory aligned for hardware that has fast FP16 registers but it won't decrease the computation if an algorithm requires 32-bit values.

My take is that it would be VERY helpful to be able to know where you are in the triangle at the pixel shader stage (which is not known). This would be an enormously helpful tool for debugging at the pixel shader stage as well as doing some really cool things now that you have access to the 3 verts of the triangle and all of it's parameters on a per-vertex level. Opens up a wide array of possibilities.
Could you list a few of them?
 

geordiemp

Member
Could this help geometry overtake aliasing somewhat with temporal reconstruction or post processing solutions?

Faster rendering is the result.

Patent tells you the issues and slowdowns it overcomes, standard shader 200a method slowdowns listed below.

1CnZTPq.png


So the new method solves the above issues

Also last paragragh means it can do more complex functions on pixel shaders has direct access to raw parameters.
 
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