chakkra said:
Pemalite said:
I am talking low-level stuff not marketing fluff laid on top, that is for those who don't delve into the hardware nitty gritty.
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The RX 6000 GPU line is going to perform better than the RX 5000 line no matter how you slice it. And that performance comes from all of those small adjustments and features that the RX 5000 was missing. If more performance equals "marketing fluff" to you, well, okay then.
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Not once have I talked about performance, I have talked about hardware features.
chakkra said:
No, they are not exactly the same as one offers better performance, and again, you keep repeating that as if better performance doesn't directly impact the end user experience.
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They are the same thing.
I have already elaborated on how the approaches differ prior.
It's just like Tessellation, AMD and nVidia approached the issue very differently (Truform vs Polymorph vs Evergreen Graphics Engine), they all offered the same feature in the end and yes they both had different levels of performance, but I am not talking about performance.
Hiku said:
sales2099 said:
Only Xbox can do sampler feedback, mesh shaders, and variable rate shading.
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If these things are indeed part of DirectX12, then that explains why MS would know for a fact that PS5 doesn't have these things. But regarding PR, they said "Xbox Series X|S are the only next-generation consoles with full hardware support for all the RDNA 2 capabilities AMD showcased today."
Did AMD showcase every feature of their chip on that particular day? If they did, then again, that could just mean DirectX. If they didn't, then PS5 could have more of the features that AMD chose for their solution than Xbox.
Not that that matters anyway, because all three were developed alongside each other, at the same time, and all three chose the solutions that best suited their environment. With perhaps the exception of DirecX since that's Microsoft's tech.
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Most of those features are exposed in Vulkan to various degrees.
Shit nVidia even has nVidia specific extensions for allot of similar technologies in even OpenGL.
LudicrousSpeed said:
chakkra said: You are confused; variable rate shading, mesh shaders, and sampler feedback are all part of the DX12 Ultimate suite. Does the PS5 have similar (or even better) technology? We don't know because Sony is not telling us. Why are they not telling us? I don't know, maybe they just don't need to. |
I'm sure they're being quiet because they've created superior methods than AMD themselves. This is probably why DF didn't see any VRS in PS5 games, the custom solution is just too good.
Also JRPG, while you're quoting GeordieImp or whatever, make sure you also quote the many posts where he claims X|S does not utilize RDNA2 tech and that PS5 is actually RDNA3, which will be revealed in a surprise showcase at the AMD event. (narrator: it wasn't)
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Unlikely.