Official Thread XBOX Hardware

My Current Console Is....


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Doesn't matter. You are just making excuses. They put it out there for all to see, and it isn't worth your time to see it. If it isn't ready to be shown off, then they shouldn't be showing it.
Plus, COVID-19, that earthquake in Salt Lake City, New Housewives is going down...it's amazing it even runs at this point.
 
I disagree. They are cumulative, and Just watching that demo then going straight to the One X at home, I could notice how much cruddier the One X version was. It still looks great, but that GI alone adds a lot of depth. Also distant shadows, and the shading within the grass. If you went from the Ultra to the X version, you'd definitely notice.

EDIT: Also keep in mind that the Cutscenes on One X run at half the framerate and have most of those effects turned on. Its basically running the cutscene setting in gameplay. That and the GI. The increased SSR also adds a lot, but this particular part of the game doesn't have much.
They should have shown that ugly sand level where that GI would go a long way to making it look better. The lighting was always so flat.

EDIT 2: Keep in mind that Gears 5 was not built for this new achitecture and is a quick and dirty port at this point. It's going to be a free upgrade too!
But going from the better to worst isn't how it goes.

I get it isn't made for the new system, hence the lack of ray tracing, but it is still underwhelming. All that extra power and that is a result.

Luckily for me I don't play last gen games on a new system.
 
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This guy keeps going, very good tech discussion:


10GB of RAM on the Xbox is 112 GB/s faster than the PS5. This is where the high fidelity textures, models, etc would all be loaded. These have much faster throughput through the APU unit because of this, leading to fewer missed cycles and more efficient processing. It is likely that the graphical differences will be greater than what the 18% difference in raw power tells us.

The improved I/O really only relates to loading into memory, but beyond 2GB/s the differences become fairly negligible. With their compression setup, it is likely the Xbox can fill all available RAM in a theoretical 2.7 seconds versus 1.6 seconds for the PS5. Most people will not care about an extra second.

There is also an APU advantage in that the compute cores and the CPU cores all operate at set frequencies in the Xbox whereas the PS5 is variable. There will be much more optimization needed on the PS5, especially accounting for thermal loads. Microsoft designed the power to be predictable. It is possible the PS5 could deliver more power in short bursts, but cannot sustain that power.

I would guess when the first titles for both are tested that we will see the Xbox having better visuals and framerates with the PS5 loading it in a couple seconds faster. The PS5 is also more likely to have heat and fan noise issues because of its design, though their cooling stack could tell us more.

What’s interesting is Sony was pretty light on specifics and did not reveal the look. I’d guess Microsoft is way ahead on engineering and is likely already building spec and prototype out on the upgrade that will come in 2-3 years after release while Sony may only be doing light concepts because it seems they are still trying to completely lock down their next gen console.

I would not be surprised to see Sony delay the console longer than manufacturing needs and Microsoft to find a way to launch it near on time. It appears MS has a fairly simple manufacturing process and designed for that.
 
This guy keeps going, very good tech discussion:


10GB of RAM on the Xbox is 112 GB/s faster than the PS5. This is where the high fidelity textures, models, etc would all be loaded. These have much faster throughput through the APU unit because of this, leading to fewer missed cycles and more efficient processing. It is likely that the graphical differences will be greater than what the 18% difference in raw power tells us.

The improved I/O really only relates to loading into memory, but beyond 2GB/s the differences become fairly negligible. With their compression setup, it is likely the Xbox can fill all available RAM in a theoretical 2.7 seconds versus 1.6 seconds for the PS5. Most people will not care about an extra second.

There is also an APU advantage in that the compute cores and the CPU cores all operate at set frequencies in the Xbox whereas the PS5 is variable. There will be much more optimization needed on the PS5, especially accounting for thermal loads. Microsoft designed the power to be predictable. It is possible the PS5 could deliver more power in short bursts, but cannot sustain that power.

I would guess when the first titles for both are tested that we will see the Xbox having better visuals and framerates with the PS5 loading it in a couple seconds faster. The PS5 is also more likely to have heat and fan noise issues because of its design, though their cooling stack could tell us more.

What’s interesting is Sony was pretty light on specifics and did not reveal the look. I’d guess Microsoft is way ahead on engineering and is likely already building spec and prototype out on the upgrade that will come in 2-3 years after release while Sony may only be doing light concepts because it seems they are still trying to completely lock down their next gen console.

I would not be surprised to see Sony delay the console longer than manufacturing needs and Microsoft to find a way to launch it near on time. It appears MS has a fairly simple manufacturing process and designed for that.
Imma get on my soap box for a second fellas. So forgive me.

I DID say last year that someone (between Sony and Microsoft) will be the one to blink at the beginning of the gen (I got slammed for saying it too...). One of them would f*** up as it always happens every generation.. From what we can tell, the PS5 is weaker than The Series X, but also Stadia (and that's with boost mode) The Sony BC team is way behind on bringing BC to the table for the PS5. And right now Sony's messaging is atrocious and has been for several months now. They really havent had any. The PS5 lecture yesterday didnt help things either.

! also said first impressions were the most crucial at the beginning of any generation as it sets the tone for the next 5 to 7 years. People harped on me about that too. Hand down the Xbox team has been quite clear, precise and ridiculously confident about their messaging, hardware, software and services. Sony's still scrambling about it seems. I knew something was up when they showed a mere logo.

BEHOLD.....

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Powering Next-Generation Gaming Visuals with AMD RDNA 2 and DirectX 12 Ultimate
alexander.blake-davies

AMD has long been a strong supporter of next-generation, low-overhead graphics API technologies like Microsoft
00ae.png
DirectX
00ae.png
12 that help take games to a whole new level. Therefore, we’re pleased to announce that in partnership with Microsoft we will provide full support for DirectX 12 Ultimate in our upcoming AMD RDNA 2 gaming architecture.

With this architecture powering both the next generation of AMD Radeon
2122.png
graphics cards and the forthcoming Xbox Series X gaming console, we’ve been working very closely with Microsoft to help move gaming graphics to a new level of photorealism and smoothness thanks to the four key DirectX 12 Ultimate graphics features -- DirectX Raytracing (DXR), Variable Rate Shading (VRS), Mesh Shaders, and Sampler Feedback.
“Microsoft and AMD worked closely on the development of the DirectX 12 Ultimate feature set to ensure a great experience with AMD RDNA 2 architecture”
– Bryan Langley, Graphics Group Program Manager, Microsoft
DXR adds a new level of graphics realism to video games previously only available in movies, and AMD has collaborated with Microsoft on the design of DXR 1.1, an update to DXR that can deliver better efficiency and performance in many raytracing effects.

Support for hardware-accelerated DXR 1.1 raytracing with AMD RDNA 2 architecture will allow both PC and console gamers to experience stunning, next-level visuals in games that support DirectX 12 Ultimate. To give you a taste of the photorealistic realism DXR raytracing will enable we’ve put together a preview of what you can expect:

DXR 1.1 Raytracing Running on AMD RDNA 2 Silicon

With the announcement of DirectX 12 Ultimate, Microsoft is driving the next generation of games on both console and PC to new heights of realism and AMD is excited to be an integral part of this effort. With this new common graphics standard for both PC and consoles, gamers can expect to see advanced effects like raytracing come to more games sooner. In addition, DirectX 12 Ultimate will make developers’ lives easier, allowing them to develop games using the same common graphics API and graphics architecture for both PCs and consoles.
You can learn more about DirectX 12 Ultimate and its four key features in Microsoft’s Blog.
 


Powering Next-Generation Gaming Visuals with AMD RDNA 2 and DirectX 12 Ultimate
alexander.blake-davies

AMD has long been a strong supporter of next-generation, low-overhead graphics API technologies like Microsoft
00ae.png
DirectX
00ae.png
12 that help take games to a whole new level. Therefore, we’re pleased to announce that in partnership with Microsoft we will provide full support for DirectX 12 Ultimate in our upcoming AMD RDNA 2 gaming architecture.

With this architecture powering both the next generation of AMD Radeon
2122.png
graphics cards and the forthcoming Xbox Series X gaming console, we’ve been working very closely with Microsoft to help move gaming graphics to a new level of photorealism and smoothness thanks to the four key DirectX 12 Ultimate graphics features -- DirectX Raytracing (DXR), Variable Rate Shading (VRS), Mesh Shaders, and Sampler Feedback.

DXR adds a new level of graphics realism to video games previously only available in movies, and AMD has collaborated with Microsoft on the design of DXR 1.1, an update to DXR that can deliver better efficiency and performance in many raytracing effects.

Support for hardware-accelerated DXR 1.1 raytracing with AMD RDNA 2 architecture will allow both PC and console gamers to experience stunning, next-level visuals in games that support DirectX 12 Ultimate. To give you a taste of the photorealistic realism DXR raytracing will enable we’ve put together a preview of what you can expect:

DXR 1.1 Raytracing Running on AMD RDNA 2 Silicon

With the announcement of DirectX 12 Ultimate, Microsoft is driving the next generation of games on both console and PC to new heights of realism and AMD is excited to be an integral part of this effort. With this new common graphics standard for both PC and consoles, gamers can expect to see advanced effects like raytracing come to more games sooner. In addition, DirectX 12 Ultimate will make developers’ lives easier, allowing them to develop games using the same common graphics API and graphics architecture for both PCs and consoles.
You can learn more about DirectX 12 Ultimate and its four key features in Microsoft’s Blog.
DXR is going to be interesting to watch over the course of next gen. It is a shame Sony doesn't seem overly interested in it.
 
Also the same guy I quoted above:


Should also be noted that 10GB of XSX’s RAM is 112GB/s faster than any of the PS5’s RAM. That is where most all of the visuals will be.

The SSD bandwidth is nice, but will not be all that noticeable to most people. Think of a loading screen. 10GB of data going into the system memory on that loading screen would take would take about 1.25 seconds on the PS5 to load with compression techniques and 2.08 seconds on the Xbox.

Once you get over 2GB/s the load speeds to fill RAM are negligible for most people.

So to load all approx 13GB of available memory (considering system overhead) it would take the Xbox 5.4 seconds if able to load at minimum bandwidth. The PS5 would do 13GB in 2.36 seconds. Less than half the time, but we’re talking seconds. Once you get to PCIe 3.0 speeds, it really is such a small difference.

If we were talking 100MB/s versus 230MB/s (the equivalent of the difference between the two) then it WOULD matter because 10GB on the Xbox would take 100 seconds versus 44 seconds for the PS. But once you get to 2 GB/s or so, the speeds really become less and less material and the I/O speed less important.

The big thing is the much faster 10GB of memory on the Xbox for you visuals. That means more data bandwidth to the CPU/GPU and less missed cycles because of it.

My guess is the Xbox will be easier to optimize for from what has been released and will present better frame rates and graphical fidelity overall. Will be very interested to see the comparative ray tracing performance and the ability to add HDRenhancement to old titles through some AI enhancement.
 
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I think RT will be the puesdo 4K of this generation.
I don't expect much from it until the Pro consoles or next gen consoles release.
I think it could be a nice asset for less demanding games, but I agree. I don’t see how the Series X is going to implement it in more demanding high profile games.
 
DXR is going to be interesting to watch over the course of next gen. It is a shame Sony doesn't seem overly interested in it.

In the DX12U article posted a few pages back it was said that Raytracing on both consoles is going to be powered by DXR
 
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