Pemalite said:
Not in all scenarios. The Playstation 5 might have the edge in Geometric capability and certainly in the MPixel fillrate department. (As the PS5 has the same number of ROPS as the Xbox Series X and that is a characteristic of ROP x Clockrate.)
The memory is actually a single pool, it's just mapped as different memory locations that gets abstracted to an API for developers to leverage.
Correct, but you don't want to do it on the CPU, CPU's are fantastic at highly complex, serialized tasks... Where as the GPU is very adept at lots of highly parallel "simple" tasks. - Granted GPU's have been better better at more complex calculations over the years and CPU's have increased thread counts substantially, but those differences and specializations still continue to exist.
You can do all that by dumping it all into memory to start with, completely removing the need for an SSD. Obviously you need to invest more in expensive Ram when NAND is far cheaper and comparatively more plentiful.
SSD's do NOT feature the required rendering pipelines to perform the appropriate geometry calculations, the GPU still has the geometry processing capabilities... And rather substantial ones at that.
I am talking mechanical hard drives. |
Lumen is far away ahead of what we have seen this gen compared pre baked. I can say it's equal to path tracing on what we have seen so far, yet it's cheap to implement. If we use path tracing, i bet it will just limited to few rays. Path tracing is good when it has many rays and good denoising. and it can look very noticeable on small detail.
The GPU is more than enough for budget consoles, on console you have to think about other cost. The CPU is very powerful for this gen they need to balance with the CPU and the fast SSD. All the component of next gen console are above tier except for the RAM (but then again RAM is also expensives ) they can only manages give twice the amount of RAM compared to last gen
The GPU in PS5/Xbox are equal to high end GPU, it is more than enough. The more power GPU we put, the more RAM/bandwidth and fast SSD they need to provide. I don't know how much the ratio is , but both targeting different goal. But you are correct more RAM are preferable.
Especially If they using traditional memory mapping like dumping every data to RAM from storage, the RAM will be limiting factor for split memory pool especially Xbox SX. It will be hard to manage. because we don't know how much RAM game per game basis. They also need back to back communicate with system RAM or vice versa for other calculation on CPU and GPGPU and keeping the speed with the slow system RAM.
The GPU power is probably will make PS5 GPU render less resolution outside assets and texture , but with high assets and textures PS5 will have high quality IQ and detail. So we will see probably less resolution on PS5 but with better IQ and better texture on PS5. For frame rates i think developer will stick to 30 fps or 60 fps. So either lower the resolution or cut back some assets textures.
Yup agree to dump everything on RAm, that's how current gen work, less streaming data and more mesh, render target data and buffer data, but it will make the GPU work harder , and more RAM utilization this is the alternative way for Xbox.
The reyes method are the methode where culling and geometry are calculated on micorpolygon basis it's where the idea came from for geometry virtualization comes i should give you the link for the blog from Brian Karis (chief at rendering for Unreal 5) http://graphicrants.blogspot.com/2009/01/virtual-geometry-images.html
Wii U, Wii and Game cube skipping HDD is even absurd , it means the dump small amount of data to RAm and need to preload the disk again if they need run certain level and event. It means Switch is far better storage solution than i expect. the cartridge should able to do streaming on limited data if developer want to utilize it. But then we also need to think the hardware decompression heavy task task.
Last edited by HollyGamer - on 09 June 2020








