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Pemalite said:
KratosLives said:

Yes it's still early in the console generation, on specs it seems like xbox should atleast be on par if not slightly better. However ps5 has the ssd advantage, has unified ram but not split, and supposedly better i/o system. if ps5 does indeed have the better i/o, then it may over come the cu count advantage/teraflop of the series x.

The Series X has unified memory, it's not split pools.
It has different memory locations which operate at different speeds which are exposed to developers to prioritize depending on need. Or not. Entirely up to them.

The SSD will assist in streaming of texturing and meshes and other assets... This has been a "thing" in consoles for generations now, it's not a new concept, just the storage has gotten faster.
The Playstation 5 has a higher pixel fillrate due to it's ROP's being clocked higher.
I expect the Playstation 5 to have a few notable advantages because of those hardware advantages.

Otherwise in pure compute scenarios the Xbox Series X not only has the brute-strength advantage but also some efficiency advantages such as Variable Rate Shading which gives it the edge for things like global illumination lighting and shading.

So it really depends on the game and the developers goals and even the game engine on which hardware platform will have the edge visually.
It's going to be a very interesting console generation that is for sure.

In the end... An SSD isn't a replacement for Ram though, computer systems have a hierarchy of memory ranging from smallest+fastest+most expensive per byte to largest+slowest+cheapest per byte... And that hierarchy exists to hide latency and bandwidth limitations.
The SSD improves that lowest common denominator, excited to see what it means for geometric complexity going forward.

What about the ps5 having double throughput?  What will that mean for games in the future? Also we still don't know much of the i/o complex on the ps5, or how much L cache it has.