RX580 matches the XBox One X?Yes.
And the PS4pro starts at $399. And the RX580 along with everything I listed is a PS4pro.
RX580 matches the XBox One X?Yes.
And the PS4pro starts at $399. And the RX580 along with everything I listed is a PS4pro.
I have a Ryzen 2700X and RX 580 based system and it matches the Xbox One X guide good from a GPU perspective. Though the CPU is something special here. (But today I will switch to a Vega 56 that I just bought for 269 Euros!!)
This is because you are looking at it all wrong. You should only look at PC hardware as a measurement and never as a representation of a consoles design. They are consoles for a reason.
Eg. The RX580 which is a 36CU 8GB 185W card (pretty much a PS4Pro GPU) cost $230. Yet it was put into a $399 console along with a CPU, HDD, BRD, PSU, Cooling, Case and Controller.
The PS4 Pro iGPU has 40 CUs (4 deactivated), 64 ROPs (vs. 32 on PS4/580) and does support some custom things like the Intelligent Work Distributor from Vega, FP16 and some ROPs customization for Checkerboard-Rendering.
The Xbox One X GPU has actually 44 CUs, also 4 are deactivated for better yield.
None of them is a straight up Polaris10/20 design.
The PS4 Pro iGPU has 40 CUs (4 deactivated), 64 ROPs (vs. 32 on PS4/580) and does support some custom things like the Intelligent Work Distributor from Vega, FP16 and some ROPs customization for Checkerboard-Rendering.
The Xbox One X GPU has actually 44 CUs, also 4 are deactivated for better yield.
None of them is a straight up Polaris10/20 design.
Any expectations,besides downclocking, of Navi 10 "lite" allegedly in PS5?
I meant for cec to be able to fully power off. You would need a hacked ps4 to change the default power option to be off rather than restEditing the OS? You mean pressing the ps button and selecting power, it gives a choice to standby or power off.
GotchaI meant for cec to be able to fully power off. You would need a hacked ps4 to change the default power option to be off rather than rest
Yeah,of course.I wonder what else will be cut and what custom stuff Sony might add,like they did with ID buffer in Pro.
Some hair cuts are certainly involved over a such long design time ... ;)Yeah,of course.I wonder what else will be cut and what custom stuff Sony might add,like they did with ID buffer in Pro.
Some hair cuts are certainly involved over a such long design time ... ;)
The "Lite" moniker is a very interesting one.Any expectations,besides downclocking, of Navi 10 "lite" allegedly in PS5?
The "Lite" moniker is a very interesting one.
Till now there was never a "lite" label for an ASIC and there is probably a major differentiator otherwise it would be wasteful to develop two very similiar chips.
Personally I have no idea what it could be.
Navi10 for example shouldn't have a higher FP64 ratio than 1/16 anyway.
Even if you think about something like dedicated hardware for ray tracing and tensor operations doesn't like enough difference to warrant the development of two flavours of a chip.
And I don't think that's a chip used by the PS5/Xbox next.
Yeah,of course.I wonder what else will be cut and what custom stuff Sony might add,like they did with ID buffer in Pro.
Enhancements to facilitate VR rendering are almost certainly going to be in the design given some of the patents we've seen.
I think the tweaks will be to make certain things easier and increases to real world performance over there PC counterparts will be minimal or abscent.
I think they could be significant. Sony already put in quite a few changes with PS4, then more with pro. For ps5 they will definitely want to take the learnings from PS4 and expand on them.
So what's the over-under on ray tracing making it in these consoles? I'm starting to feel like maybe they shoot for it. Is it possible?
Who knows, IIRC AMD said something about working on it, but it seemed like it wouldn't be through something like Nvidia's RTX where they have RT cores specific for it.So what's the over-under on ray tracing making it in these consoles? I'm starting to feel like maybe they shoot for it. Is it possible?
i still think ray tracing will be software based.So what's the over-under on ray tracing making it in these consoles? I'm starting to feel like maybe they shoot for it. Is it possible?
Well recent history points to my Prediction.
With PS4 + Pro it's like getting a stock Honda civic adding slightly better wheels + tires and a spoiler, it will give some advantages but on a race track there won't be to much difference to the stock model.
I don't see why anyone would think next gen they are going to add turbo chargers and other significant engine upgrades.
Remember ease of development is one of Cernys primary focuses, he is not going to want to complicate it even further by adding further custom solutions to an already new CPU + GPU architecture.
Uh huh...anyway,i wonder what realistically can Sony do about ray tracing without breaking a bank?
Is some custom "sauce" a la that ID buffer/fake 4K in Pro possible for ray tracing in PS5?
I feel like ray-tracing would make for a solid add-on for the mid-gen models.
That's underselling the importance of the customizations in PS4's SoC. They significantly enhanced it's ability to do GPU compute alongside traditional graphics workloads without losing performance due to cache management and context-switching penalties which is a big deal given how much of the system's processing power was contained in the GPU.
No its not.
PS4 is about AMD265 level it is not significantly better.
I honestly don't think so, not to the average consumer anyway. 4k is easy, "it's better than HD!". But raytracing? It makes the lighting better and more natural (essentially) , we get the effect, but most people? They'll just shrug. Not to mention you can't walk into a store and say "I want the tv with raytracing please". Unless it's something that's evident in media outside of gaming it won't move the needle for none hardcore
What the TFlops? After all the discussion here you still think that tells the whole story?
No, the performance in 3rd party games.
But the tflops are practically identical on stock model.
How so? Over time, the delta between the performance of PS4 and XBOne versions of games is growing. Exactly as you'd expect when one architecture has the ability to more fully utilize it's hardware resources.
Wait, was esram not implemented after the reveal of both consoles and it was a xlast minute" upgrade? That would explain where the die space went, but not why in the principal design it wasn't implemented. Unless I completely am remembering wrong, which is possible
Thats my problem with some of the posts in here, people ignore any improvement / customization that is not improving tera flop number directly.What the TFlops? After all the discussion here you still think that tells the whole story?
The TFlops rating indicates the capacity to do work. The optimizations I mentioned allow the PS4 to better make use of that capacity by doing computer operations during breaks in graphics processing load. Net effect is the PS4 can do more overall processing with the same hardware resources.
Only if microsoft wants a 400mm2 APU. It would be more expensive than the Xbox One X and needing beefier cooling.
No. The RX580 has more in common with a PS4pro than an XB1X.
RX580 is a 36CU, 256bit, 8GB GDDR5 GPU that at its 1257Mhz clock gives 5.7TF.
PS4pro has 36CU, 256bit, 8GB GDDR5 that at its ~900Mhz clock gives 4.2TF.
XB1X has 40CU, 384bit, 12GB GDDR5.
XB1X is more of a custom RX580 adding more CUs and PS4pro is a actual RX580 that has just been downclocked.
https://youtu.be/eiQv32imK2g
Ok. I'm legit wowed by the difference starting from 13:56.
Honestly, if we end up with GI very close to this in quality, I'll be happy come next-gen.
Interesting. I remember before the PS4 Pro specs were officially announced that there were rumors that Sony was considering 2 options, one with the specs we got and one with higher specs. If true, I wonder if the higher spec version was just the same thing with the GPU performing at 5.7TF and a better cooling solution to compensate. I imagine they saw the results that checkerboard rendering gave and decided to just save the effort (and possibly higher cost of the console) and went with what we got.
I honestly wish they'd gone with the higher-end model, but also still stuck with the reconstruction strategy at the same time. Assuming there was also more RAM, we likely would've gotten some big improvements to resolution across the board reconstructed 4K probably being a lot more common), and better framerates on games that the current Pro can run at reconstructed 4K.