Forums - Microsoft Discussion - Digital Foundry Video: Hands-On With Xbox Series X + Impressions + Xbox One X Size Comparisons + Official Specs + Ray Tracing

https://youtu.be/4cmclCjS5jg

https://news.xbox.com/en-us/2020/03/16/xbox-series-x-tech/

Xbox Series X is the biggest generational leap of SOC [System on a Chip] and API design that we’ve done with Microsoft, and it’s really an honor for AMD to be a trusted Microsoft partner for this endeavor,” said Nussbaum. “The Xbox Series X is going to be a beacon of technical innovation leadership for this console generation and will propagate the innovation throughout the DirectX ecosystem this year and into next year.

  One of the biggest (and most noticeable to players) features in Xbox Series X will be support for hardware accelerated DirectX Raytracing, which simulates the properties of light and sound in real time more accurately than any technology before it.

  Switching back and forth between current visuals to hardware accelerated DirectX Raytraced visuals, Vaught walked around a pre-built Minecraft world to show off the ways realistic lighting completely changes the game. Shadows cast from objects soften or harden depending on how far away from the object you are, while lava gives off a warm orange glow that dissipates over distance and reflects off of minecart rails. Even the moon casts its own rays, streaming down through cracks in the walls and reflecting off particles in the air. The Raytraced visuals fundamentally change the way Minecraft feels, drawing the player in and immersing them in a much more realistic world.

The most impressive feature (at least for yours truly) was the way light now passes through transparent objects like glass, picking up the color on its way to your eyes. This was beautifully demonstrated while walking through a hallway lined with a veritable rainbow of colored glass cubes, each of which cast a different colored shadow on the floor. The big wow moment came from the most unassuming of substances: water. With raytracing on, water was now fully transparent and allowed light from the moon to pass through it to the player underneath and realistically reflect off the seaweed swaying in the current.. It was really an impressive demo that brought what hardware accelerated DirectX Raytracing in Minecraft could deliver to life in a way I never imagined.

Improving Immersion and Embracing Speed

The next major tenet of the Xbox Series X is speed, which can be defined in a large number of different ways. Modern devices have changed our expectations on how quickly you can move between experiences or applications. Most of us want to be able to instantly jump into an experience or return right to where we left off. This influenced the team designing the system architecture, as they wanted to ensure they enabled gamers to spend more time playing and less time waiting.


A big part of that revolves around the addition of a solid-state drive (SSD). We have reached the upper limits of traditional rotational drive performance, so the team knew they needed to invest in SSD level I/O speeds to deliver the quality of experience they aspired to with Xbox Series X. This was an area where the team really wanted to innovate, and they knew this could be a game changer for the new generation. But they didn’t want the I/O system to be just about your games loading faster.

Xbox Velocity Architecture,
which features tight integration between hardware and software and is a revolutionary new architecture optimized for streaming of in game assets. This will unlock new capabilities that have never been seen before in console development, allowing 100 GB of game assets to be instantly accessible by the developer. The components of the Xbox Velocity Architecture all combine to create an effective multiplier on physical memory that is, quite literally, a game changer.Xbox Velocity Architecture –
The Xbox Velocity Architecture is the new architecture we’ve created for the Xbox Series X to unlock new capabilities never-before seen in console development. It consists of four components: our custom NVMe SSD, a dedicated hardware decompression block, the all new DirectStorage API, and Sampler Feedback Streaming (SFS). This combination of custom hardware and deep software integration allows developers to radically improve asset streaming and effectively multiply available memory. It will enable richer and more dynamic living worlds unlike anything ever seen before. It also effectively eliminates loading times, and makes fast travel systems just that: fast.
This has included developing brand new technology such as Dynamic Latency Input (DLI) as well as helping to shape the HDMI 2.1 specification by adding new gaming-centric features such as support for 120hz, Variable Refresh Rate (VRR) and Auto Low Latency Mode (ALLM). The team has also been working with the industry’s leading TV manufacturers for the past two years to ensure the display ecosystem is ready for the features coming with Xbox Series X.

Finally, there are the player experiences that will be greatly improved thanks to the speed afforded by Xbox Series X. The most noticeable of these is loading times, which will be greatly decreased thanks to the processing power of Xbox Series X.

There’s also the new Quick Resume technology that we outlined in our last blog post. With current gen consoles, you can resume the last game you played. However, since most players play (on average) three to four games a month, the team wanted to give them the option to switch between them easily and quickly. With Quick Resume, you can resume multiple games with the press of a button, instantly jumping back into the action, right where you left off, for multiple titles at the same time.

Since game states will be stored directly in the system’s SSD, they’ll even persist after you turn off the console, unplug it entirely, or even take a system update.

Backwards compatibility, Players will see the benefits of the improved hardware of Xbox Series X for backwards compatible games, including improved boot and load times, more stable frame rates, higher resolutions and improved image quality. The Compatibility team is also continuing to create entirely new techniques and innovation that we can use to further enhance the existing catalog of games when running on Xbox Series X.


The Xbox team is so committed to the concept of compatibility and cross generation play, that not only do your games move forward with you, but so do your Xbox One accessories, your game saves, and progression. In fact, your entire gaming legacy moves forward with you to the next generation. "



Last edited by HollyGamer - on 16 March 2020

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OP edited to reflect the new info.



                                                                                                             

CGI-Quality said:
OP edited to reflect the new info.

OK thanks so much  , it's really helpful 



Beast.
Only turn off is that propietary ssd card...that gonna cost some serious money.



watching video... intrest.

What I noted so far:

CPU: Zen2
8 cores / 16 threads (w. SMT (runs games best))
cpu @ 3.6 GHz

GPU: RNDA-2
3328 Shaders , 52 CU's @1825mhz (about 12,15 Teraflops)

mem: (320-bit bus)
6x 2gb = 12gb (for gameing) (memory bandwidth = 560 GB/S)
1 x 4gb = 4gb (for OS)

SSD:  1tb  (2.4GB/S bandwidth)
thermal solution should ensure consistant performance.
hardware decompression unit, so it doesnt take up CPU perf.


The slightly weird:
FP16 (rapid packed math) used for machine learning, to give high quality DLSS.
Machine learning supports 8-bit/4-bit.
INT acceleration Max 97 TOPS (@4INT)

Hardware accelerated ray-traceing (amd version).

*** can run parallel to normal operation workloads, without effecting the other stuff.
This is a "extra" 13 Teraflops of Raytraceing workloads via parallel processing.

Might not have as hard a "hit" from useing Raytraceing, as Nvidia has on PC side.

Last edited by JRPGfan - on 16 March 2020

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360mm^2 chip size, at 7nm FF is gonna be expensive right?
More so than the chip used in the Xbox One X was (imo).

This might be a 600$ machine.
with those insane specs though, its probably more than warrented.



HollyGamer said:
CGI-Quality said:
OP edited to reflect the new info.

OK thanks so much  , it's really helpful 

You're welcome :)



                                                                                                             

If it can truly play most of the previous gen games, then that's a big selling point for me.



Landed pretty much exactly where I thought, it was 52CU's and not 56CU's as some thought because of github leak, and 360mm2 die and not 400mm2 as a lot of people said after Phil spencer chip picture release. I think it will be 360mm2 tsmc EUV. The asian leaker said 350mm2 for XsX (300mm2 for PS5).

What interesting is the SSD, it's 2.4GB/S speed but 5GB/s speed with some technique, I wonder if PS5 has something similiar 3GB/s and 7GB/s+ with this technique.

Edit: Just read on eurogamer, it's not on tsmc 7nm EUV, then it must be tsmc N7P.

Last edited by Trumpstyle - on 16 March 2020

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Trumpstyle said:

Landed pretty much exactly where I thought, it was 52CU's and not 56CU's as some thought because of github leak, and 360mm2 die and not 400mm2 as a lot of people said after Phil spencer chip picture release. I think it will be 360mm2 tsmc EUV. The asian leaker said 350mm2 for XsX (300mm2 for PS5).

What interesting is the SSD, it's 2.4GB/S speed but 5GB/s speed with some technique, I wonder if PS5 has something similiar 3GB/s and 7GB/s+ with this technique.

Didn't DF say it was 56CU. 4 are turned off due to potential in performance differences between similar hardware or something. I forgot the exact terminology.

Maybe I'm wrong.