Read the OP.Has Sony ever used code names for their mainline consoles? I could swear that are always named PlayStation X
After Orbis (PS4), Morpheus (PS VR), Neo (PS4 Pro), now Erebus?
Read the OP.Has Sony ever used code names for their mainline consoles? I could swear that are always named PlayStation X
After Orbis (PS4), Morpheus (PS VR), Neo (PS4 Pro), now Erebus?
Thing is, if they're going with Nvidia, 2 years for a standard desktop part would mean a long time before a lower powered, semi custom variant. Consoles will have their main hardware profiles and core architecture set in stone a long time before launch.7nm would open the door to the power/performance and die space consoles use for such a GPU. Certainly not impossible if Nvidia releases a RTX 3060 in 2 years.
Thing is, if they're going with Nvidia, 2 years for a standard desktop part would mean a long time before a lower powered, semi custom variant. Consoles will have their main hardware profiles and core architecture set in stone a long time before launch.
I feel like this is exactly the same situation as when people convinced themselves that Scorpio would use a Zen based CPU - if PS5 is coming in 2020 then they almost certainly have the main architecture planned out. They won't just stick a desktop part in there and I think it is very unlikely that Nvidia will produce a semi custom SoC before their main desktop parts - even AMD don't do that.
Nvidia and Microsoft released a GPU in the original Xbox that was more advanced than their current GPU on the market. I'm not saying I'm convinced they went with Nvidia, but unlike Sony, Microsoft is hardware agnostic, they could use ARM and PowerVR if they want.
No, Microsoft's work in their API a very abstract layer for hardware, as long as the hardware is capable of "x" it will run the program, it simply needs to be powerful enough to run the program at a high enough performance. It's the same way it works on PC, where hardware configurations are vastly different from one another.Would that not totally go against their b/c efforts? Play Anywhere, b/c and Gamepass etc all require fairly consistent hardware architecture, surely? Sticking with AMD makes huge sense in terms of retaining strong compatibility with the current Xbox library.
It's an extremely confusing assignment statement, but you should check it again. Flipping around the order of the second line might make the logic a bit easier to see:
Code:const bool bPS4SeenOtherConsole = ( ((PartyPlatforms.Contains(OSS_PLATFORM_NAME_XBOX) || PartyPlatforms.Contains(OSS_PLATFORM_NAME_EREBUS)) && ExistingPlatforms.Contains(OSS_PLATFORM_NAME_PS4)) || ((ExistingPlatforms.Contains(OSS_PLATFORM_NAME_XBOX) || ExistingPlatforms.Contains(OSS_PLATFORM_NAME_EREBUS)) && PartyPlatforms.Contains(OSS_PLATFORM_NAME_PS4)) );
const bool bPS4SeenOtherConsole = false; // fuck Sonys stance on crossplay
/*(
((PartyPlatforms.Contains(OSS_PLATFORM_NAME_XBOX) || PartyPlatforms.Contains(OSS_PLATFORM_NAME_EREBUS)) && ExistingPlatforms.Contains(OSS_PLATFORM_NAME_PS4)) ||
((ExistingPlatforms.Contains(OSS_PLATFORM_NAME_XBOX) || ExistingPlatforms.Contains(OSS_PLATFORM_NAME_EREBUS)) && PartyPlatforms.Contains(OSS_PLATFORM_NAME_PS4))
); */
No, Microsoft's work in their API a very abstract layer for hardware, as long as the hardware is capable of "x" it will run the program, it simply needs to be powerful enough to run the program at a high enough performance. It's the same way it works on PC, where hardware configurations are vastly different from one another.
It's clearly Vita 2.
YOU THOUGHT THIS POST WAS SARCASM, JOJO! BUT IT WAS SERIOUS!
Sony's only move into the portable realm is via a smart phone, like a vita inspired xperia play. That could very realistically become a valid platform for developers.
That's not quite true. If MS went with Nvidia, they'd have to use an ARM CPU core instead of x86 as Nvidia lacks the patents needed to make x86 parts. That means MS would have to port the b/c software they wrote for PPC based 360 titles, as well as updating it to emulate x86 on ARM.No, Microsoft's work in their API a very abstract layer for hardware, as long as the hardware is capable of "x" it will run the program, it simply needs to be powerful enough to run the program at a high enough performance. It's the same way it works on PC, where hardware configurations are vastly different from one another.
Yeah, could even be a dock or console.
days gone as well
but stilk will not release a next gen before release all of the games
So 2020 is expected before it might happen but unlikly
Microsoft as an abstraction layer for ARM to run x86 code on Android devices, honestly as long as they used A75 cores clocked high enough, the extra die space could be used for more GPU performance and still have a CPU multiple times more powerful than Jaguar in xb1x. While using 1/10th the power consumption of a Ryzen CPU. Could also lead to higher clocks.That's not quite true. If MS went with Nvidia, they'd have to use an ARM CPU core instead of x86 as Nvidia lacks the patents needed to make x86 parts. That means MS would have to port the b/c software they wrote for PPC based 360 titles, as well as updating it to emulate x86 on ARM.
Of course, MS could get an AMD or Intel CPU with Nvidia GPU, but that would increase costs substantially.
Yeah, using only Erebus and not switch should be a give away that it is indeed the switch since otherwise switch wouldn't be taken into account.Looking at the full function, it really does seem like OSS_PLATFORM_NAME_EREBUS should actually be OSS_PLATFORM_NAME_SWITCH. It doesn't make any sense otherwise (unless PS4 and Switch players are now allowed to play together).
Code:bool UPartyBeaconState::CrossPlayAllowed(const FPartyReservation& ReservationRequest) const { bool bCrossplayAllowed = true; bool bEveryoneAllowsCrossplay = true; TSet<FString> ExistingPlatforms; for (const FPartyReservation& ExistingReservation : Reservations) { for (const FPlayerReservation& ExistingPlayer : ExistingReservation.PartyMembers) { bEveryoneAllowsCrossplay &= ExistingPlayer.bAllowCrossplay; if (ExistingPlayer.Platform == OSS_PLATFORM_NAME_PS4) { ExistingPlatforms.Add(OSS_PLATFORM_NAME_PS4); } else if (ExistingPlayer.Platform == OSS_PLATFORM_NAME_XBOX) { ExistingPlatforms.Add(OSS_PLATFORM_NAME_XBOX); } else if (ExistingPlayer.Platform == OSS_PLATFORM_NAME_EREBUS) { ExistingPlatforms.Add(OSS_PLATFORM_NAME_EREBUS); } else { ExistingPlatforms.Add(OSS_PLATFORM_NAME_OTHER); } } } if (ExistingPlatforms.Num() > 0) { bool bPartyAllowsCrossplay = true; TSet<FString> PartyPlatforms; for (const FPlayerReservation& Player : ReservationRequest.PartyMembers) { bPartyAllowsCrossplay &= Player.bAllowCrossplay; if (Player.Platform == OSS_PLATFORM_NAME_XBOX) { PartyPlatforms.Add(OSS_PLATFORM_NAME_XBOX); } else if (Player.Platform == OSS_PLATFORM_NAME_PS4) { PartyPlatforms.Add(OSS_PLATFORM_NAME_PS4); } else if (Player.Platform == OSS_PLATFORM_NAME_EREBUS) { PartyPlatforms.Add(OSS_PLATFORM_NAME_EREBUS); } else { PartyPlatforms.Add(OSS_PLATFORM_NAME_OTHER); } } const bool bPS4SeenOtherConsole = ( ((PartyPlatforms.Contains(OSS_PLATFORM_NAME_XBOX) || PartyPlatforms.Contains(OSS_PLATFORM_NAME_EREBUS)) && ExistingPlatforms.Contains(OSS_PLATFORM_NAME_PS4)) || (PartyPlatforms.Contains(OSS_PLATFORM_NAME_PS4) && (ExistingPlatforms.Contains(OSS_PLATFORM_NAME_XBOX) || ExistingPlatforms.Contains(OSS_PLATFORM_NAME_EREBUS))) ); TSet<FString> Delta = PartyPlatforms.Intersect(ExistingPlatforms); // The intersection of party/existing will be less if something new is added const bool bPartyAddsNewPlatform = (Delta.Num() != PartyPlatforms.Num()); // There is something foreign if our party makeup doesn't exactly match the existing parties const bool bExistingMatchesParty = (Delta.Num() == ExistingPlatforms.Num()); // Don't cross mingle consoles const bool bCrossConsoleAllowed = (!bPS4SeenOtherConsole) || (bPS4SeenOtherConsole && !bRestrictCrossConsole); const bool bExistingPlayersOk = (!bPartyAddsNewPlatform || (bPartyAddsNewPlatform && bEveryoneAllowsCrossplay)); const bool bIncomingPlayersOk = (bPartyAllowsCrossplay || bExistingMatchesParty); bCrossplayAllowed = bCrossConsoleAllowed && bExistingPlayersOk && bIncomingPlayersOk; FString ExistingStr; for (const FString& Existing : ExistingPlatforms) { ExistingStr += Existing + TEXT("|"); } UE_LOG(LogPartyBeacon, Verbose, TEXT("Existing: %s"), *ExistingStr); FString PartyPlatformStr; for (const FString& PartyPlatform : PartyPlatforms) { PartyPlatformStr += PartyPlatform + TEXT("|"); } UE_LOG(LogPartyBeacon, Verbose, TEXT("NewParty: %s"), *PartyPlatformStr); UE_LOG(LogPartyBeacon, Log, TEXT("UPartyBeaconState::CrossPlayAllowed bEveryoneAllowsCrossplay:%s bPartyAllowsCrossplay:%s bCrossConsoleAllowed:%s bExistingPlayersOk:%s bIncomingPlayersOk:%s bCrossPlayAllowed:%s"), *LexToString(bEveryoneAllowsCrossplay), *LexToString(bPartyAllowsCrossplay), *LexToString(bCrossConsoleAllowed), *LexToString(bExistingPlayersOk), *LexToString(bIncomingPlayersOk), *LexToString(bCrossplayAllowed)); } return bCrossplayAllowed; } [code]
This is wrong, this code definitely sets Ps4SeenOtherConsole to true when there's Ps4 + any other console, and that flag set to true disables crossplay unless a more global flag permits it.That logic pretty much shows that PS4 and Xbox alone can't see eachother (no cross-play), but when Erebus launches, cross-play will be enabled.
When running the logic, when only PS4 and Xbox are used in the comparative arrays, then the result is PS4Seen == False. But when you factor in Erebus into any of the arrays and PS4 is included, then PS4Seen is true.
Oh yea, they already do x86 don't they? It's x64 they are missing, unless they have that too now? If not then they would have to get x64 working for XB1 back compat. They could totally do it though.Microsoft as an abstraction layer for ARM to run x86 code on Android devices, honestly as long as they used A75 cores clocked high enough, the extra die space could be used for more GPU performance and still have a CPU multiple times more powerful than Jaguar in xb1x. While using 1/10th the power consumption of a Ryzen CPU. Could also lead to higher clocks.
I think most here are wrong. Xbox or Play station will be eveloutionary steps on the current platform hardware. I cant see either requiring a new core to support. Its likely a different platform.
Microsoft is hardware agnostic, but i dont expect the next platform from them to require a new core.
I agree. And the others platforms are then simply the platforms allowed to have crossplay with PS4: PC, Android and Iphone. Which is why they are not in the bPS4SeenOtherConsole boolean declaration, cause they are allowed to crossplay with PS4.Looking at the full function, it really does seem like OSS_PLATFORM_NAME_EREBUS should actually be OSS_PLATFORM_NAME_SWITCH. It doesn't make any sense otherwise (unless PS4 and Switch players are now allowed to play together).
Code:bool UPartyBeaconState::CrossPlayAllowed(const FPartyReservation& ReservationRequest) const { bool bCrossplayAllowed = true; bool bEveryoneAllowsCrossplay = true; TSet<FString> ExistingPlatforms; for (const FPartyReservation& ExistingReservation : Reservations) { for (const FPlayerReservation& ExistingPlayer : ExistingReservation.PartyMembers) { bEveryoneAllowsCrossplay &= ExistingPlayer.bAllowCrossplay; if (ExistingPlayer.Platform == OSS_PLATFORM_NAME_PS4) { ExistingPlatforms.Add(OSS_PLATFORM_NAME_PS4); } else if (ExistingPlayer.Platform == OSS_PLATFORM_NAME_XBOX) { ExistingPlatforms.Add(OSS_PLATFORM_NAME_XBOX); } else if (ExistingPlayer.Platform == OSS_PLATFORM_NAME_EREBUS) { ExistingPlatforms.Add(OSS_PLATFORM_NAME_EREBUS); } else { ExistingPlatforms.Add(OSS_PLATFORM_NAME_OTHER); } } } if (ExistingPlatforms.Num() > 0) { bool bPartyAllowsCrossplay = true; TSet<FString> PartyPlatforms; for (const FPlayerReservation& Player : ReservationRequest.PartyMembers) { bPartyAllowsCrossplay &= Player.bAllowCrossplay; if (Player.Platform == OSS_PLATFORM_NAME_XBOX) { PartyPlatforms.Add(OSS_PLATFORM_NAME_XBOX); } else if (Player.Platform == OSS_PLATFORM_NAME_PS4) { PartyPlatforms.Add(OSS_PLATFORM_NAME_PS4); } else if (Player.Platform == OSS_PLATFORM_NAME_EREBUS) { PartyPlatforms.Add(OSS_PLATFORM_NAME_EREBUS); } else { PartyPlatforms.Add(OSS_PLATFORM_NAME_OTHER); } } const bool bPS4SeenOtherConsole = ( ((PartyPlatforms.Contains(OSS_PLATFORM_NAME_XBOX) || PartyPlatforms.Contains(OSS_PLATFORM_NAME_EREBUS)) && ExistingPlatforms.Contains(OSS_PLATFORM_NAME_PS4)) || (PartyPlatforms.Contains(OSS_PLATFORM_NAME_PS4) && (ExistingPlatforms.Contains(OSS_PLATFORM_NAME_XBOX) || ExistingPlatforms.Contains(OSS_PLATFORM_NAME_EREBUS))) ); TSet<FString> Delta = PartyPlatforms.Intersect(ExistingPlatforms); // The intersection of party/existing will be less if something new is added const bool bPartyAddsNewPlatform = (Delta.Num() != PartyPlatforms.Num()); // There is something foreign if our party makeup doesn't exactly match the existing parties const bool bExistingMatchesParty = (Delta.Num() == ExistingPlatforms.Num()); // Don't cross mingle consoles const bool bCrossConsoleAllowed = (!bPS4SeenOtherConsole) || (bPS4SeenOtherConsole && !bRestrictCrossConsole); const bool bExistingPlayersOk = (!bPartyAddsNewPlatform || (bPartyAddsNewPlatform && bEveryoneAllowsCrossplay)); const bool bIncomingPlayersOk = (bPartyAllowsCrossplay || bExistingMatchesParty); bCrossplayAllowed = bCrossConsoleAllowed && bExistingPlayersOk && bIncomingPlayersOk; FString ExistingStr; for (const FString& Existing : ExistingPlatforms) { ExistingStr += Existing + TEXT("|"); } UE_LOG(LogPartyBeacon, Verbose, TEXT("Existing: %s"), *ExistingStr); FString PartyPlatformStr; for (const FString& PartyPlatform : PartyPlatforms) { PartyPlatformStr += PartyPlatform + TEXT("|"); } UE_LOG(LogPartyBeacon, Verbose, TEXT("NewParty: %s"), *PartyPlatformStr); UE_LOG(LogPartyBeacon, Log, TEXT("UPartyBeaconState::CrossPlayAllowed bEveryoneAllowsCrossplay:%s bPartyAllowsCrossplay:%s bCrossConsoleAllowed:%s bExistingPlayersOk:%s bIncomingPlayersOk:%s bCrossPlayAllowed:%s"), *LexToString(bEveryoneAllowsCrossplay), *LexToString(bPartyAllowsCrossplay), *LexToString(bCrossConsoleAllowed), *LexToString(bExistingPlayersOk), *LexToString(bIncomingPlayersOk), *LexToString(bCrossplayAllowed)); } return bCrossplayAllowed; } [code]
I agree. And the others platforms are then simply the platforms allowed to have crossplay with PS4: PC, Android and Iphone. Which is why they are not in the bPS4SeenOtherConsole boolean declaration, cause they are allowed to crossplay with PS4.
So Erebus would be the internal name of switch in UE4.
Switch is already there. It even has the code name "SWT" this is "TST2" it's a new/different device, using Switch's api, and can't crossplay with Sony, so it's obviously a Nintendo platform.
I think MS is going with nVidia next-gen (so they can make use of RTX and DXR (DirectX Ray Tracing API) and it's for the Scarlet boxes. I don't think Sony will be making use of ray-tracing at all but it wouldn't surprise me if MS do as that will be a big difference in the two systems.
The possibility of them working with Nvidia is high considering Nvidia has also been working on delivering cloud-based gaming/streaming tech too and their DX team has een hard at work with Nvidia on Ray tracing tech... Do you really think it is likely they are both working on the Scarlet streaming box?If it's a Nintendo console, maybe it's the long-rumored Supplemental Computing Device / SCD that was a hot topic of debate during the NX days. The SCD went through patent approval but hasn't been heard of since, I don't think.
While I believe Microsoft is more likely to use AMD again for Scarlett, I won't rule out them going with Nvidia so they can make use of RTX and DXR.
So lets say Scarlet did use Nvidia, which GPU architecture would it be -- Not Turing, which is on TSMC's 12nm, a specialized version of their 16nm for Nvidia, and would be roughly 2 years old by the time Scarlett is released. So then whatever Nvidia's next architecture is, on 7nm. Nvidia people have said that raytracing & RTX support will get faster with each new GPU generation. Lets say "Ampere" is meant to be the next gen GPU after Volta and Turing. The name is not important of course, so whatever Nvidia's first 7nm GPU architecture is, would likely be what Scarlet uses, IF Microsoft decides to use Nvidia.
I'm well aware that if Microsoft goes with an Nvidia GPU, that cannot be made into an APU with AMD's Zen architectures. However, there's nothing to prevent them using separate Zen (Zen 2) CPU chip with a discrete Nvidia GPU, other than cost. Microsoft *can* afford it, even though they had a bad time with Nvidia pricing with the original XBOX. That said, Phil Spencer wants Xbox to be the most powerful console going forward, and Nvidia could absolutely guarantee better normal graphics performance than anything AMD could do for Sony,
The possibility of them working with Nvidia is high considering Nvidia has also been working on delivering cloud-based gaming/streaming tech too and their DX team has een hard at work with Nvidia on Ray tracing tech... Do you really think it is likely they are both working on the Scarlet streaming box?
PS5 is 2020 or 2021.I was about to buy a PS4 pro this afternoon... should I skip ?
I was about to buy a PS4 pro this afternoon... should I skip ?
i wouldn't feel secure to do that for both cpu and gpu even targeting 2020MS could be working with intel seeing as they are targeting GPUs for 2020
How come? I can see Intel having driver issues with PC parts but a tailored console GPU shouldn't. Also they could use MS DirectX team for legacy PC driver supporti wouldn't feel secure to do that for both cpu and gpu targeting 2020
Lol...
IGN just reported on our little theory here, crediting the proper user and ERA of course. I guess we might find out soon enough if this codename is legit. Surely some other outlet (like Kotaku or Eurogamer) would come forward to verify this as true or false if the information is actually out there.
Not just IGN,bunch of other sites as well :)
https://www.cnet.com/news/the-ps5-is-codenamed-erebus-according-to-these-internet-sleuths/
https://www.thesun.co.uk/tech/71337...codename-sony-is-using-for-the-playstation-5/
https://comicbook.com/gaming/2018/08/30/playstation-5-codenamed-erebus-rumor/
http://www.playstationlifestyle.net/2018/08/30/playstation-5-codename-uncovered/#/slide/1
https://www.vg247.com/2018/08/30/unreal-engine-code-hints-erebus-new-next-gen-console/
I hope we will get some unofficial,of course,reaction soon...
i wouldn't bet on a first try and 10nm keeps being delayed.How come? I can see Intel having driver issues with PC parts but a tailored console GPU shouldn't. Also they could use MS DirectX team for legacy PC driver support
If it's a Nintendo console, maybe it's the long-rumored Supplemental Computing Device / SCD that was a hot topic of debate during the NX days. The SCD went through patent approval but hasn't been heard of since, I don't think.