Microsoft learned a lot from the best.
Cant wait for Series X.
Truly next gen 🤤
this
Microsoft learned a lot from the best.
Cant wait for Series X.
Truly next gen 🤤
Thank you for confirming that.Ah yes, that's right. I think they did say just that - the devkits have 56 active CUs. The retail systems have four disabled to improve yields, I believe.
Yes, very much this too. Thanks for bringing it up. I knew I'd forget something.There is also VRS which can give a nice performance boost. Machine learning upscaling and the gpu supports mesh shaders (which is a feature that gets rid of the index list for describing an object which makes the geometry processing fully parallelizable and thus the gpu can handle significantly higher poly counts)
Why?
Beauty is in the eye of the beholder.
Same way they did Scorpio and its dev kit.Ah yes, that's right. I think they did say just that - the devkits have 56 active CUs. The retail systems have four disabled to improve yields, I believe.
The next generation leap of even having SSDs at all in both of these consoles, let alone custom designed I/O approaches that are more efficient for gaming workloads than anything in PCs currently due to the closed console system architectures, is the thing that makes it possible for game design to change. This quote below from one of the Xbox Series X system architects shows just how far they went looking at actual game profiling data (they had custom monitoring hardware in the Xbox One X silicon) to be sure that their end to end storage solution would meet the needs of how games actually run. And remember that the memory bandwidth difference (112 GB/s) between the two is far greater in terms of GB/s throughput as part of this pipeline than a several GB/s difference in drive decompression speed.
I mean I like Dana Carvey well enough and all but
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XSX Dev Kit
I think that was Miniature Kaijuanexanhume Can't remember if it was you or DrKeo that was hoping Texture Space Shading would make it in these next-gen consoles in the speculation thread but it appears that it is supported. It is enabled by the use of the Sampler Feedback in DX12 Ult.
Sorry yeah I remember now. It is you. Read it when going through what was revealed on DX12 Ult. Can you shed a bit more light on what its about? Curious to know the practical implications....It was indeed me and, man, that's great news. Great news. TSS will be downright revolutionary for VR.
EDIT: TSS also works extremely well with RT.
Sorry yeah I remember now. It is you. Read it when going through what was revealed on DX12 Ult. Can you shed a bit more light on what its about? Curious to know the practical implications....
It's pretty crazy, it's a fairly big change in real time rendering paradigm, moving away from shading in screen space and doing it in object space. You can read a pretty great primer here.
Big idea is that your shading isn't coupled to screen (and viewport) pixels anymore. You're now shading objects and storing the shades as textures. So, when you you're building your viewports, everything, all the geometry that shows in both only needs to be shaded once - and that will be the vast majority of stuff.
Since shading is decoupled from screen/viewport pixels, you can shade different objects at different rates - spatially and temporally. Say, everything that is far in the background can be shaded at lower resolution, or anything that is dark in color, or anything that is in your peripheric FoV - i.e. it can help with both VRS and foveated rendering. And, unlike VRS, since the shades are per object and persistent in memory, you can decide to shade some stuff at half, a quarter of the frequency only, reusing shades for the other frames.
It's pretty powerful. It has a higher initialization cost than normal rendering, but once you increase scene complexity a bit and make some use of optimization, it can get much, much cheaper.
Oh yeah. Thanks. I remember the post. Seems like the upcoming generation isn't just about the power but the flexibility in using said power. Awesome stuff.I'll quote myself from the the other thread:
It has several advantages beyond that, like much better efficiency working with micropolygons, better shader anti-aliasing and filtering, much better motion blur and depth of field.
For VR, the multiple viewports thing I mentioned means you can have VR with a very small hit to perf. For RT, you can shade everything that is mostly static once and free rays and shaders to work on other stuff.
AwesomeI'll quote myself from the the other thread:
It has several advantages beyond that, like much better efficiency working with micropolygons, better shader anti-aliasing and filtering, much better motion blur and depth of field.
For VR, the multiple viewports thing I mentioned means you can have VR with a very small hit to perf. For RT, you can shade everything that is mostly static once and free rays and shaders to work on other stuff.
Oh yeah. Thanks. I remember the post. Seems like the upcoming generation isn't just about the power but the flexibility in using said power. Awesome stuff.
anexanhume Can't remember if it was you or DrKeo that was hoping Texture Space Shading would make it in these next-gen consoles in the speculation thread but it appears that it is supported. It is enabled by the use of the Sampler Feedback in DX12 Ult.
?they only ever show 3 out of the 4 sides of this thing, is the unseen side full of holes or something? horrible graffiti?
oh okay then
That's for a step in Mesh shading. Can't remember the details exactly but that step doesn't require a hardware implementation. XSX supports Sampler Feedback in full.I don't think it's supported in Xsx. I read that dedicated silicon for TSS isn't much of a difference to doing it on the compute units.
It can do 1080p @ 120hz. But apparently can only do 1440p & 2160p @ 60hz according to Rtings.So will my Sony Z9D TV be able to play Series X games at 120fps? Its a 120hz display, but doesnt have hdmi 2.1
It can do 1080p @ 120hz. But apparently can only do 1440p & 2160p @ 60hz according to Rtings.
Yes, you only need HDMI 2.1 for 4K @ 120fps. VRR does work over HDMI 2.0b, but many manufacturers don't support it. Xbox One already supports 1080p & 1440p @ 120hz, there just aren't any games that support 120fps on Xbox One (aside from Rainbow Six Siege which runs over 60fps when unlocking the frame rate).OK, so I can do 120fps If I set the Series X to output 1080p? I only need HDMI 2.1 for 4k, VRR, and stuff like that?
The SSD is clearly worse than Sony's. And that's fine. I feel like the difference is really negligible. Honestly. Like loading up 4 seconds faster isn't enough for me. Both will enable big game design shifts and that's exciting
But then they'd have to improve the peripheral too.I wouldn't be surprised if the mid-gen refresh of the Series X improved on the SSD to be more on par with Sony's. So it's almost a moot point anyway.
I wonder if people agree or think that there will be games on the PS5 not possible on the SX solely due to the faster SSD on the PS5.
Yes, you only need HDMI 2.1 for 4K @ 120fps. VRR does work over HDMI 2.0b, but many manufacturers don't support it. Xbox One already supports 1080p & 1440p @ 120hz, there just aren't any games that support 120fps on Xbox One (aside from Rainbow Six Siege which runs over 60fps when unlocking the frame rate).
Which again, points to devs. I don't think game design is going to radically change until year 2 or 3. Remember the PS4 sold 100 mil and we are heading into a recessionI wouldn't be surprised if the mid-gen refresh of the Series X improved on the SSD to be more on par with Sony's. So it's almost a moot point anyway.
I wouldn't be surprised if the mid-gen refresh of the Series X improved on the SSD to be more on par with Sony's. So it's almost a moot point anyway.
With the Xbox velocity architecture, Microsoft gives the dev 100GB of game assets instantly.
Microsoft have made software/Hardware magic out of this technology. that means that the Raw speed will be much more efficient in the architecture of the XSX thanks to the velocity architecture.
Just wait ... a lot more details will come on this
Velocity Architecture is just a fancy name for a scratchpad cache that basically all SSDs do. There's a long list of cooler innovations in XSX IMO (DLI, multi-game suspend, Smart Delivery, auto HDR, enhanced boost mode, selectable SMT, ML, RT, VRS, etc.) I would be stunned if they didn't have a scratchpad with an SSD.With the Xbox velocity architecture, Microsoft gives the dev 100GB of game assets instantly.
Microsoft have made software/Hardware magic out of this technology. that means that the Raw speed will be much more efficient in the architecture of the XSX thanks to the velocity architecture.
Just wait ... a lot more details will come on this
Velocity Architecture is just a fancy name for a scratchpad cache that basically all SSDs do. There's a long list of cooler innovations in XSX IMO (DLI, multi-game suspend, Smart Delivery, auto HDR, enhanced boost mode, selectable SMT, ML, RT, VRS, etc.) I would be stunned if they didn't have a scratchpad with an SSD.
Yes, and both machines do it because it's one of the most obvious benefits of an SSD. It's not a differentiating factor like some of the other things I pointed out.See this is where I'm confused. Regardless as to whether all SSDs do it, isn't it a big deal? It can be used as an extension of the memory and reduce a lot of CPU workload needed normally for decompression. Allows the machine to render a lot more on the screen quickly.
Yes, and both machines do it because it's one of the most obvious benefits of an SSD. It's not a differentiating factor like some of the other things I pointed out.
Virtual memory is new for gaming. On PC it's a fallback, on consoles it's going to be a tool.Microsoft made a lot of fancy names for a tech which both consoles (and PC RDNA2) support.
They even talk about SSD like a memory extension a lot.
But this is a very old concept: https://en.wikipedia.org/wiki/Virtual_memory
Virtual memory is new for gaming. On PC it's a fallback, on consoles it's going to be a tool.
PS5 and Xbox Series speculation |OT11| Cry Havoc and Let Slip the Dogs of War [NEW NEWS, NEW THREAD - CHECK OUT THE STAFF POST] OT
unless they are doing a universal launch. Jim Ryan of Sony has already hinted that they are. Plus, PlayStation Japan tweeted about a holiday 2020 launch. If that’s the case, they’ll have to start manufacturing well before June.www.resetera.com
Velocity Architecture is just a fancy name for a scratchpad cache that basically all SSDs do. There's a long list of cooler innovations in XSX IMO (DLI, multi-game suspend, Smart Delivery, auto HDR, enhanced boost mode, selectable SMT, ML, RT, VRS, etc.) I would be stunned if they didn't have a scratchpad with an SSD.
It's an assemblage of hardware and software tricks. At its core, it's a NAND cache. Without that, everything else would be pretty lame on its own. They count on the orders of magnitude of bandwidth differential a SSD can deliver.I get the impression that the Velocity Architecture might be a bit more than that.
The backbone of the Xbox Series X’s ultra-fast storage technology is coming to Windows
Microsoft confirms that DirectStorage, part of the Xbox Series X Velocity Architecture, will arrive on Windows 10 gaming PCs in the future.www.pcworld.com