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shikamaru317 said:
HollyGamer said:

also SSD is not just loading but streaming assets , texture, etc. it will be resulting on better quality assets , high texture resolution , more dense, more real rile and photo realistic . 

So in worst case scenario we will see 1400p on PS5 with 8k texture and hight  triangle account,  while on Xbox SX we will see around 1500p  with 4k texture and low triangle account. Both will have the same Frame Rates. with slightly better Rau Tracing on Xbox SX. 

Those tweets are kind of dumb though, lol. Destiny 2 is a current gen game, not a next-gen game, of course it can run at 4K 60 fps on both. And Destiny 2 getting a free upgrade may be a unique case spearheaded by Bungie, we won't know if Sony has a full-scale program for free next-gen upgrades until the show on Thursday, they may have a SmartSelivery like program and they might now. 

As for the other guy, why would he think the real world difference would only be about 1 tflop? PS5's 10.3 tflop number is achieved using it's maximum clockrate, but the clockrate is variable, it can go lower at times. But even disregarding that, Sony and MS are using 2 fundamentally different GPU strategies. One console has alot of CU's at a slower clock rate, while the other has a lot less CU's at a much higher clockrate. I don't think any of us can say for certain how big the real world difference between the 2 GPU's will be until we have some 3rd party multiplat games out on the market for Digital Foundry to test. That being said though, we do know from PC testing of AMD's RDNA 1 GPU's, that when you compare a GPU with more CU's vs. a GPU with a less CU's at a higher clockrate, games tend to respond better to more CU's than a higher clockrate. Maybe things will somehow be different from that on RDNA 2, but it seems kind of unlikely to me. Raytracing also seems to respond better to more cores than it does to higher clockrates.

You seem to be forgetting that RAM is an important factor in texture streaming as well. And XSX's 10 GB of GPU focused RAM are faster than PS5's 16 GB shared pool of RAM. I would highly doubt that we will see higher quality textures on PS5 than on XSX for 3rd party multiplat games. 

PS5 will run with variable clock speed " based on workload ", it means it can sustain maximum clock speed forever if it has too, but games don't have the same scene , the same event and the same density of polygon and geometry across the level. So the variable is there to make the efficiency for Power. 

Example : When the character encounter high polygon or entering city with high density object/ character/enemy , the GPU will run accordingly with higher clock, but when the main character go outside barren world like dessert, the clock speed will be lower.

Second it will be easy for developer to programed on high clock speed  and also inside the GPu there other command processing unit that better when it run with higher clock speed.

even we have an example on how RTX 2060 desktop (with less shader unit but with higher clock speed ) VS RTX 2080 Max Q Laptop ( with more Shader unit but lower clock speed) . Both have equal performance 

The RAM on Xbox are spilt speed, 6 GB for OS/system run at 300 Gb/s  something, and 10 GB with 560 GB something. Remember in the end  "the high speed " need to match " the lower clock speed ",  because both GPU and CPU need both RAM, so the high speed. In the end it will be just PS5 RAM with 448 Gb/s . PS5 RAM are equally unified all system and VRAM are the same speed. In the end they will be the same. 

Also RAM will not be the biggest factor when it comes to streaming high quality assets. But SSD speed. Unless the  assets are not streamed but pre loaded via loading (by dumping all asset to RAM) . But that's required a lot of RAM and can only be utilize on PC with more system RAM.  

So PS5 and Xbox SX in term of GPU is super tiny slighty win for Xbox no doubt but in real games performance it will just be the same.

But for SSD and IO , PS5 far head compared to Xbox SX.

Last edited by HollyGamer - on 09 June 2020