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

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AeneaGames

Member
Ahhh, the joys of modern technology....


lfN1xbG.png
 
Shit is starting to heat....
I heard Richard said " Xbox audio chip support HRTF just like Tempest Engine" but i didn't see the word HRTF from Microsoft's series x presentation slide. Am I missing something?
Edit: series x audio presentation slide.
This is AnandTech's liveblog, it's broken down into sections showing what Microsoft had shown in case you missed something. Anandtech can do more detailed analysis of SOC's than Digital Foundry ever could. They might do a detailed breakdown and analysis as soon as they can get their hands on a console unit. But i can't see or find a single slide in that presentation that makes mention of HRTF's.
 
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I think also not having an AC (sustained 23-25C room temperature or lower) could also add to that noise problem? Not sure. I've never cleaned mine, and it has those hairy dusts in the vents and it's still very quite, barely hear a thing from time to time and some times it gets turned on accidentally for half a day and don't notice it.

It also depends on the games. The video you showed last time, GoT menu, it's pretty quiet on my system too. However, if you fire up No Man's Sky, 4K output with an unlocked frame rate, trust me, your system will be a jet engine too.
 

Bo_Hazem

Banned
It also depends on the games. The video you showed last time, GoT menu, it's pretty quiet on my system too. However, if you fire up No Man's Sky, 4K output with an unlocked frame rate, trust me, your system will be a jet engine too.

I doubt it, I've played GOW, TLOU2, and more than 180+ games so far, for sessions as long as more than 24 hours straight at 4K indeed. In very few games like GOW if you close the AC and the room is getting hot, you can hear the fans, not noisy, but hear them, with normal temperature you can't even hear them. It's not only my console, it's all the consoles I've seen around my country, and they are more than 100 ones, as many restaurants have rooms with PS4 and other stuff, along with amusements shops that you rent for hours or monthly and hang out with your friends there (mostly FIFA).
 
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Rea

Member
This is AnandTech's liveblog, it's broken down into sections showing what Microsoft had shown in case you missed something. Anandtech can do more detailed analysis of SOC's than Digital Foundry ever could. They might do a detailed breakdown and analysis as soon as they can get their hands on a console unit. But i can't see or find a single slide in that presentation that makes mention of HRTF's.
Yup, already check that website and didn't find any words regarding HRTF. Maybe Richard plugged that word from his imagination in order to make Xbox on par with Tempest Engine. :goog_rofl:
zKHh0tz.jpg


Can anyone explain what are all those crazy words and numbers??
 

FeiRR

Banned
There is some weirdness going on though. Firstly, listening to Cerny's words and taking them as gospel (which of course might be incorrect), he claims that the RT solution 'uses the same strategy as what is in AMD's RDNA2 solution'. Then he makes a connection between the custom made GE and how it interacts with the intersection engine. And finally, he claims that the intersection engine (the computational heavy part of the RT equation) can act in parallel with the shaders.

Based on the MS presentation, there seemed to be more or less a direct competition between RT work and shader work, i.e. not parallel.

Finally, looking at the Ghostwire Tokyo screenshots it seems the PS5 can do quite a lot of RT.

if you add in that the GitHub leaks - that in retrospect was quite accurate - lacked RT data from AMD on the PS5 GPU CU benchmarks, it seems that the PS5 is doing something differently here. We have to wait and see if this is true, and if it is true what that difference is.

I guess what I am saying is that there are a lot of breadcrumbs telling us that there is something different - positively so - with the PS5 RT solution.



RDNA1 had a geometry engine...the existence means nothing (see https://hexus.net/tech/news/graphics/131555-the-architecture-behind-amds-rdna-navi-gpus/ - first slide 'Navi Stats'). It is the content that matters.
There's also that LocalRay software raytracing technology which vaguely mentioned a deal with a major console manufacturer. We know it's not Microsoft now, I doubt it's Nintendo. What do we have left?
 

cragarmi

Member
I doubt it, I've played GOW, TLOU2, and more than 180+ games so far, for sessions as long as more than 24 hours straight at 4K indeed. In very few games like GOW if you close the AC and the room is getting hot, you can hear the fans, not noisy, but hear them, with normal temperature you can't even hear them. It's not my only console, it's all the consoles I've seen around my country, and they are more than 100 ones, as many restaurants have rooms with PS4 and other stuff, along with amusements shops that you rent for hours or monthly and hang out with your friends there (mostly FIFA).
What Bo isn't telling us is his PS4 is in a vacuum sealed room, behind his cineroom, where he sits on his thrown, and rests his feet on one of his royal subjects, which of cause 'volunteer' for the role, Hunger games style! 😅
 

Bo_Hazem

Banned
What Bo isn't telling us is his PS4 is in a vacuum sealed room, behind his cineroom, where he sits on his thrown, and rests his feet on one of his royal subjects, which of cause 'volunteer' for the role, Hunger games style! 😅

Well, it's a throne in some way, I guess. :lollipop_tears_of_joy:

DSC-4172.jpg


DSC-4173.jpg


Don't even attempt to think that I'm a PC gamer! It's a gaming PC, but I only bought it to be my PS4 Pro's slave. #PS4LYFE
 
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Elog

Member
Yeah good point

I think a lot of people interested in graphics misunderstand how much progress is being made in the background in terms of the mathematics we use to simulate reality and how much efficiency that can be gained not only from hardware but also from the increased efficiency in the formulas as such.

This is one of my favourite videos on this theme discussing the math behind water simulations (and then Two Minute papers is awesome as such!). And for RT I can only imagine how much progress is being made on the math side of things to decrease the number of computations needed for any given simulation (such as what Localray is doing):

 

geordiemp

Member
I think a lot of people interested in graphics misunderstand how much progress is being made in the background in terms of the mathematics we use to simulate reality and how much efficiency that can be gained not only from hardware but also from the increased efficiency in the formulas as such.

This is one of my favourite videos on this theme discussing the math behind water simulations (and then Two Minute papers is awesome as such!). And for RT I can only imagine how much progress is being made on the math side of things to decrease the number of computations needed for any given simulation (such as what Localray is doing):



Yeah I read a paper on using a reference point closer to where your doing ray tracing so it can do half or FP16 calc, which obviously would be much faster. Lots of unknowns.
 

raul3d

Member
Yup, already check that website and didn't find any words regarding HRTF. Maybe Richard plugged that word from his imagination in order to make Xbox on par with Tempest Engine. :goog_rofl:
zKHh0tz.jpg


Can anyone explain what are all those crazy words and numbers??
CFPU2 seems to be the equivalent to Tempest. It is a programmable audio processor and can also do HRTF and other parts not mentioned here.

What is not clear to me, is the "greater SPFP HW math than all 8x CPUs [cores?] in Xbox One X": On one hand it does not appear to be written by a technical person (because of the "8x CPUs", which is technically incorrect) and on the other hand CFPU2 alone appears to have less SPFP performance than the 8x CPU cores. So my personal feeling is that the other audio processors mainly used for decoding (which Sony should have as well), were converted to a SPFP metric and added to that Xbox One X comparison. I said before that I am not a big fan of Xbox's marketing and I think this is another one of this "not really wrong" but "intentionally missleading" in order to make it sound better.
 
CFPU2 seems to be the equivalent to Tempest. It is a programmable audio processor and can also do HRTF and other parts not mentioned here.

What is not clear to me, is the "greater SPFP HW math than all 8x CPUs [cores?] in Xbox One X": On one hand it does not appear to be written by a technical person (because of the "8x CPUs", which is technically incorrect) and on the other hand CFPU2 alone appears to have less SPFP performance than the 8x CPU cores. So my personal feeling is that the other audio processors mainly used for decoding (which Sony should have as well), were converted to a SPFP metric and added to that Xbox One X comparison. I said before that I am not a big fan of Xbox's marketing and I think this is another one of this "not really wrong" but "intentionally missleading" in order to make it sound better.

Am I missing something? As far as I can tell the majority on this Forum is certain that as long as Sony or MS don't mention a specific feature it won't be there/supported. So MS didn't mention anything about HRTF support. Therefore they won't support it.

DF seems to speculate that XSX would be able to compute HRTF stuff. Doesn't mean it will, though.

Edit: Why is it though that when DF does these features and analysis they always think MS/XSX has all these features and so on even without proof/evidence but when it comes to sony they always look for evidence and if they can't find it they say it doesn't exist.
 
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Fordino

Member
I highly doubt PS5 will have a quick resume switch games thing like Xbox.

Sony is taking a different approach by pulling actions from currently in-game menus out to the home screen of the OS, like resuming a singleplayer save or joining a multiplayer match, all from the home screen, quickly.

Saving one's game state could just be done conventionally with game saves like we all use now, then simply close the app in 1-2 seconds, and return home, then launch a new game in 1-2 seconds.

If booting games directly into gameplay from a save can be done from the home screen, and takes 2 seconds, whats the point of a "reload your game's ram and resume in 5 seconds" feature?

It would also require a portion of the SSD partitioned off just for saving ram states from games, and the PS5 is a bit low on storage size already.

It is not something most people will use or need. Most people just play 1 game then shut it down. Maybe they play a bit, quit, and open a second game from the home screen, but not 3-4 games rapidly. The constant switch, switch back, seems a niche need/use.

Obviously, I assume the PS5 will still have the same quick switch from game to store or from game to Netflix style thing the PS4 has already, but I doubt they would expand that function beyond switching between a game and non-game app.
Yeah agreed, I can’t see the PS5 supporting multiple game resumes from ram states, at most It’ll be the current game like the PS4, that’ll be used if the user doesn’t use a quick action.

The XBox SX has a bit more flexibility in that respect with the extra storage space.

It’ll be interesting to see how the PS5 quick actions will work and what guidelines or requirements Sony have given developers.

I reckon selecting a game normally will give a traditional load, with splash screens, etc, and a quick action, such as ‘Warzone Solos’ or ‘Continue campaign’ will take the user directly into that menu/game.

If the quick actions are available immediately, from just installing the game, will a first quick action load show the developer and publisher splash screens on very first load? Am guessing Sony will allow that.
 
Yes we know how RT on PS5 operates. When we had just Cerny’s presentation, I could see how that may not have been quite detailed enough.

But after hot chips - specifically the TMU/RT processor embedded within each CU - it’s clear that Cerny’s description and what MS showed are the same principle of operation.

That question has been asked and answered.

I have been saying this since a long time. and I wrote a simple example detailing how a multiplatform game would cut its CU work on both consoles to provide RT features while providing visual parity to everything else.
I have also written that the differentiator -other than the number of CUs- is the availability (or not!) of inference acceleration.
the responses I got were some meme pics and craig basically. oh, and secret sauce.

oh well...

by the way I think you are not correct when saying that each console manufacturer got a nudge from amd regarding what the other was doing.
amd offered the tech options, and created two separate amd tech teams, put one on each console manufacturer, and each console manu got what he wanted, what he was willing to pay, along with some customization according to his target.
 

Mr Moose

Member
PlayStation 5 Might Be Able To Identify Users Holding A DualSense

According to a recently granted patent, Sony understands that players have a tendency to log into their personal PlayStation accounts when playing on a different console. This is so that players can keep track of their in-game progress or access their account-specific content and settings.

The solution proposed by Sony is to have the console system, for example a PlayStation 5 console, automatically detect players and their individual PlayStation accounts when they pick up a DualSense controller. The patented method mentions one or more sensors configured into the controller that can identify players and immediately log into their PlayStation accounts. Hence, players will never need to manually enter their private passwords.




I don't like the sound of this.
 

Nickolaidas

Member


I could see Sony buying this studio if Kena lives up. They already have a PlayStation like quality about them and it’d help diversify their portfolio. Plus they’d be cheap.

"Hello, we constantly make fun of the PS5 and its game portfolio, but is there any chance one of its games can come to the XSX Gamepass so that we can play your game for free and keep mocking the PS users for being idiots for paying for their quality content of games? Please, please, pretty pleaaaase????"
 
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raul3d

Member
Am I missing something? As far as I can tell the majority on this Forum is certain that as long as Sony or MS don't mention a specific feature it won't be there/supported. So MS didn't mention anything about HRTF support. Therefore they won't support it.

DF seems to speculate that XSX would be able to compute HRTF stuff. Doesn't mean it will, though.

Edit: Why is it though that when DF does these features and analysis they always think MS/XSX has all these features and so on even without proof/evidence but when it comes to sony they always look for evidence and if they can't find it they say it doesn't exist.
Ignoring the bias of DF or some other posters, I am mainly interested in a technical discussion. I think what you are missing is the term "programmable", this implies that it can do every FP processing that one can think of; the same as Tempest. Also it should not be limited to pure audio processing.
 

geordiemp

Member
Yes we know how RT on PS5 operates. When we had just Cerny’s presentation, I could see how that may not have been quite detailed enough.

But after hot chips - specifically the TMU/RT processor embedded within each CU - it’s clear that Cerny’s description and what MS showed are the same principle of operation.

That question has been asked and answered.

Of course, anyone thinking Sony or MS is designing advanced silicon circuits like AMD is not correct. AMD will give a menu to each of the console makers and they can choose from the list of upcoming developments 2-3 years in advance. Sony or mS ask for small custom things and thats it. Some of those requests could be patented and so novel that AMD adopts them for upcoming designs as Cerny hinted at,

Now, if Sony have some patents and ideas, they could ask AMD to modify slighly something to fit that request, hence the specialised IO and stuff on the APU, the tempest engine using SPU cell like in a modified CU. Sony could also have implimented a simple compression in the vertex shader GPU as per the patent, not a big change but could give performance benefits as listed in the patent....but nothing major but could really help efficiency at high frequencies.

Also its clear MS designed the XSX with server in mind and running 4 instances wita split board, so maybe a unified cache for CPU was not best suited. and its stated as a server class CPU.. There is all the hypervisor and virtual stuff on XSX that ps5 does not need

There are lots of reasons for each of the choices, but I doubt RDNA2 or the Zen2 core blocks will differ that much IMO.
 
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kyliethicc

Member
Yeah agreed, I can’t see the PS5 supporting multiple game resumes from ram states, at most It’ll be the current game like the PS4, that’ll be used if the user doesn’t use a quick action.

The XBox SX has a bit more flexibility in that respect with the extra storage space.

It’ll be interesting to see how the PS5 quick actions will work and what guidelines or requirements Sony have given developers.

I reckon selecting a game normally will give a traditional load, with splash screens, etc, and a quick action, such as ‘Warzone Solos’ or ‘Continue campaign’ will take the user directly into that menu/game.

If the quick actions are available immediately, from just installing the game, will a first quick action load show the developer and publisher splash screens on very first load? Am guessing Sony will allow that.
Yeah I have no idea how the legal stuff works on splash screens, logos, TM's etc. I guess after just installing the game, the only option would be to just start it up like normal. (Like we do on PS4 every time.)

But currently on PS4, I can leave a game suspended in rest mode and that by-passes any splash screen because I never closed the game. I wonder if that will be possible for every time I want to just jump into Rocket League and play a few matches. I just boot the game and wait, and then hit "quick play" and it puts me into a match.

For PS5, I don't want to have to waste time booting the game just so I can start matchmaking. I want to matchmake from the PS5 home screen and it sounds like that will be possible. Exciting.
 

FeiRR

Banned
Also its clear MS designed the XSX with server in mind and running 4 instances wita split board, so maybe a unified cache for CPU was not best suited. and its stated as a server class CPU.. There is all the hypervisor and virtual stuff on XSX that ps5 does not need
About this part... Okay, we can see Microsoft using XSX internals as 4xX1S virtual machines, for Game Pass purposes. It implies that all games on their platform have to run on X1S for now, transition period that they announced themselves. And after that, if you want to play XSX games (let's say it'll be Fable), you either buy the console or go through xCloud and it connects you to a XSX instance which does that, probably for a premium price (like Stadia tried: normal and premium with 4k). All clear for now... But what about Lockhart versions then? They can't emulate 4 Lockharts on one XSX. Maybe two? Or not at all?
 

geordiemp

Member
About this part... Okay, we can see Microsoft using XSX internals as 4xX1S virtual machines, for Game Pass purposes. It implies that all games on their platform have to run on X1S for now, transition period that they announced themselves. And after that, if you want to play XSX games (let's say it'll be Fable), you either buy the console or go through xCloud and it connects you to a XSX instance which does that, probably for a premium price (like Stadia tried: normal and premium with 4k). All clear for now... But what about Lockhart versions then? They can't emulate 4 Lockharts on one XSX. Maybe two? Or not at all?

We dont know anything much about lockart, just the XSX layout clearly optimised for 4 x XB1 server application. I also noted that I read that the dev kit was 40 GB, which makes sense.

Was wondering how devs would check the performance and running of the 336 gbs ram as the dev jit would not emulate that. Same question for the lockart mode, can they limit bandwidth on some of the RAM in settings ?

more questions than answers...
 
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DaGwaphics

Member
Just imagine how it works currently, but it can be resumed from the home screen of the PS5 OS in 2 seconds. The "quick resume" Xbox feature is only needed if resuming is faster than booting the game.

I don't think that's what quick resume is about at all. It's about saving a state at any given second.

Take Spiderman, if I need to leave a game on PS4 on the 3rd wave of a hideout, I'll reset to the start of that mission upon return. That was the last save point.

With a feature like quick resume, I could return to the exact second that I left off, mid swing. An important feature if you are trying to sell the idea that you can grab your phone and continue the action and vice versa.
 

Tripolygon

Banned
Yup, already check that website and didn't find any words regarding HRTF. Maybe Richard plugged that word from his imagination in order to make Xbox on par with Tempest Engine. :goog_rofl:
zKHh0tz.jpg


Can anyone explain what are all those crazy words and numbers??
That's what the convolution and FFT means. HRTF is the convolution of HRIR using FFT. They don't need to specifically mention HRTF. The hardware is capable of doing that math that generates HRTF.
 
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Aceofspades

Banned
Anyone mind humoring me for a minute?

If the PS5 indeed has liquid metal cooling, what does this mean for the longevity of the console? Because I've read and saw videos which say that liquid metal 'paste' is not very durable and needs to be changed every 1-2 years.

Thoughts?

And please, my fellow PS5 lovers, do not mistake this as intentional FUD. I am merely concerned with the patent that has been circulating lately about the PS5 having liquid metal cooling. It's natural to assume that Cerny has figured out a way to make the liquid metal cooling solution more durable and able to last a LOT more than 1-2 years. So the question is ... what do you think this solution is?

No true, LM is actually permanent solution, once applied it will keep the chip cool longer than any other product.

My concern with LM is how it react with other metals, so it needs to be applied carefully, I trust Sony engineering on this.

Having said that , I don't think PS5 will end up with LM , even after seeing the patent. Lets wait and see.
 

Handy Fake

Member
No true, LM is actually permanent solution, once applied it will keep the chip cool longer than any other product.

My concern with LM is how it react with other metals, so it needs to be applied carefully, I trust Sony engineering on this.

Having said that , I don't think PS5 will end up with LM , even after seeing the patent. Lets wait and see.
Galium will make an absolute mess of the PCB if it leaks out, but I recall reading that they'd found a solution using resin that they were able to replicate in production.
 
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kyliethicc

Member
I don't think that's what quick resume is about at all. It's about saving a state at any given second.

Take Spiderman, if I need to leave a game on PS4 on the 3rd wave of a hideout, I'll reset to the start of that mission upon return. That was the last save point.

With a feature like quick resume, I could return to the exact second that I left off, mid swing. An important feature if you are trying to sell the idea that you can grab your phone and continue the action and vice versa.
Well sure, but for PS5 that need to be able to resume exactly to that state is possible. Just pause. Or if you need to leave the console, go into rest mode and suspend it. Easy.

If you want to be able to stop and play a different game though, like stop mid swing, close it out and go play another game then return? I don't see that ever being needed. Consoles are not smartphones. We don't text and tweet and scroll and listen to music and check feeds all while navigating etc. People just play a game then stop.

Less than like 2% of users would need that hyper-specific ability to start a mission and quit the game mid mission just to start playing another game.

And for saving that game RAM to the SSD and then resuming that on a phone? I have never heard that was even an option. How would that work? The RAM save is local, but xCloud is using servers. Or do you mean remote play style where the console beams the game to the phone?
 

ToadMan

Member
There is some weirdness going on though. Firstly, listening to Cerny's words and taking them as gospel (which of course might be incorrect), he claims that the RT solution 'uses the same strategy as what is in AMD's RDNA2 solution'. Then he makes a connection between the custom made GE and how it interacts with the intersection engine. And finally, he claims that the intersection engine (the computational heavy part of the RT equation) can act in parallel with the shaders.

Based on the MS presentation, there seemed to be more or less a direct competition between RT work and shader work, i.e. not parallel.

There isn’t a contention between the Xsex ray accelerator and the shader.

There is a contention between the TMU and the ray accelerator. The shader performs in parallel.

Cerny used the term intersection engine, MS used the term ray accelerator - the use both in the AMD patent.


VXBui8N.jpg


The only reason this is confusing is the different terms used to describe identical components.

RDNA1 had a geometry engine...the existence means nothing (see https://hexus.net/tech/news/graphics/131555-the-architecture-behind-amds-rdna-navi-gpus/ - first slide 'Navi Stats'). It is the content that matters.

Indeed. But as we discover each new piece of information the GPU differences seem to fall away.

I think it’s more likely than not, that the geometry engine in both GPUs is identical. The companies may use different terms for its functions - but the functions are using identical silicon.
 
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splattered

Member
This is AnandTech's liveblog, it's broken down into sections showing what Microsoft had shown in case you missed something. Anandtech can do more detailed analysis of SOC's than Digital Foundry ever could. They might do a detailed breakdown and analysis as soon as they can get their hands on a console unit. But i can't see or find a single slide in that presentation that makes mention of HRTF's.

Yup, already check that website and didn't find any words regarding HRTF. Maybe Richard plugged that word from his imagination in order to make Xbox on par with Tempest Engine. :goog_rofl:

Can anyone explain what are all those crazy words and numbers??

Am I missing something? As far as I can tell the majority on this Forum is certain that as long as Sony or MS don't mention a specific feature it won't be there/supported. So MS didn't mention anything about HRTF support. Therefore they won't support it.

DF seems to speculate that XSX would be able to compute HRTF stuff. Doesn't mean it will, though.

Edit: Why is it though that when DF does these features and analysis they always think MS/XSX has all these features and so on even without proof/evidence but when it comes to sony they always look for evidence and if they can't find it they say it doesn't exist.

Don't forget the part of the video where Richard stated that they had already seen the die shot but weren't allowed to talk about it at the time... MS has been very transparent but doesn't mean they have gone into super granular detail about every single possible thing on the console. Some people are making a big deal out of the tempest engine but all MS has to do to counter that at some point would be to say "oh yeah, we have that too" which i guess they essentially have now without talking about it for 20 minutes like Cerny did. 🤷‍♂️
 

sircaw

Banned
Just imagine and this is a long shot...

but just imagine there is a bloodborne 2. Holy hells bells, that would be the biggest home run in history.
 
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