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Pemalite said:
HollyGamer said:

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

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.)

Does it have enough GPU? I would argue that we can never have enough, lighting is still very much an approximation... Even the Unreal Engine 5 with it's Global Illumination demonstration is a testament to that.

HollyGamer said:

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

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.

Will it be the same as the Playstation 5's memory speed? No way. It's still got an advantage, especially if you load up the 10GB section with heavy amounts of Alpha Effects at 4k.

That said... The Playstation 5 will need less bandwidth as it generally has less GPU and CPU resources anyway, but I think the main cutback on this front will likely only be resolution and maybe the framerate.

HollyGamer said:

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.

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.

Global Illumination is actually an "umbrella term" for a lighting implementation, it includes software approaches like you alluded to... Or it can be done in hardware like on the nVidia RTX Ray Tracing cores.

HollyGamer said:

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. 

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.
It's basically a cost-performance advantage.

If we could... We wouldn't have SSD's or Ram, everything would be made of eSRAM/eDRAM/L0/L1/L2/L3/L4/L5 caches.

HollyGamer said:

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 

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 think the tweeter of that post is taking Sweeney's tweets out of context.

HollyGamer said:

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 

I am talking mechanical hard drives.

Gamecube, Wii and WiiU were dumping as much data as they can from Optical Disk to Ram and side-stepping a mechanical hard drive entirely.

Nintendo literally has never had a mechanical hard drive for developers to build games against unless you consider something like the Nintendo 64DD.

But that brings me back towards the Nintendo 64... That system was entirely solid state, the cart could fill up the Nintendo 64's Ram 30x or more per second... Granted it was limited in other ways, but ask yourself and list what benefits to gaming did it bring? What paradigm shifts did it bring to how games were developed and showcased?

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 

http://hhoppe.com/proj/gim/

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