Then it wouldn't be called RDNA 2 if it didn't have all the features.
The PS5 seems to lack Tier 2 VRS and Mesh shaders. No PS5 games have leveraged Tier 2 VRS, and Cerny clearly mentioned Primitive shaders, not Mesh shaders.What RDNA 2 features Xbox has that PS5 doesn't?
Also custom in regards to the PS5 means they did their own stuff like adding Cache Scrubbers to the GPU.
These are feature sets named by Microsoft… it is really the names it takes in DirectX 12 API.The PS5 seems to lack Tier 2 VRS and Mesh shaders. No PS5 games have leveraged Tier 2 VRS, and Cerny clearly mentioned Primitive shaders, not Mesh shaders.
Sampler Feedback is unknown as well, as they have made no mention of it.
No I'm not claiming that the PS5 is not RDNA2, just that the feature set is obviously malleable.
The PS5 seems to lack Tier 2 VRS and Mesh shaders. No PS5 games have leveraged Tier 2 VRS, and Cerny clearly mentioned Primitive shaders, not Mesh shaders.
Sampler Feedback is unknown as well, as they have made no mention of it.
No I'm not claiming that the PS5 is not RDNA2, just that the feature set is obviously malleable.
No, Mesh shaders and VRS are terms that are not exclusive to DirectX.These are feature sets named by Microsoft… it is really the names it takes in DirectX 12 API.
Sony consoles doesn’t use DirectX APIs.
So it will never had these names features but they could have similar features with their own names.
Different but still the same situation? After all these are several ways to reach the same results, no?
We know for sure that the PS5 doesn't support Tier 2 VRS, because Doom Eternal devs said they would've implemented it if possible.The PS5 seems to lack Tier 2 VRS and Mesh shaders. No PS5 games have leveraged Tier 2 VRS, and Cerny clearly mentioned Primitive shaders, not Mesh shaders.
Sampler Feedback is unknown as well, as they have made no mention of it.
No I'm not claiming that the PS5 is not RDNA2, just that the feature set is obviously malleable.
VRR nas nothing to do with hardware lol
Maybe you are mistaking it with VRS.
Xbox apu development was later then ps5. That’s a fact. What difference that made I don’t know.Microsoft also didn't wait for full RDNA2 anymore than Sony considering all consoles released the same week, but it'll take years before this kind of misinformation spread by windows central, xboxera and their discord armies gets dispelled.
Any GPU can support it since there is enough bandwidth in HDMI port.Its software? I had no idea that any GPU can support it..
Your link is talking about nVidia VRS that is not the same as MS VRS (that is based on AMD VRS).No, Mesh shaders and VRS are terms that are not exclusive to DirectX.
Khronos Vulkan Working Group Releases Shading Rate Extension to Increase Rendering Performance and Quality
The Vulkan Working Group has just released the VK_KHR_fragment_shading_rate extension, which provides a new, flexible technique to control the fragment shading rate, enabling developers to perform shading at a lower resolution than the render targets. This fine level of control allows developers...www.khronos.org
If the PS5 had Mesh Shader support he likely would have mentioned that instead of Primitive Shaders. Not that I expect it to be a massive difference, Mesh Shaders are likely just a bit more programatic but overall they should provide similar functionality.
As for Tier2 VRS, Doom Eternal had it on Series X but not PS5. Also zero mention of it anywhere as well. Might not be a great loss as software VRS can be done quite well.
Sampler Feedback is a total unknown. Sampler Feedback Streaming is a Series exclusive feature, but PS5 might have the standard SF.
Your link is talking about nVidia VRS that is not the same as MS VRS (that is based on AMD VRS).
That is not what is being discussed.VRS tier 2 is hardware based VRS, VRS Tier 1 is pure software, PS5 only supports Tier 1, we know that
RDNA 2 does RT and ML via CUs.nvidia sells Turing GPUs both with and without RT and tensor cores. All of them are still Turing GPUs.
What RDNA 2 features Xbox has that PS5 doesn't?
Also custom in regards to the PS5 means they did their own stuff like adding Cache Scrubbers to the GPU.
Name them.
That is not what is being discussed.
Indeed VRS Tier 2 or anything DirectX related is not supported by PS5.
That doesn’t mean it doesn’t have it own similar features in their own API.
SX supposed rapid packed math for int4 and int8 thoughInteresting, I wonder if they are going to use it. Because if I remember correctly even rtx 2060 is twice as fast as SX in INT4, INT8 calculation. So I am not sure it means much. Surprised GTX 10 series is supported. I am not sure it is going to be relevant on these cards either.
I can't wait for this stuff to bear fruit. I'm starting to get impatient since they've been talking about it for so long. This, Sampler Feedback, Mesh Shaders, Direct Storage, etc. Can we get atleast a couple games in 2022 using it.
Halo Infinite is the last X1 game from XGS as far as what's been shown. I don't see any sign or reason to continue releasing on Xbox One. Not including Grounded which hasn't exited early access ofcI'm hoping that they just drop all support for X1. Now that X1 supports streaming it wouldn't really destroy GP for X1 players and would allow them to build directly against the next-gen features.
So the consoles have Infinity Cache? Or Infinity Cache isn't a feature of RDNA 2?Then it wouldn't be called RDNA 2 if it didn't have all the features.
I think Infinity Cache isn't a "feature" so much as a rebrand of L3 cache? It was part of their Ryzen CPUs IIRC and those aren't "RDNA2". Idk if I'd call it a feature, but maybe some consider it as suchSo the consoles have Infinity Cache? Or Infinity Cache isn't a feature of RDNA 2?
Feel like this thread is giving me ptsd. It was discussed and confirmed in another thread. Or ask the geordie fella.Name them.
The size of the cache makes the difference. 128MB of on die GPU cache increases the cache hit rate by quite a bit over 32 or 64MB. There is less dependence on the DDR memory as a result.I think Infinity Cache isn't a "feature" so much as a rebrand of L3 cache? It was part of their Ryzen CPUs IIRC and those aren't "RDNA2". Idk if I'd call it a feature, but maybe some consider it as such
SX supposed rapid packed math for int4 and int8 though
Right, but those are CPUs, not GPUs and it's the first time that such a large amount of cache has shipped in a PC GPU. I mean AMD describe it as a feature of the RDNA 2 architecture on their page.I think Infinity Cache isn't a "feature" so much as a rebrand of L3 cache? It was part of their Ryzen CPUs IIRC and those aren't "RDNA2". Idk if I'd call it a feature, but maybe some consider it as such
Right, but those are CPUs, not GPUs and it's the first time that such a large amount of cache has shipped in a PC GPU. I mean AMD describe it as a feature of the RDNA 2 architecture on their page.
So either their own marketing is wrong, or what counts as being "RDNA 2" is somewhat flexible.
No idea. I do have some insight on how things turn from paper spec to a final electronics product but I don’t know much about consoles. I can guess though and I’m guessing that AMD simply kept working on new iterations of RDNA2 after Sony said ”Enough! We need an actual working chip now so we can hit our launch target!”. MS got a later version but both are still RDNA2.Very true. Wasn't the Xbox360 CPU derivative of Sony's work with IBM, yet it still hit the market first?
I agree. My point is that what counts as being RDNA 2 is ultimately a question of semantics / marketing.It's a bit of semantics I think. It's a feature, sure. But I'm not sure it's a feature that developers are directly programming against. MS wording regarding RDNA 2 comes across more as them saying there is no code that can be run on a desktop RDNA 2 part that can't run on a Xbox Series console. The IC is giving the desktop parts a performance advantage on certain things (as AMD has demonstrated), but Xbox Series can run everything.
Yup thats gaf man.All these people on my post getting alot of the same things wrong since launch. You can lead a horse to water...
Most of the software features set is mainly based on what you as a dev/manufacturer can do with HW through SW. Things which are HW based like DLSS, RT acceleration and so on. needs special hw, most of other features do not and can be done in some assembly injected to the driver.That is not what is being discussed.
Indeed VRS Tier 2 or anything DirectX related is not supported by PS5.
That doesn’t mean it doesn’t have it own similar features in their own API.
Yes, but FreeSync should be able to be used on PS5.At first, I thought it was all marketing, but this thing with VRR missing from the PS5 for over a year now is starting to make me think that there is something more to this statement. Doesn't RDNA2 support VRR out of the box?
Yes, but FreeSync should be able to be used on PS5.
Maybe something else is going on. Or Sony doesn't care. Do any Sony displays even support freesync?
What a weird thing to go cheap on, if that's really the problem.It seems to be the HDMI chipset that is the problem.
What a weird thing to go cheap on, if that's really the problem.
Yeah it makes no sense, but then again, big corporations make moves like that very often so no surprise.
What utter nonsense, ther is no full RDNA 2 in consolesSo will this be another advantage because they waited for the full RDNA2 feature set?
That's because nvidia GPUs count the tensor cores to that. Funny thing is that they are almost not used so far (other than DLSS) for the tasks they are on board. Still waiting for nvidia to use them for RT. They still only use them for DLSS. I guess they are not capable enough of working on DLSS + RT (the parts than can be processed on the tensor cores) at the same time.Microsoft specs says 97 TOPS for INT4 and 49 for INT8 for SX which is very low. I think RTX 2060 is twice these numbers.
What utter nonsense, ther is no full RDNA 2 in consoles
As a reminder:
So far this has never been disproved or debunked in any way.
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