| Pemalite said: The number of compute units is a non issue. Not really. It also depends on the type of game, for example big open world games that rely on lots of objects and geometry, will probably run best on Playstation 5. I was using it as an example that not all Switch games are built with mechanical drives in mind, in-fact I would say that any Nintendo exclusive probably doesn't as Nintendo has not ever had a mechanical hard drive in a mainstream console release before. |
The problem is the raw performance and the GPU capability for PS5 and Xbox SX , are different. The amount processing features on PS5 is 18 % slightly smaller than Xbox , thus it doesn't need to have more than that. PS5 has more than enough for that type GPU. Even Nvidia RTX 2080 has the same RAM bandwidth with PS5
Like u said Xbox memory are split , one for system/OS and the rest for graphic, .they need to ensure the slower keep up with faster pool and the faster pool need to match the slower ones. the end result it will be ended the same with PS5 RAM speed
Global illumination can be also produce on CPU or in fact is software solution rather GPU solution. With costume IO , PS5 CPU are free from workload and can be calculate more on the CPU side . Global ILlumination are software raytracing, it can do on CPU side. I can see Xbox doing the same thing but Xbox has more GPU compute so i dont see why xbox doing the same thing with PS5 unless they trying to add another complex algorithm physics calculation or using path tracing. I can see that Xbox will relied on path tracing a lot rather then GI and PS5 will be relied more on GI.
The benefit of fast asset streaming does not mean in only applicable on open environment, you can add a lot of detail and hiqh quality assets on close environment without affecting the performance (UE 5 inside the cave demo). The faster the speed is the more data , assets you can stream/transfer and the fast data you can calculate.
the idea of SSD and costume IO is you dont have to do a lot mapping, resteriser and geometry calculation anymore on the GPU, all rendering has been pre baked on the virtual geometry
you can check this research by Tim Sweeney
Was looking around for some doc about Micropolygons and stumbled upon @TimSweeneyEpic talk "The End of the GPU Roadmap".
— F̴̮͛͝R̶͔͛̈́Ö̴̖̫́̊Y̶͙̭̎͝Ǫ̴̼̏K̸̦̎͐ ▒ Fabrice Piquet (@Froyok) May 17, 2020
Crazy to see that 10 years later we are there... as predicted ! pic.twitter.com/04fc0lIZnY
Nintendo Gamecube, Wii and Wii U were using mechanical disk input , a lot of their games still has loading methodology. They should break from that methode with Switch, , but i think there is more then SSD for UE 5, i can see that IO doing most of the work








