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One of the DF guys on twitter said he wasn't sure if it's full RDNA 2 and it has been around on several forums as well, there are people who still are trying to say it's RDNA1 with RDNA 2 features. RDNA 2 is RDNA 2, if some features aren't focused on that doesn't mean they aren't there.

There is nothing wrong with that DF tweet. Using your own logic, you can also say that not saying they are there means they aren't there. the whole point of the tweet is to illustrate the fact that we still don't know, even after the whole tech breakdown event.
 
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For what? The SSD is talked about as being great for streaming in assets, but with the speed and amount of RAM and the speed of any nvme 2 SSD, they'll load in an area and then they won't need to again unless you quick travel or if you're just flying by at a gazillion mph. Any benefit from the jump between 2gb/sec and 5 or more will be apparent when you're doing sustained continuous reads (gg, load times) or writes (install from disc) but when it comes to non-sequential read and write, well not see anything near those numbers from either. Why a developer would take extra time to make sure that they're constantly losing stuff at sub-10 gbps instead of getting important stuff into that 40x faster RAM is...

Did you watch Cerny's presentation?





 
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There is nothing wrong with that DF tweet. Using your own logic, you can also say that not saying they are there means they aren't there. the whole point of the tweet is to illustrate the fact that we still don't know, even after the whole tech breakdown event.

Agreed. I know all companies spin in order to sell..that’s what marketing is for. But in this case, it’s the wording they are using. It’s open to interpretation until they give solid details.
Even XSX uses custom RDNA2, but at least they have been very clear about that and their RT solution:

B5D5701F-2B28-4602-92D9-DD4EB4CAED1B.jpeg
 
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Spatial Audio and the PS5
March 20, 2020 by Lori Solomon

This week, we heard Mark Cerny, Lead System Architect on the PS5, talk about the system architecture on the new console and how it will shape the future of games.

No doubt, this is going to be a very exciting time for game developers and players alike, and we look forward to hearing what the future will bring in the way of spatial audio in new titles.

We wanted to take this opportunity to provide information about Dolby Atmos for console and PC games, as a lot of information was shared, and you may have some questions.

Starting with the most pressing question……….

Q- Is it true Dolby Atmos is capped at 32 objects?

No, that is incorrect. As a technology, Dolby Atmos can support hundreds of simultaneous objects.

That being said, we fall back on sage advice from developers of some of the first Atmos games: Objects are a fantastic tool, but restraint should be shown with respect to the number of objects active at any time. Too many objects in motion can create a confusing soundscape.

Developers have also told us that avoiding the horizontal "bed" for an all-object mix is an unnecessarily time-consuming and labor-intensive effort. So far, developers are creating next-generation mixes by blending bed audio and object audio. More is good, but more may not necessarily be "better."

Q- What do you think of Sony's mission to bring 3D audio to everyone?

Sony’s mission to bring 3D audio to everyone on PS5 is exciting, it reminds us of when we began the Dolby Atmos for games journey many years ago. There are now hundreds of millions of Dolby Atmos enabled products in the market, across several product categories (TV, AVR, soundbar, mobile phone, pc, game console, headsets). Dolby Atmos is also available at a wide range of prices – even as low as $15.

Q- Sony announced a deep focus on 3D audio. How does that impact Dolby?

We are thrilled that Sony is dedicated to using 3D audio in its new console. This can only be interpreted as a validation of the work we have done across all entertainment genres in implementing Dolby Atmos on the devices consumers use today. We will continue forward with our mission to ensure Dolby Atmos is supported as the standard in 3D audio on all endpoints.

Q- What is the impact of Sony's audio platform: Tempest 3D Audio Tech?

Similar to Microsoft's Windows Sonic Spatial Audio Platform, audio teams will rejoice that they have a powerful 3D audio platform to deliver their craft on PS5. We think this is a crucial milestone for game studios. We are excited to hear that Sony has committed to an evolution of its audio by establishing a bona-fide 3D audio platform for PS5. "Tempest" is not only a great name, but a great reference to one of our favorite arcade classics, as well.
 
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Spatial Audio and the PS5
March 20, 2020 by Lori Solomon

This week, we heard Mark Cerny, Lead System Architect on the PS5, talk about the system architecture on the new console and how it will shape the future of games.

No doubt, this is going to be a very exciting time for game developers and players alike, and we look forward to hearing what the future will bring in the way of spatial audio in new titles.

We wanted to take this opportunity to provide information about Dolby Atmos for console and PC games, as a lot of information was shared, and you may have some questions.

Starting with the most pressing question……….

Q- Is it true Dolby Atmos is capped at 32 objects?

No, that is incorrect. As a technology, Dolby Atmos can support hundreds of simultaneous objects.

That being said, we fall back on sage advice from developers of some of the first Atmos games: Objects are a fantastic tool, but restraint should be shown with respect to the number of objects active at any time. Too many objects in motion can create a confusing soundscape.

Developers have also told us that avoiding the horizontal "bed" for an all-object mix is an unnecessarily time-consuming and labor-intensive effort. So far, developers are creating next-generation mixes by blending bed audio and object audio. More is good, but more may not necessarily be "better."

Q- What do you think of Sony's mission to bring 3D audio to everyone?

Sony’s mission to bring 3D audio to everyone on PS5 is exciting, it reminds us of when we began the Dolby Atmos for games journey many years ago. There are now hundreds of millions of Dolby Atmos enabled products in the market, across several product categories (TV, AVR, soundbar, mobile phone, pc, game console, headsets). Dolby Atmos is also available at a wide range of prices – even as low as $15.

Q- Sony announced a deep focus on 3D audio. How does that impact Dolby?

We are thrilled that Sony is dedicated to using 3D audio in its new console. This can only be interpreted as a validation of the work we have done across all entertainment genres in implementing Dolby Atmos on the devices consumers use today. We will continue forward with our mission to ensure Dolby Atmos is supported as the standard in 3D audio on all endpoints.

Q- What is the impact of Sony's audio platform: Tempest 3D Audio Tech?

Similar to Microsoft's Windows Sonic Spatial Audio Platform, audio teams will rejoice that they have a powerful 3D audio platform to deliver their craft on PS5. We think this is a crucial milestone for game studios. We are excited to hear that Sony has committed to an evolution of its audio by establishing a bona-fide 3D audio platform for PS5. "Tempest" is not only a great name, but a great reference to one of our favorite arcade classics, as well.

XSX is using it's own sound solution.
Atmos is available on XSX,PS5 and PC if they chose to use it.
 
Did you watch Cerny's presentation?

What real-world benefit is there from loading in an entire game world every second? Unless you're trying to render the hyperspace skipping scene in real time, in engine, or some similar non-game thing. How do you design a game around streaming in even 5GB/sec, knowing that even if you have 100 GB installed assets, you're going to burn through all of the assets in 20 seconds?
 
What real-world benefit is there from loading in an entire game world every second? Unless you're trying to render the hyperspace skipping scene in real time, in engine, or some similar non-game thing. How do you design a game around streaming in even 5GB/sec, knowing that even if you have 100 GB installed assets, you're going to burn through all of the assets in 20 seconds?
It unrestricts movement.
 
Nope. Anygame...Especially faster paced games, like racers, or SpiderMan, but not limited to.

Let's use the racer, then. Let's say one lap around some track takes you a minute (normally 50 seconds, but you're racing online and a******s can't drive clean).

So, 60 seconds, times a conservative 2 GB/second (which is the XSX low value) = 120 GB of assets streamed. Yes, a minute of this *streaming* from disk is more than double the install size of the entire game (or, alternately, more than a tenth of the size of the entire SSD). Now, tell me how you design a game to leverage 300 GB in a minute instead of 120.
 
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There’s definitely got to be a benefit to the super fast SSD. Didn’t they use the city in Spider-Man to demo as much? Like whole chunks of geometry loading in stupidly fast?
 
Dealer is just way too biased. He's going out of his way to say that developers won't make use of the PS5's super fast ssd because the xbox and pc gamers won't have one. That's a far stretch, especially when it comes to the PC. With the way the PS4 sold there will likely be some developers that focus on getting the most out of that PS5 SSD even if it means a late release on the PC/Xbox.

Even if no 3rd party developers make good use of that SSD for gameplay early on Sony has great 1st party developers who will. If they eventually hit it out of the park, 3rd party developers will look to implement those same features in their own games.





Mark Cerny is diabolical.

Actually the SeX does have a super fast SSD. It's just not AS fast. People seem to forget that
 
Let's use the racer, then. Let's say one lap around some track takes you a minute (normally 50 seconds, but you're racing online and a******s can't drive clean).

So, 60 seconds, times a conservative 2 GB/second (which is the XSX low value) = 120 GB of assets streamed. Yes, a minute of this *streaming* from disk is more than double the install size of the entire game (or, alternately, more than a tenth of the size of the entire SSD). Now, tell me how you design a game to leverage 300 GB in a minute instead of 120.
Go ask the devs, they are the ones saying it.

Also, 1 minute of streaming isn't twice as much as entire game. Gt Sport is over 100GB. Not too mention next gen games will be bigger. Will have far better textures too.

Tell me, why would they go to expense of something far better if they couldn't leverage it? Makes zero sense .
 
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What real-world benefit is there from loading in an entire game world every second? Unless you're trying to render the hyperspace skipping scene in real time, in engine, or some similar non-game thing. How do you design a game around streaming in even 5GB/sec, knowing that even if you have 100 GB installed assets, you're going to burn through all of the assets in 20 seconds?

I really can't say how it will be used, but I don't think Cerny would do all this for no reason. I would expect at least some developers to take advantage of the hyper fast read speeds. Even the Xbox's read speeds double with it's decompression hardware so Sony isn't the only one that felt it was necessary to have those fast read speeds.
 
I really can't say how it will be used, but I don't think Cerny would do all this for no reason. I would expect at least some developers to take advantage of the hyper fast read speeds. Even the Xbox's read speeds double with it's decompression hardware so Sony isn't the only one that felt it was necessary to have those fast read speeds.
Agreed on that. But why hype up SSD's over sheer power though? The whole reason gamers look forward to new hardware is because of the added power from the previous generation and what that means through new software. Just so damn weird....
 
Agreed on that. But why hype up SSD's over sheer power though? The whole reason gamers look forward to new hardware is because of the added power from the previous generation and what that means through new software. Just so damn weird....
it is not as groundbreaking as people think it is. I have no clue why the SDD storage all of the sudden will makes games at god-level when clearly that is not the case.

XSX also has a very fast SDD just a bit slower but not to the human eye.
People are talking crazy talk about this SDD as if it is a tech that no one has.

People will wake up when they see the games that XBOX will push with RT.

All I want to see is the next Spiderman game.
 
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it is not as groundbreaking as people think it is. I have no clue why the SDD storage all of the sudden will makes games at god-level when clearly that is not the case.

XSX also has a very fast SDD just a bit slower but not to the human eye.
People are talking crazy talk about this SDD as if it is a tech that no one has.

People will wake up when they see the games that XBOX will push with RT.

All I want to see is the next Spiderman game.

Reading through this thread works wonders.
 
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Reading through this thread works wonders.
Ha, you mean the PS developers, well, of course, you will get that title, It should say PS developers at the title.
 
Agreed on that. But why hype up SSD's over sheer power though? The whole reason gamers look forward to new hardware is because of the added power from the previous generation and what that means through new software. Just so damn weird....

Microsoft thought it was important as well. That's why they came up with the velocity architecture which will allow "100GB of game assets to be instantly accessible by the developer" as a sort of "extended memory." So it's not hype.

Someone also said that the Xbox also has a dedicated audio chip.



I also think this SDD is a bust. I wish PS5 should have done something different.


Watch DEALER do a complete 180 now that we know the Xbox has a super fast SSD that can be used as VRAM as well. I still like him, he reminds me of the good old days, but it's still inaccurate.
 
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Microsoft thought it was important as well. That's why they came up with the velocity architecture which will allow "100GB of game assets to be instantly accessible by the developer" as a sort of "extended memory." So it's not hype.

Someone also said that the Xbox also has a dedicated audio chip.



Watch DEALER do a complete 180 now that we know the Xbox has a super fast SSD that can be used as VRAM as well. I still like him, he reminds me of the good old days, but it's still inaccurate.
Not to MS. They still keep the ship right because they have the most powerful machine even though they stress the importance of their SSD. They push the power out front because thats what gamers care about. And games, of course...
 
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