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Topic: General Xbox Series X|S Thread

Posts 121 to 140 of 1,575

gingataisen

@BlueOcean
It looks like he deleted his previous tweet, too. Interesting, indeed. I'm beginning to understand Phil's remarks regarding how he felt after watching the PS5 reveal. 😏

gingataisen

Banjo-

I recommend everybody to read the developer's explanation, you learn a lot about how games are rendered. Traditionally and including PS5, all mip maps are loaded but on Series X what is far away and doesn't require it, only the necessary mip maps are loaded (Sampler Feedback Streaming) and this saves a huge amount of data because in 3D games there are always assets and textures that are far away and textures are oversampled. If you want to know what Series X is about, have a look.

But why is Sampler Feedback Streaming so important? I/O throughput.

As it is know, PS5 is theoretically faster than Series X, speed is, actually, the only technical advantage of PS5, which features I/O throughput up to 5.5GB/s (raw) / 8.5GB/s (compressed) while Series X I/O throughput is 2.4GB/s (raw) / 4.8GB/s (compressed). Sampler Feedback Streaming results in approximately 2.5x the effective I/O throughput (SSD performance) and memory usage above and beyond the hardware capabilities on average. In other words, it gives a speed boost till 6GB/s (raw) / 12GB/s (compressed) on Series X which makes Series X faster than PS5 in practical terms.

According to Digital Foundry, PS5 would only feature hardware-accelerated ray tracing, unless Cerny totally forgot about the rest:

"Cerny (Sony) doesn't mention technologies such as Machine Learning support or Variable Rate Shading, PS5 does indeed deliver hardware-accelerated ray tracing".

[Edited by Banjo-]

Banjo-

Xbox Gamertag: Fer8913

Ryall

@BlueOcean Interesting read. The technique itself isn’t actually new that’s how DirectX12 handles mip maps and it was used to great effect Doom Eternal. Hardware accelerating it will take work off the CPU which is important for next gen consoles because of the size of the textures they’re handling.

The greatest effect will be in preventing texture pop in as you move through the world in 3-D games that use mip maps rather than on initial loading times. Not all games use mip maps. The unreal engine five tech demo implied that Sony and Epics technology was moving more towards scaling hero assets than creating separate lower resolution 2-D textures.

Since third parties that use that technique will have to have a software solution for PC anyway. I can understand why Sony wouldn’t think it was important if that first party is moving in a different direction as they have the faster SSD anyway.

[Edited by Ryall]

Ryall

Ryall

@gingataisen The PS5 has a custom GPU based on RDNA 2. Sony have both removed and added features so it won’t be the same as a RDNA 2 PC graphics card. At this stage they haven’t confirmed what they’ve removed.

We don’t know how the Xbox series X GPU will have customised RDNA 2 either.

Ryall

Senua

@Ryall A crucial issue about the next gen games that further bolsters the need of Sampler Feedback Streaming is recently coming from another developer - https://gamingbolt.com/ps5-xbox-series-x-games-file-sizes-are...
Seems like Epic Games has talked about lot of next gen photorealism in UE5 demo PR success but left to address one key issue. Anyways the UE5 demo was running at 1440p30fps and could be run at 40fps on a 2080 laptop, it required megabytes level bandwidth as was confirmed by Epic China on the livestream that was taken down later.

[Edited by Senua]

Senua

Banjo-

@Ryall Modern engines use mip maps automatically according to that developer. On top of that, Variable Rate Shading on Series X optimises GPU usage according to Digital Foundry:

https://www.vg247.com/2020/05/01/xbox-series-x-variable-rate-...

The RDNA "1.5" that uses PS5 according to Sony's engineer could be because of PS5 having PS4 and PS4 Pro modes built in. They have designed a current-gen and next-gen GPU-wise console (PS5) but with not all the next-gen features that Series X has. If Sony added features, they didn't tell Digital Foundry when they asked them.

Banjo-

Xbox Gamertag: Fer8913

BAMozzy

A pessimist is just an optimist with experience!

Why can't life be like gaming? Why can't I restart from an earlier checkpoint??

Feel free to add me but please send a message so I know where you know me from...

Xbox Gamertag: bamozzy

Senua

@Ryall PS5 gpu is essentially a combination between RDNA 1 and some features of RDNA 2 like RT.
This was revealed recently by the Principal Graphics Engineer who worked on PS5 hardware team.
Evidence #1 showing PS5 engineer confirming this -
Untitled

This is the core reason why it doesn’t support things like mesh shading (which is an entire ground up redesign of pipeline from primitive shaders introduced in RDNA 1; watch the nvidia starship demo), Tier 2 VRS(unconfirmed) and also extra Machine Learning hardware support which has been already shown back in Feb running on Xbox Series X to be able to automatically upgrade real time original Xbox titles from non HDR period to HDR without any changes in coding using DirectML.
Evidence #2 showing PS5 engineer confirming it doesn’t support machine learning -
Untitled

It’s grossly hypocritical how Xbox Series X hardware breakdown was done by a neutral third party like Eurogamer and Digitalfoundry wayyy back in February but for PS5 we’re still supposed to rely on marketing stakeholders like Mark Cerny and Tim Sweeney. I recommend you check out the original well-detailed technical blog by Eurogamer on Xbox Series X hardware breakdown.

Even though Xbox Series X has a way faster 320-bit 560Gbps GDDR6 memory, RDNA 2 features like mesh shading, VRS will come as an extra optimisations on top sheer raw memory bandwidth performance delta that we have already seen between X1X and PS4 Pro where in huge photorealistic dynamic open world games like RDR2, X1X can push native 4k30 and PS4 Pro can only do checkerboard blurry 4k.

Evidence #3 showing Xbox Series X hardware engineer confirming even higher optimisations possible than what is claimed by the developer -
Untitled

[Edited by Senua]

Senua

BAMozzy

Sony's PS5 doesn't appear to support Mesh Shading - but does have its Geometry Engine. From Eurogamer after Sony's GDC breakdown...

A new block known as the Geometry Engine offers developers unparalleled control over triangles and other primitives, and easy optimisation for geometry culling. Functionality extends to the creation of 'primitive shaders' which sounds very similar to the mesh shaders found in Nvidia Turing and upcoming RDNA 2 GPUs.

Granted it may not have 'Mesh Shading' as such but this could just be Sony's own bespoke version that essentially does the same thing. To a degree, Nanite (Unreal 5) is doing something similar to Sony's Geometry Engine and Mesh Shading - point is, these are all variations on a theme that seem to be doing similar things but just called something different.

Unless you have an nVidia card, you won't get DLSS because that is nVidias own proprietary version of AI/Machine Learning upscaling. Sony too have their own Proprietary format of 3D Audio using its Tempest engine instead of going with Dolby Atmos for example. It appears to use a form of Ray tracing - but instead of tracing a ray of light bouncing from surfaces, its tracing the path of waves of sound bouncing around the environment. MS has something similar too but won't be called the same and I don't know how many sound points it can trace. Sony talked about individual drops of Rain for example....

This is why I think its not a great idea to speculate on what something may or may not have, may or may not be able to do etc. not everything is 'hardware' either and some can be done via software too. Ray Tracing doesn't need 'dedicated' cores or Hardware Acceleration to achieve it. It can make it easier to run graphically intensive games at a high resolution and frame rates but that doesn't mean that you have to have RDNA2 or nVidia Tensor cores to have ray tracing. Its just too intensive for the vast majority of modern games if you also want to get decent performance too! Point is, not everything has to be 'built in' at a hardware level and some things, like VRS, could be done via Software. Sony may have their own proprietary form of VRS too - through its Geometry Engine and called something different. On nVidia, VRS is called Content Adaptive Shading and AI upscaling is DLSS but these are called different things on AMD and MS - it depends on whether Sony/MS opt to use AMD's own form or have their own proprietary form of these. MS will be using DX12 RT for example but Sony seems to be opting to use AMD's format which can also use CPU cores too to increase the RT capability.

I am NOT saying Sony definitely will or will not have VRS, AI upscaling etc - just that we don't fully know one way or the other and just because they haven't said 'Mesh Shading' for example, doesn't mean that the PS5 won't have something similar under a different name. Both Sony and MS have kept things back, things they are not prepared to talk about yet so we really need to wait and see, wait for confirmation one way or the other. I guess you can say Sony's PS5 won't have 'Mesh Shading' because they have their own proprietary version in their Geometry Engine that essentially does a very similar thing...

A pessimist is just an optimist with experience!

Why can't life be like gaming? Why can't I restart from an earlier checkpoint??

Feel free to add me but please send a message so I know where you know me from...

Xbox Gamertag: bamozzy

Senua

@BAMozzy Geometry Engine is basically using primitive shaders according to the Mark Cerny presentation but mesh shading is totally a groundbreaking different redesign of entire graphics processing pipeline, it’s basically a next generation of RDNA 1 primitive shaders. And Nanite is entirely a different cross platform technology that uses per pixel triangles for using ultra scale cinema quality assets. It comes with new challenges - https://gamingbolt.com/ps5-xbox-series-x-games-file-sizes-are...
But it will always be true that hardware accelerated BVH path tracers as seen in Minecraft RT Xbox SX demo will always provide way more superior performance than alternative software solutions just for the sheer fact that the Application Specific IC(ASIC) is inherently created just for that purpose. Similarly Nvidia GPU Tensor cores which is used by almost every Data Scientists for exponentially better performance than CPU, Microsoft can come up with it’s own AI model for a DLSS alternative since Azure Cloud and Microsoft Research already have the upper hand in big data resources and deep learning research field.
“I'm looking forward to seeing how MS tackle a DLSS 2.0 alternative too!“ - Team Blur Games’ design lead Gavin Stevens

[Edited by Senua]

Senua

Banjo-

@Z3u5000 That's right and thanks for all your insightful posts. This would also explain why The Road to PS5 was so ambiguous and full of excuses compared to the crystal-clear information provided by Microsoft this far, Sony talking about CPU and GPU variable clocks as a clever solution but in reality they drain power from a capped power pool, 825 GB as a magic figure for the console and enough for gamers and why they never answered Digital Foundry's questions, confirming only hardware-accelerated ray tracing.

Banjo-

Xbox Gamertag: Fer8913

BAMozzy

A pessimist is just an optimist with experience!

Why can't life be like gaming? Why can't I restart from an earlier checkpoint??

Feel free to add me but please send a message so I know where you know me from...

Xbox Gamertag: bamozzy

Senua

@BAMozzy Likewise even though Xbox Series X loads 2.5 times less data when compared to Sony PS5, gamers will have the same visual experience on their screens. - https://mspoweruser.com/microsoft-xbox-series-x-i-o-throughpu...
“Both machines are incredible. BOTH. But while Sony put all their eggs in an SSD basket, MS divided the talent up for everything. The XSX SSD is a damn fine piece of kit with some impressive IO optimisations of its own that gets ignored, but now, coupled with SFS, it essentially levels the playing field somewhat. As I said, there is no denying the PS5 has the faster IO and raw speeds... OF COURSE. But that's not the end of the magic trick for MS.” - https://gamingbolt.com/xbox-series-xs-sampler-feedback-stream...

[Edited by Senua]

Senua

Banjo-

@Z3u5000 That's right, we're talking about, e.g., when a character takes 1 centimetre of a 60" TV, using the same example that the developer used. We're not talking about losing any kind of detail at all. He explains that even though all the textures and mip maps are loaded by current-gen consoles and PS5, not all of them are displayed. This is what Sampler Feedback Streaming is for and yes, Series X is actually faster in practical terms because it's saving 2.5x of data traffic on average.

[Edited by Banjo-]

Banjo-

Xbox Gamertag: Fer8913

gingataisen

I agree with BAMozzy; the proof is in the pudding. Those DF tech breakdown videos are going to be, uhm...entertaining, to say the least.

gingataisen

Ryall

@Z3u5000 PS5 can deliver 120 frames per second but just not at 4K. https://www.pushsquare.com/news/2020/07/dirt_5_on_ps5_will_ha...
As 120 frames a second is less of a priority for Sony. It’s also probable that the software development kit doesn’t make it as easy to implement which would be a problem for a single person developer. It’s not the hardware can’t do it. It’s how easy it is and what compromises they need to make in terms of resolution.

Ryall

Banjo-

It would be interesting to know how Spider-Man runs at 60 FPS on PS5. Checkerboard 4K rendering? No ray tracing?

EDIT:

Indie developer says, "I announce my Xbox exclusive is going multiplatform - Not a single Xbox "fanboy" complains. I announce that the XBSX version will be the only version that's 120 fps: Multiple Playstation fanboys troll the post. Believe it or not, I didn't design the PS5. Your beef is with Sony"

https://www.tomsguide.com/news/xbox-series-x-cares-more-about...

Poor guy was threatened by Sony fanboys and had to erase his tweet.

[Edited by Banjo-]

Banjo-

Xbox Gamertag: Fer8913

gingataisen

@Z3u5000
Once Digital Foundry starts comparing the two, this vitriol will only get worse. I wonder if access media will address this, or just pretend it isn't happening.

gingataisen

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