By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony - PS4 Neo GPU Is Point-For-Point A Match For RX 480

Pemalite said:
Scisca said:

The only bad thing about it is - I was planning to buy this GPU and be happy for years to come, but if in a matter of months it's going to be the go-to console GPU, it means PC will soon need something beefier... RX 480X minimum. At least I hope AMD GPUs will be perfectly optimized for games from now on.

Polaris isn't really a game changer in the PC landscape, that was never it's intention, not from a performance perspective anyway.

Vega is where AMD really offers a high-end chip.
Navi with it's next-gen memory and likely an explosion in die-size, should be where things really start to get interesting as far as performance goes.

As for AMD GPU optimizations in the PC landscape, won't happen.
nVidia and Intel control larger market shares in the PC landscape, nVidia works closely with game developers to implement nVidia-specific technology's and optimizations and advertises the fact.
AMD's drivers can also be hit or miss... And PC's have a different software ecosystem. (OS, API's, etc'.)

Polaris is the biggest gamechanger in years. A $400 GPU for $200. That's massive. How much is a used 970 now going to cost? $100-120? This single card made the best selling card on the market obsolete. You are too focusem on high-end enthusiast market, which not many people care about - I couldn't care less about these cards and most gamers won't even see a Titan. It's the $100-350 market that matters most, AMD is set to dominate the important $200 level. And should this GPU really get into NX, PS4 Neo and Xbone Scorpio, then it will possibly be one of the most important GPUs ever.

The sad thing for is that I won't be able to buy a cheap $200 card and be happy enjoying great graphics for the whole console generation. Now I'll have to get something more powerful, since devs will be utilizing the GPU better on consoles and push PC even further. Sheesh.

Also, AMD should use its dominant position in the market to make devs make games work better on their graphics cards. It's absurd that 85-90% of gamers play on AMD hardware, yet they don't work on PC as good as they could. I hope that the incoming success of RX 480 will change this for the better, though it's clear that it's the $350 card that will matter and sell most. That is where the real winner comes from, it will be interesting to see what both companies have in store for us in this part of the market



Wii U is a GCN 2 - I called it months before the release!

My Vita to-buy list: The Walking Dead, Persona 4 Golden, Need for Speed: Most Wanted, TearAway, Ys: Memories of Celceta, Muramasa: The Demon Blade, History: Legends of War, FIFA 13, Final Fantasy HD X, X-2, Worms Revolution Extreme, The Amazing Spiderman, Batman: Arkham Origins Blackgate - too many no-gaemz :/

My consoles: PS2 Slim, PS3 Slim 320 GB, PSV 32 GB, Wii, DSi.

Around the Network
Pemalite said:
setsunatenshi said:

it would be speculation behind speculation to now assume MS would eat the costs for lower yeilds of the apu to once again include esram. they need to pull the bandaid at some point. the same way Sony did when ditching the Cell and their own exotic architectures in favour of a PC type approach.

It's speculation to assume they won't.

setsunatenshi said:

i think their custom api apparently very much Vulkan like (or Vulkan based even, not 100% sure on that) should minimize the differences when coding for the PS4 and the Neo, very much like like you can run the same game on PC on any gfx card of the last 10 or so years (not all games of course but the majority) at different graphical settings.


That assumes the games are being built to target those "high level" abstraction layers. (Hint: For best performance, they don't.)
A game may use Vulkan on the PS4... Or they may use OpenGL or they might not use neither, but a low-level API.

setsunatenshi said:

lets keep in mind that there will be a lot less variety to code for on the console side. if updates will come every 3/4 years i'm confident that, sure, there will be a break off point at which certain games stop working on older hardware, but it should remain a more smooth transition. kind of like you can go now on steam and play half life 1 on hardware that is in no way close to the one existing in 99 or 2000 or whenever it was that such game came out.

 

PC is still very different to consoles, software is typically not being made near the metal, so they can't really be compared.
There are games which are broken on newer Operating Systems as well, which requiring tweaking, patching or modifying... Sometimes you need to virtualize an old software environment and "emulate" older pieces of hardware to get them to function.

1- on the speculation itself, we have to assume a more likely situation, there is only so much cost the console manufacturers are willing to take. My point still stands, keeping the esram is a mistake and the sooner they ditch it, the better for them. Judging by the rumors that they are going to have a 5.5 TFLOPS console, they can't have their cake and eat it too.

2- it's irrelevant for my point if the best hardware is the one being targeted first, I agree that it won't actually since the news are that the games will run both on the vanilla and Neo PS4s. it stands to reason that the game must be playable well on the vanilla system first and foremost. my hypothesis is that they have an opening to mantain the same architecture for a future PS5 (keeping R&D costs low, getting cheaper parts, no exotic hardware in it) and then be able to give a reason for people to upgrade, knowing they will have 100% backwards compatibility with their older titles.

3- i'm well aware of the differences between the console and PC ecosystems. what i'm saying is that starting with this generation there is very little seperating the 2, other than the OS the machines are running. the reason why games need to be patched and tweaked around sometimes to work is mostly because of the OS itself. If I try to play half life 1, probably what I would need to do would be to use compatibility mode for win xp and the game will work just fine. Notice that when the game came there was no such thing as a PCI-e port, SSDs or GDDR5 graphics cards, and still the game will work through brute force.

The same think should be valid of a future PS5 in which keeping the same architecture as the PS4 but with much better performing hardware, all previous games should work with little effort.

 

In the end I guess we can agree there's several variables at play here and we don't have the full information yet. Perhaps in a few months it will become more clear what paths both companies will take. I doubt that specs will be given next week at E3, but who knows, maybe a mid-long term vision could be discussed by both Sony and MS, and we'll have some more data to speculate on.



setsunatenshi said:
Pemalite said:

It's speculation to assume they won't.


That assumes the games are being built to target those "high level" abstraction layers. (Hint: For best performance, they don't.)
A game may use Vulkan on the PS4... Or they may use OpenGL or they might not use neither, but a low-level API.

 

PC is still very different to consoles, software is typically not being made near the metal, so they can't really be compared.
There are games which are broken on newer Operating Systems as well, which requiring tweaking, patching or modifying... Sometimes you need to virtualize an old software environment and "emulate" older pieces of hardware to get them to function.

1- on the speculation itself, we have to assume a more likely situation, there is only so much cost the console manufacturers are willing to take. My point still stands, keeping the esram is a mistake and the sooner they ditch it, the better for them. Judging by the rumors that they are going to have a 5.5 TFLOPS console, they can't have their cake and eat it too.

2- it's irrelevant for my point if the best hardware is the one being targeted first, I agree that it won't actually since the news are that the games will run both on the vanilla and Neo PS4s. it stands to reason that the game must be playable well on the vanilla system first and foremost. my hypothesis is that they have an opening to mantain the same architecture for a future PS5 (keeping R&D costs low, getting cheaper parts, no exotic hardware in it) and then be able to give a reason for people to upgrade, knowing they will have 100% backwards compatibility with their older titles.

3- i'm well aware of the differences between the console and PC ecosystems. what i'm saying is that starting with this generation there is very little seperating the 2, other than the OS the machines are running. the reason why games need to be patched and tweaked around sometimes to work is mostly because of the OS itself. If I try to play half life 1, probably what I would need to do would be to use compatibility mode for win xp and the game will work just fine. Notice that when the game came there was no such thing as a PCI-e port, SSDs or GDDR5 graphics cards, and still the game will work through brute force.

The same think should be valid of a future PS5 in which keeping the same architecture as the PS4 but with much better performing hardware, all previous games should work with little effort.

 

In the end I guess we can agree there's several variables at play here and we don't have the full information yet. Perhaps in a few months it will become more clear what paths both companies will take. I doubt that specs will be given next week at E3, but who knows, maybe a mid-long term vision could be discussed by both Sony and MS, and we'll have some more data to speculate on.

I agree with you that if they keep most of the architeture the same (even if special features are changed/lost) it wouldn't be that hard to see a SW emulation.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

DonFerrari said:

I agree with you that if they keep most of the architeture the same (even if special features are changed/lost) it wouldn't be that hard to see a SW emulation.

I think another thing to consider is how differemt console and PC OSs really are.

by the time the PS5 (or PS4trinity) comes out, the OS could very well be the exact same thimg designed to the the exact same things its been doing since 2013. The only changes made to it would be whats needed to accomodate the new drivers for whatever new hardware is going into thr PS5. Where as on PC you hsve tons of drivers from tons of vendors.

On a console, everything is managed and controlled by One person (sony). They make the hardware, write in tbe APIs to support it, pass those onto the devs in a dev kit aoftware update/new devkits. As lomg as there are no hard breaking architecture changes, everything would be significantly easier to manage on consoles than they are on PC. And by hard breaking i mean like going from cell to X86. 

As lomg aa sony sticks with X86 and unified memory they would be fine.



Intrinsic said:
DonFerrari said:

I agree with you that if they keep most of the architeture the same (even if special features are changed/lost) it wouldn't be that hard to see a SW emulation.

I think another thing to consider is how differemt console and PC OSs really are.

by the time the PS5 (or PS4trinity) comes out, the OS could very well be the exact same thimg designed to the the exact same things its been doing since 2013. The only changes made to it would be whats needed to accomodate the new drivers for whatever new hardware is going into thr PS5. Where as on PC you hsve tons of drivers from tons of vendors.

On a console, everything is managed and controlled by One person (sony). They make the hardware, write in tbe APIs to support it, pass those onto the devs in a dev kit aoftware update/new devkits. As lomg as there are no hard breaking architecture changes, everything would be significantly easier to manage on consoles than they are on PC. And by hard breaking i mean like going from cell to X86. 

As lomg aa sony sticks with X86 and unified memory they would be fine.

yep... unless perma know something that would make it hard to powercrunch small differences in emulator I think they won't have big issues.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Around the Network
setsunatenshi said:

1- on the speculation itself, we have to assume a more likely situation, there is only so much cost the console manufacturers are willing to take. My point still stands, keeping the esram is a mistake and the sooner they ditch it, the better for them. Judging by the rumors that they are going to have a 5.5 TFLOPS console, they can't have their cake and eat it too.

Disagree. If Microsoft moves the eSRAM off chip and builds it at 28nm, it could actually be very cheap to manufacture, there is going to be tons of free capacity on the 28nm node across the planet and an idle fab is money being lost, not all of them will be retooled either, so fabs will often make special deals to lower the price just so they are being used and bringing in revenue.

Again, there are benefits in doing this, lower power consumption, more performance, that sort of thing, Microsoft could also forgo excessive amount of L2 and L3 cache in it's successor CPU's and maintain the eSRAM/eDRAM as a chunky L4, which does close the transister gap considerably.

5.5 Teraflops isn't high-end or expensive either in the PC landscape, nor is it an accurate denominator for gauging performance.
Polaris is managing it, but that also includes Gigabytes of GDDR5 just for itself, PCB with tons of traces and layers, probably an expensive copper cooler, likely with a vapor champer design with a blower, over-engineered power delivery system, etc'.
Microsoft will be buying just the chip, in bulk with other chips likely consolidated into the same package/silicon.

setsunatenshi said:

2- it's irrelevant for my point if the best hardware is the one being targeted first, I agree that it won't actually since the news are that the games will run both on the vanilla and Neo PS4s. it stands to reason that the game must be playable well on the vanilla system first and foremost. my hypothesis is that they have an opening to mantain the same architecture for a future PS5 (keeping R&D costs low, getting cheaper parts, no exotic hardware in it) and then be able to give a reason for people to upgrade, knowing they will have 100% backwards compatibility with their older titles.

I think the consoles will just use the extra power to turn on the extra effects that are typically only turned on in their PC releases, so likely won't be much of any extra dev time.

setsunatenshi said:

3- i'm well aware of the differences between the console and PC ecosystems. what i'm saying is that starting with this generation there is very little seperating the 2, other than the OS the machines are running. the reason why games need to be patched and tweaked around sometimes to work is mostly because of the OS itself. If I try to play half life 1, probably what I would need to do would be to use compatibility mode for win xp and the game will work just fine. Notice that when the game came there was no such thing as a PCI-e port, SSDs or GDDR5 graphics cards, and still the game will work through brute force.


There are a few big differences between PC's and Consoles.
For one, games on PC's target high-level abstraction layers, which can conceal differences in hardware to an extroadinary degree.

On a console, you have low-level abstraction layers where games target the various nuances in the hardware more intimitely, which means that things get "broken" if there is a change in hardware that it relies on.

Now if we look at the difference in technology between the Xbox 360 and Xbox One, the first obvious change is the change in how Tessellation is done, the Xbox One doesn't use N-Patches in order to perform tessellation, meaning that the Xbox 360's and Xbox One's Tessellation is actually incompatible from a hardware perspective, even though they are made by the same company.
What this means for games that used the Xbox 360's approach to Tessellation (Aka. Truform) is simple, they don't have any Tessellation on newer PC's.

GPU's tend to have a myriad of fixed function hardware, even today, that games rely on, over time it gets consolidated into other parts of the chip to introduce flexibility... An example of this being TnL, it's no longer fixed function anymore.

There is also software and games that relied on specific SIMD instructions found in MMX and 3D Now! Which are also no longer present in newer processors, those same pieces of software and games are no longer functional.

Of course, there are ways around that, you can use yet another API to interface and abstract things farther or you could take the Xbox One's approach and virtualize the old software environment and emulate the individual pieces of hardware, which does come with some caveats of course.

setsunatenshi said:

The same think should be valid of a future PS5 in which keeping the same architecture as the PS4 but with much better performing hardware, all previous games should work with little effort.

 

In the end I guess we can agree there's several variables at play here and we don't have the full information yet. Perhaps in a few months it will become more clear what paths both companies will take. I doubt that specs will be given next week at E3, but who knows, maybe a mid-long term vision could be discussed by both Sony and MS, and we'll have some more data to speculate on.

Yep. We do need more information, then we can talk about it in more detail then and there. :)




www.youtube.com/@Pemalite

Pemalite said:

As for AMD GPU optimizations in the PC landscape, won't happen.
nVidia and Intel control larger market shares in the PC landscape, nVidia works closely with game developers to implement nVidia-specific technology's and optimizations and advertises the fact.
AMD's drivers can also be hit or miss... And PC's have a different software ecosystem. (OS, API's, etc'.)

I don't know about that. Microsoft was generous enough to expose async compute and resource binding in DX12 which were strongly modelled after consoles despite AMD having a much smaller share in both integrated and discrete GPUs ... 

And let's not forget that AMD has driver extensions too so they'll finally be able to compete with NVAPI (Nvidia's driver extensions) ...

Pemalite said:


As for backwards compatability, let's assume Sony sticks with "non exotic PC Architecture". - What happens if some of the fixed function units were removed from the GPU that PS4 games rely on? You break backwards compatability. (And we have allot of fixed function units even in modern GPU's.)
This has happened multiple times historically.
For example, the Xbox 360's Tessellation unit rely's on N-Patches to perform tessellation, which is incompatible with the Xbox One and Playstation 4's Tessellation unit from a hardware perspective.
Or hows about when the TnL fixed function unit from GPU's was eventually removed? One has to assume that games on consoles aren't targeting high-level API's and are building closer to the metal where such things are more important than on PC, where things can be abstracted and thus compatability is less of a fickle thing.


What happens if some SIMD instructions are removed from the processor that games rely on? You break backwards compatability, this has happened before with 3D Now! MMX, etc'.

Console generations takes year as well. Going from the PS3 Geforce 7 GPU to todays Geforce '18' GPU's is a night and day difference architecturally, games built and targeting every single nuance would be incompatible, that is the same kind of jump between a PS3 and the Neo and one would assume would be a similar kind of jump between the PS4 and PS5.

Really simple, we emulate those fixed function units using shaders or what have you! TnL units are just precursors to vertex shaders so what's stopping them from been mimicked ? AMD believes (and at one point Intel did with Larrabee) the future to be software rendering where programmers can implement or choose ANY algorithms to use in a fully programmable graphics pipeline ... 

GPU ISA is arguably more troublesome when their known to change much more frequently than some fixed function units. Rasterizers, edge setup, blending, texture filtering, or tessellation units pale in comparison to the changes that happen with GPU ISA ... 



fatslob-:O said:

I don't know about that. Microsoft was generous enough to expose async compute and resource binding in DX12 which were strongly modelled after consoles despite AMD having a much smaller share in both integrated and discrete GPUs ... 

And let's not forget that AMD has driver extensions too so they'll finally be able to compete with NVAPI (Nvidia's driver extensions) ...

nVidia has taken note of async compute, they were stubborn to update their GPU's to take advantage of the spec. (Like they were with Tessellation/Direct X 11/Direct X 10.1)
nVidia also petitions/works with AMD and Microsoft and even Intel when it comes to the Direct X spec, so it's not like they were ignorant of things. :P

But even when nVidia was behind technologically, nVidia still had the largest marketshare and one could say they "sabotaged" performance and features for AMD, like Asassins Creed's Direct X 10.1 path, nVidia was still stuck on Direct X 10, AMD had a performance advantage on the games release, but that was patched away.

AMD simply doesn't have the resources or connections in the industry that nVidia has nor does it have the marketing budget or marketshare, so it's driver extensions will likely never gain the same kind of industry support that AMD has, which is sad because things like TressFX is amazing.

fatslob-:O said:

Really simple, we emulate those fixed function units using shaders or what have you! TnL units are just precursors to vertex shaders so what's stopping them from been mimicked ? AMD believes (and at one point Intel did with Larrabee) the future to be software rendering where programmers can implement or choose ANY algorithms to use in a fully programmable graphics pipeline ... 

GPU ISA is arguably more troublesome when their known to change much more frequently than some fixed function units. Rasterizers, edge setup, blending, texture filtering, or tessellation units pale in comparison to the changes that happen with GPU ISA ... 

That is the point I was trying to make.
Backwards compatability isn't always black and white and clear cut, even in the PC space things change, but unlike consoles software isn't written as closely to the hardware, relying on all it's particular nuances, that kinda complicates backwards compatability.
In say 10 years, who is to guarentee that you could drop a PS4 disc into the PS5 and have it executed natively? This is the assumption many people assume because the PS4 is using pretty standard x86 hardware.




www.youtube.com/@Pemalite

Pemalite said:
fatslob-:O said:

I don't know about that. Microsoft was generous enough to expose async compute and resource binding in DX12 which were strongly modelled after consoles despite AMD having a much smaller share in both integrated and discrete GPUs ... 

And let's not forget that AMD has driver extensions too so they'll finally be able to compete with NVAPI (Nvidia's driver extensions) ...

nVidia has taken note of async compute, they were stubborn to update their GPU's to take advantage of the spec. (Like they were with Tessellation/Direct X 11/Direct X 10.1)
nVidia also petitions/works with AMD and Microsoft and even Intel when it comes to the Direct X spec, so it's not like they were ignorant of things. :P

But even when nVidia was behind technologically, nVidia still had the largest marketshare and one could say they "sabotaged" performance and features for AMD, like Asassins Creed's Direct X 10.1 path, nVidia was still stuck on Direct X 10, AMD had a performance advantage on the games release, but that was patched away.

AMD simply doesn't have the resources or connections in the industry that nVidia has nor does it have the marketing budget or marketshare, so it's driver extensions will likely never gain the same kind of industry support that AMD has, which is sad because things like TressFX is amazing.

fatslob-:O said:

Really simple, we emulate those fixed function units using shaders or what have you! TnL units are just precursors to vertex shaders so what's stopping them from been mimicked ? AMD believes (and at one point Intel did with Larrabee) the future to be software rendering where programmers can implement or choose ANY algorithms to use in a fully programmable graphics pipeline ... 

GPU ISA is arguably more troublesome when their known to change much more frequently than some fixed function units. Rasterizers, edge setup, blending, texture filtering, or tessellation units pale in comparison to the changes that happen with GPU ISA ... 

That is the point I was trying to make.
Backwards compatability isn't always black and white and clear cut, even in the PC space things change, but unlike consoles software isn't written as closely to the hardware, relying on all it's particular nuances, that kinda complicates backwards compatability.
In say 10 years, who is to guarentee that you could drop a PS4 disc into the PS5 and have it executed natively? This is the assumption many people assume because the PS4 is using pretty standard x86 hardware.

Remember AMD has 100% marketshare in the console space and a strong plan to push for the mainstream PC space now. They have Vulkan API on PC and consoles, which is why they are in an unique position to facilitate paralel development of games to the bulk of the market. I suspect the days of Nvidia bruteforcing and bullying their position in the market are about to be over.

Actually I hope Vulkan will become the industry standard API. The time for closed APIs has come and gone, good riddance (yes I'm looking at you Direct X)



Hope that we get some game news the week before E3 just like last year cause this hardware talk is all zzzzzzzzz