AeneaGames
Member
Ahhh, the joys of modern technology....
![lfN1xbG.png](https://i.imgur.com/lfN1xbG.png)
Shit is starting to heat....
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.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.
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.
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.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.
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?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.
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!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).
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?
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!![]()
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.
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):
Ahhh, the joys of modern technology....
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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.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.
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Can anyone explain what are all those crazy words and numbers??
Nice PC setup you have there, PCMR!Well, it's a throne in some way, I guess.
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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
Nice PC setup you have there, PCMR!
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.
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.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.
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 don't like the sound of this.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.
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PlayStation 5 Might Be Able To Identify Users Holding A DualSense
Sony Interactive Entertainment has been looking into additional security and privacy measures, presumably for PlayStation 5, that completely change howsegmentnext.com
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.
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.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.
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 don't like the sound of this.
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.)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.
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?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?
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.
Any clues as to what this is?
Any clues as to what this is?
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.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.
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Can anyone explain what are all those crazy words and numbers??
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?
Any clues as to what this is?
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.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.
Any clues as to what this is?
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.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.
The guy is in full troll mode now. Another wild "insider"?
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This Tweet is a written version of Foxygamers last Tweeted picture....
This Tweet is a written version of Foxygamers last Tweeted picture....
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.
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.
This Tweet is a written version of Foxygamers last Tweeted picture....
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.
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.