Not nearly the same from a GPU that is running way out of the normal specifications in only a fraction of the time.
What a uninteresting group
and the hidden GPU, we can't forget that one.Yeah if anything the "custom" is more likely pointing to extra's like maybe some RDNA 3 features like rumored before.
As custom usually means in addition to where based on usually means with less.
That's in the XSX... shhhand the hidden GPU, we can't forget that one.
I just stopped by to see how everyone in this thread is doing. Looks like everyone is still angry about "FUD" regardless of plastic preference. I'll just say that I hope everyone's expectations are met with whatever piece of plastic you chose to start next gen with.
What is normal spec. The rumour was the PS5 was originally running at 2000 hz. A 10% boost isn’t out of the realms of possibility. Regardless, it’s 2200hz now so doesn’t really matter, the cooling on the PS5 looks like it could handle the increase if it were the case.
What tools? Just curious?I just stopped by to see how everyone in this thread is doing. Looks like everyone is still angry about "FUD" regardless of plastic preference. I'll just say that I hope everyone's expectations are met with whatever piece of plastic you chose to start next gen with.
I gave up all the teraflops, RDNA2 and I/O talk because the more I've heard from actual developers, the most next gen thing about next gen is the tools. Tools that allow smaller teams to do things and create visuals only big teams used to be able to make. The most important differentiator in terms of output next gen will be based on exclusive talent. There will be a hardware delta but it's going to be a niche factor for next gen.
Personally I'm more excited for the Xbox platform (or gaming in general) since 2006/2007 however I hope everyone finds what they're looking for on whatever platform they choose. Gamers need to stop worrying about narratives on Twitters and Youtube. The games will speak for themselves. They always have. This may be the highest level all 3 console platforms and PC have operated on at the same time.
First off, the cooling was engineered three years ago from the time the patent was originally granted to which we saw it, which was mid THIS YEAR as well as the actual specs being unveiled WEEKS after Microsoft annouced the specs of Series X. And then we found that this was a variable clock, and not any variable clock but also a collaboration. So there is no "rumor" here. That is just a cold hard fact, and then it was confirmed by Yasuhiro Ootori, which only solidified what Cerny had been saying all alone. Also, Sony NEVER released the specs of the console. Again, this, too, was a rumor in the very same way it was rumored to be 9, 11,12 and 13TF. So again, you can't just make these adjustments on the fly as a form of reaction if at all.
When do you think SONY will announce the full RDNA2 feature set like what’s in the Series X?
When do you think SONY will announce the full RDNA2 feature set like what’s in the Series X?
That's up to them. They haven't announced anything about the create button, their cloud/online plans, UI, etc.. If i were to guess, we might not be to far off since launch is right around the corner and we've just gotten the teardown.
Has there been any confirmation by any devs that the PS5 GPU supports Mesh shaders, Variable Rate Shading and Sampler feedback at the hardware level which would make it Full RDNA2 as opposed to based on RDNA2?
Right there, i think, is where the issue lie. Sony's PS5 GPU is a custom RDNA2 collaboration. So while you are expecting a duplicate of what is being shown off in the Series X, i doubt you're going to see that. For one, Sony removed and adopted certain specs they felt were necessary to what THEY wanted to achieve with the platform. Does that also mean the features in which you described could also be missing? Sure, but that could also mean that they never saw them to be all that useful for the asking price and purpose or they had a work around solution of their own that was superior. It's not yet certain at this time.
What IS known, however, is that Sony has targeted a set of specs that neither RDNA 1 nor 2 is yet capable of and that is said to be in later GPUs because of this collaboration. Perhaps THIS was far more important. We'll see when that time comes. For now, we can only go by what is being seen of the two platforms, and THAT DIFFERENCE is minimal.
This is no place for rational positivity.Starting next gen with both. Both will be amazing.
Has there been any confirmation by any devs that the PS5 GPU supports Mesh shaders, Variable Rate Shading and Sampler feedback at the hardware level which would make it Full RDNA2 as opposed to based on RDNA2?
it should, it’s not really a patented tech, moreso another technique
So the difference is the power of the PS4 GPU? Hardly nothing.
Not exactly cause PS5 versions of 3rd party games can't be built with the PS5's SSD tech in mind.All this speculation will literally be answered when we get direct comparisons for next gen multi plat games, which I don't know why has been held off for so long, then hopefully we can stop running in circles for 50 pages.
Agreed. And with the Xbox extra power and the SSD combined with XVA, it’s be a bloodbath.All this speculation will literally be answered when we get direct comparisons for next gen multi plat games, which I don't know why has been held off for so long, then hopefully we can stop running in circles for 50 pages.
What tools? Just curious?
I am a UE developer too. Assets are more easily available and megascans from Quixels and the freebies epic keep giving developers helped massively If your game has a lot of nature.My buddy currently uses Unreal Engine so I'll start from that perspective.
Photogrammetry - This has been around for over a decade however used to be a lot more expensive and a lot harder to use. Now these tools come free with UE (Quixel). My friend said with the most recent update to UE, the quality of his assets increased exponentially. He's able to mix in his own assets into the existing engine. Ninja Theory is using it in Hellblade and that Indie game by one guy, Bright Infinite, is using a heavy dose. Combined with Nanite, devs can have much more detailed environments at much lower hardware cost.
Procedural generation - Another thing that's been around for years but has evolved to the point that a small team can create a big world with high end assets due to not needing to hand craft every aspect of the world. Instead they can focus on more important details to hand craft.
Lighting - Lots of talk about ray tracing however there's other high quality options available. He's more excited about Lumens which adds a much higher quality of lighting than we had this gen and is easier to implement for devs.
ML - Not just for upscaling/efficiency purposes but it's being it's being used in tools to streamline development. Development is getting closer to drag and drop and less of what we used to call "coding to the metal". Also ML tools are being built for bug testing so that devs can identify bugs in a fraction of the time with a lot less manpower dedicated to QA.
AI tools - Not part of UE but something he's touched upon and I've researched. Due to ML, there's a massive improvement to AI on the horizon in videogames but this is a little further out.
Summary is that smaller teams can make bigger games with more detailed worlds in less time. Many of these tools that have been around for over a decade have reached a point of accessibility and efficiency that small teams can take advantage of them. My friend said pretty definitively that 40 person teams will be capable of putting out games next gen that will look better than games from 300 person teams this gen. Big teams can spend more time towards denser worlds or innovation in regards to things like AI. That's the real power of next gen.
As for the consoles, my understanding is that the Series X holds a compute power delta if both are pushed to the limits however PS5 is easier to push to the limits. So the console that's a better development environment depends on the size of the team and what they're trying to do with their game. Some will give up the extra compute overhead for ease of development and vice/versa. I don't think it's worth fighting about. Developers have a lot to work with and we should see a lot more innovation and a lot more games with AAA level graphics next gen.
I am a UE developer too. Assets are more easily available and megascans from Quixels and the freebies epic keep giving developers helped massively If your game has a lot of nature.
Aserts from marketplace are also far more affordable (10 fold ) than traditional 3D assets sites and work out of the gate without additional steps.
Game development has been more accessible for people now. By the way the guy that made bright infinite did not even use a single line of manual coding (c++) last i checked with him many years ago( that might have change). He said he wasn’t a programmer and used Visual UE scripting blueprint. Same one I used, even though I have programming background but it’s just easier especially for small team to use blueprint as it’s easier to read ( or rather see) and debug.
There is a thread which I created & I updated regularly in the non gaming forum for people to show their game project progress as well as anyone interested to become a game dev.