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I hope they have more this new gen. The current gen has been pretty lackluster compared to our previous gens.

I’m too lazy to look it up but there’s been no direct sequel to any ip released for on the ps4? I know Nintendo does the same, with most of their IP, and Xbox has released few like gears 4 and 5
 
On paper it is factually more powerful. Paper specs are all we have right now. Just like on paper a 12TF GPU is more powerful than a 10TF GPU.
I will agree that PS5 will likely punch above its weight though.
12.1 vs 10.23 is one thing to compare.
We have other specs that can be compared with some in PS5's favor.
With that being said XSX cannot be considered the clear cut winner.
 
12.1 vs 10.23 is one thing to compare.
We have other specs that can be compared with some in PS5's favor.
With that being said XSX cannot be considered the clear cut winner.

We aren't talking other factors though, because if we had you wouldn't have said that 'XSX isn't more powerful.'
We are talking just power. If you want to go into other factors like PS5 producing better looking games then that is another thing altogether, but on pure computing power 12 > 10.
I mean we have 14 tf and even 20 tf pc GPU's on the horizon and some PS5 games probably will end up looking better than games running on those GPUs.
Doesn't change the fact that in terms of power a 14 tf gpu will be capable of more.
 
You still are basically just comparing the TF's and in this case we can't just go by this.
Initially I did the same but was 2 quick with my judgement and missed the split ram architecture of the XSX.
 
The way I look at it is the XSX is more powerful overall but PS5 does have some areas where it beats the XSX that will make up a bit of the difference, either way it's not a huge gap in power regardless so games by and large will probably look the same. With the One X vs the Pro there wasn't one area where the Pro had an advantage but that's not the case with the XSX and PS5, I have read the PS5 will have advantages other than the SSD speed like faster rasterization because of the faster clocks, I'm not an expert in this at all so I won't pretend that I think it's a big deal lol but the bottom line is the gap between these machines is smaller than it was with the refresh consoles last gen and all we got with those was basically games that look the same with a resolution difference and sometimes better textures thanks to the extra memory on the One X, this time memory won't be an issue for Sony and I doubt the resolutions will be much different either.
 
Honest question: While the XSX is at a constant 12.1 or whatever, can it be pushed up if necessary? Not that it would ever need to he anytime soon, or ever.
 
so we all can agree that less is greater than more?

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Honest question: While the XSX is at a constant 12.1 or whatever, can it be pushed up if necessary? Not that it would ever need to he anytime soon, or ever.

They could decide to up the clocks before release like they did with CPU last gen but I don't see it as likely.
 
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I am amazed that every media site and even Sony game developers have stated this will easily beat out the PS5 in performance. Now we have DF praising the form factor too:

Building Xbox Series X: why Microsoft redefined the console form factor
The story behind the box.

 
Still waiting on official confirmation:

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The way I look at it is the XSX is more powerful overall but PS5 does have some areas where it beats the XSX that will make up a bit of the difference, either way it's not a huge gap in power regardless so games by and large will probably look the same. With the One X vs the Pro there wasn't one area where the Pro had an advantage but that's not the case with the XSX and PS5, I have read the PS5 will have advantages other than the SSD speed like faster rasterization because of the faster clocks, I'm not an expert in this at all so I won't pretend that I think it's a big deal lol but the bottom line is the gap between these machines is smaller than it was with the refresh consoles last gen and all we got with those was basically games that look the same with a resolution difference and sometimes better textures thanks to the extra memory on the One X, this time memory won't be an issue for Sony and I doubt the resolutions will be much different either.

I can agree that the difference is going to be harder to tell in some cases, but there may well be big ones when it comes to things like RT implementation as the number of cores does matter.

As far as textures go, I'm not sure the quality gap will be as ll that li Rage. We have amazing textures this gen, and I'm not sure how much more density we will see given the stuff still has to be drawn and even this gen density is getting way up there. It's not like the SeXs Ssd isnt 40x faster than this gen either.

Of course this is all conjecture until we see games, and bottom line, Sony Devs are the ones who have the skill to make the actual gap imperceptible, regardless of power.

The big question is if MSs' studios bring up their cinematic quality. I'm pretty excited to see. What's really neat is that these machines are different enough to make it interesting...
 
I can agree that the difference is going to be harder to tell in some cases, but there may well be big ones when it comes to things like RT implementation as the number of cores does matter.

As far as textures go, I'm not sure the quality gap will be as ll that li Rage. We have amazing textures this gen, and I'm not sure how much more density we will see given the stuff still has to be drawn and even this gen density is getting way up there. It's not like the SeXs Ssd isnt 40x faster than this gen either.

Of course this is all conjecture until we see games, and bottom line, Sony Devs are the ones who have the skill to make the actual gap imperceptible, regardless of power.

The big question is if MSs' studios bring up their cinematic quality. I'm pretty excited to see. What's really neat is that these machines are different enough to make it interesting...

I still think RT is going to be fairly limited in it's implementation regardless of platform but I'm sure the XSX will have the edge in that area. Showing off Minecraft running with RT on made Minecraft look like a nicer version of Minecraft but we'll see what they are able to do with much higher levels of graphics, especially when you have to start showing high quality animated character model reflections etc.

As far as the cinematic quality I don't think MS has really shown much interest in doing that, Spencer keeps saying that's what Sony does well and that Matt Booty made it sound like most of the smaller studios that they've purchased are going to focus on "high end AA games" and while that's clearly not the case with Playground and the studios MS already owned before their buying spree it does make sense considering most of those studios were already AA studios to begin with.
 
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It would be nice if these two consoles were able to offer different kinds of improvements to games. One able to push effects in the visuals like ray tracing, maybe bringing almost photo realistic games and one able to push further in what can be done with the SSD. It would make buying both consoles not only about exclusive games but able to make different kinds of games. Not to mention Sony are the only console currently pushing VR.

I think there will be more value this coming gen in owning both consoles then in previous generations, especially if both MS and Sony push the Netflix for gaming model which would make it more affordable to play games on different consoles.
 
I still think RT is going to be fairly limited in it's implementation regardless of platform but I'm sure the XSX will have the edge in that area. Showing off Minecraft running with RT on made Minecraft look like a nicer version of Minecraft but we'll see what they are able to do with much higher levels of graphics, especially when you have to start showing high quality animated character model reflections etc.

As far as the cinematic quality I don't think MS has really shown much interest in doing that, Spencer keeps saying that's what Sony does well and that Matt Booty made it sound like most of the smaller studios that they've purchased are going to focus on "high end AA games" and while that's clearly not the case with Playground and the studios MS already owned before their buying spree it does make sense considering most of those studios were already AA studios to begin with.

I think Ray tracing will be massive this generation. MS have built there API around it, not to mention both consoles coming with costly hardware specifically for it as well as both Nvidia and AMD pushing it on there newer cards.
The Minecraft demo was Path Tracing which is a much more intensive/expensive form of ray tracing showing that the Xbox series X can push at least an equivalent to a 25tf GPU without RT specific hardware. As stated in the video below, the Minecraft demo is actually much more hardware intensive than the AAA games like BF5 version of RT because it’s actually calculating billions of different points of light on the fly, AAA games will likely use the Hybrid Ray Tracing where normal rasterisation is used for most of the games shading then RT is slotted over that to enhance the effects (2 minutes into df video). As Digital Foundry put it, don’t be fooled by the Minecraft simple visuals because the Path tracing they showed is much more power intensive than anything shown on the AAA versions of RT. Path tracing is a whole other beast so Xbox will have no problem going the hybrid RT on AAA games like BF, Control and Metro Exodus.
It will also make game development easier because the RT API will reduce the need for artists to go through the games spending tons of time trying to fake the lighting to look just right (which it clearly doesn’t) instead it will give games a more realistic and natural look. Have no doubt RT is going to be huge in the coming years.



I think if anything it’s the SSD’s which is less likely to have the impact many gamers are hoping for as stated by digital foundry’s Alexander Battaglia as far as pushing open world games further

Unfortunately, however, the PlayStation 5 SSD isn't a miracle in the guise of some sweet tech. According to Digital Foundry's Alexander Battaglia, the PS5 SSD won't allow for different looking open-world games, despite that being something that fans have been imagining in social media discourse since the reveal. Detailing his opinion on ResetEra, Battaglia pointed out that SSDs simply don't function in a way that will meaningfully impact open-world game design.

"...People saying things about the SSD enabling entirely different looking open-world games does not make much sense based upon what we know about open-world development really. All data pulled from SSD would be static data, completely unmutable.

...Procedrual methods exist to increase the efficiency of artists and diversity of the game world and even increase detail beyond static draws."

Basically, procedural data doesn't live on the PlayStation 5 SSD itself, which means that it won't be significantly affected by the technological breakthroughs of the device. It's not that the PS5 SSD is unimpressive - it's just that it won't be a factor in the way that many imagined it would be, simply because of the way developers approach open-world game design currently. Battaglia also pointed out that Xbox Series X vs. PlayStation 5 comparisons have been a little sketchy too, suggesting that the Xbox Series X GPU is "just better, full stop." That doesn't automatically mean the console will be more impressive at launch than the PS5, as the Xbox One X was also the more powerful console and failed to capture the imagination of consumers in the same way the PS4 did. It's still interesting insight from an expert, however.
 
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I think Ray tracing will be massive this generation. MS have built there API around it, not to mention both consoles coming with costly hardware specifically for it as well as both Nvidia and AMD pushing it on there newer cards.
The Minecraft demo was Path Tracing which is a much more intensive/expensive form of ray tracing showing that the Xbox series X can push at least an equivalent to a 25tf GPU without RT specific hardware. As stated in the video below, the Minecraft demo is actually much more hardware intensive than the AAA games like BF5 version of RT because it’s actually calculating billions of different points of light on the fly, AAA games will likely use the Hybrid Ray Tracing where normal rasterisation is used for most of the games shading then RT is slotted over that to enhance the effects (2 minutes into df video). As Digital Foundry put it, don’t be fooled by the Minecraft simple visuals because the Path tracing they showed is much more power intensive than anything shown on the AAA versions of RT. Path tracing is a whole other beast so Xbox will have no problem going the hybrid RT on AAA games like BF, Control and Metro Exodus.
It will also make game development easier because the RT API will reduce the need for artists to go through the games spending tons of time trying to fake the lighting to look just right (which it clearly doesn’t) instead it will give games a more realistic and natural look. Have no doubt RT is going to be huge in the coming years.



I think if anything it’s the SSD’s which is less likely to have the impact many gamers are hoping for as stated by digital foundry’s Alexander Battaglia as far as pushing open world games further

Unfortunately, however, the PlayStation 5 SSD isn't a miracle in the guise of some sweet tech. According to Digital Foundry's Alexander Battaglia, the PS5 SSD won't allow for different looking open-world games, despite that being something that fans have been imagining in social media discourse since the reveal. Detailing his opinion on ResetEra, Battaglia pointed out that SSDs simply don't function in a way that will meaningfully impact open-world game design.

"...People saying things about the SSD enabling entirely different looking open-world games does not make much sense based upon what we know about open-world development really. All data pulled from SSD would be static data, completely unmutable.

...Procedrual methods exist to increase the efficiency of artists and diversity of the game world and even increase detail beyond static draws."

Basically, procedural data doesn't live on the PlayStation 5 SSD itself, which means that it won't be significantly affected by the technological breakthroughs of the device. It's not that the PS5 SSD is unimpressive - it's just that it won't be a factor in the way that many imagined it would be, simply because of the way developers approach open-world game design currently. Battaglia also pointed out that Xbox Series X vs. PlayStation 5 comparisons have been a little sketchy too, suggesting that the Xbox Series X GPU is "just better, full stop." That doesn't automatically mean the console will be more impressive at launch than the PS5, as the Xbox One X was also the more powerful console and failed to capture the imagination of consumers in the same way the PS4 did. It's still interesting insight from an expert, however.


The DF guy is wrong about how open world games are made, an actual developer chimed in on that so don't take everything you hear from them as gospel.
 
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I think Ray tracing will be massive this generation. MS have built there API around it, not to mention both consoles coming with costly hardware specifically for it as well as both Nvidia and AMD pushing it on there newer cards.
The Minecraft demo was Path Tracing which is a much more intensive/expensive form of ray tracing showing that the Xbox series X can push at least an equivalent to a 25tf GPU without RT specific hardware. As stated in the video below, the Minecraft demo is actually much more hardware intensive than the AAA games like BF5 version of RT because it’s actually calculating billions of different points of light on the fly, AAA games will likely use the Hybrid Ray Tracing where normal rasterisation is used for most of the games shading then RT is slotted over that to enhance the effects (2 minutes into df video). As Digital Foundry put it, don’t be fooled by the Minecraft simple visuals because the Path tracing they showed is much more power intensive than anything shown on the AAA versions of RT. Path tracing is a whole other beast so Xbox will have no problem going the hybrid RT on AAA games like BF, Control and Metro Exodus.
It will also make game development easier because the RT API will reduce the need for artists to go through the games spending tons of time trying to fake the lighting to look just right (which it clearly doesn’t) instead it will give games a more realistic and natural look. Have no doubt RT is going to be huge in the coming years.



I think if anything it’s the SSD’s which is less likely to have the impact many gamers are hoping for as stated by digital foundry’s Alexander Battaglia as far as pushing open world games further

Unfortunately, however, the PlayStation 5 SSD isn't a miracle in the guise of some sweet tech. According to Digital Foundry's Alexander Battaglia, the PS5 SSD won't allow for different looking open-world games, despite that being something that fans have been imagining in social media discourse since the reveal. Detailing his opinion on ResetEra, Battaglia pointed out that SSDs simply don't function in a way that will meaningfully impact open-world game design.

"...People saying things about the SSD enabling entirely different looking open-world games does not make much sense based upon what we know about open-world development really. All data pulled from SSD would be static data, completely unmutable.

...Procedrual methods exist to increase the efficiency of artists and diversity of the game world and even increase detail beyond static draws."

Basically, procedural data doesn't live on the PlayStation 5 SSD itself, which means that it won't be significantly affected by the technological breakthroughs of the device. It's not that the PS5 SSD is unimpressive - it's just that it won't be a factor in the way that many imagined it would be, simply because of the way developers approach open-world game design currently. Battaglia also pointed out that Xbox Series X vs. PlayStation 5 comparisons have been a little sketchy too, suggesting that the Xbox Series X GPU is "just better, full stop." That doesn't automatically mean the console will be more impressive at launch than the PS5, as the Xbox One X was also the more powerful console and failed to capture the imagination of consumers in the same way the PS4 did. It's still interesting insight from an expert, however.



I'd listen a few times
 


I'd listen a few times

Some random YouTuber? No thanks
 
The DF guy is wrong about how open world games are made, an actual developer chimed in on that so don't take everything you hear from them as gospel.


Here is his reply

am not sure why he thinks I am talking about run time procedural texturing, as I am not wanting to talk about that? So I am not sure why he thinks I am? Perhaps I wrote it in a way where he thinks it is?

My point is (I guess no one understands it still with the way I wrote it here on ResetEra, oddly enough it seems it was understood on Beyond3D?):

Imagine you have 2 ways to prepare a texture. One in which it is a completely bespoke 4k texture baked out from a high res model. Then you have another way where it has a lower base resolution (1024) and its detail is then made up by stamped or instanced trims, decals, shared repeating detail textures. The latter is the direction modern game dev has gone, and most especially modern open world development since you are sharing much of the detail layering between objects.

The first requires a lot more space on the disk and indeed in VRAM. It represents the idea of every object being wholly bespoke, unique, and static in memory as that asset. The other type of texturing system is smaller in VRAM and on Disk, and it also requires less artist time since you are not remaking an entire asset to create variation, rather you are changing decals, trims, base colour, etc. at run time in editor (as was shown to DF by Cloud Imperium Games, id, and I am very sure many other game studios have switched over to this method of detail creation). I called the later procedural, as I understand it as that. Not procedural as in "the GPU is generating textures".

The idea that an open world game would want fully bespoke completely unique details enabled by something like, textures, and therefore need to swap out huge swathes of (texture) data as you merely turn the camera about is anti-thetical to how asset reuse (trims, decals, tiling detail textures) is integral to making modern games with large scales where they cannot spend the time to make fully bespoke textures. It is also very confusing to imagine you would need to need to flush such large amounts GPU memory when turning the camera in such a game (even one with very unique textures per asset), considering you are only going to be seeing mip 0 very close to the camera. You would be swapping only a number of extremely large textures in reality, and further mid distance and far detail would perhaps not be swapping at all, or would be swapping mid chain low res mips. Why? To prevent aliasing, of course, which is why we use mipmaps as well.
 
You still are basically just comparing the TF's and in this case we can't just go by this.
Initially I did the same but was 2 quick with my judgement and missed the split ram architecture of the XSX.
"The SX has 2.5 GB reserved for system functions and we don't know how much the PS5 reserves for that similar functionality but it doesn't matter - the Xbox SX either has only 7.5 GB of interleaved memory operating at 560 GB/s for game utilisation before it has to start "lowering" the effective bandwidth of the memory below that of the PS5... or the SX has an averaged mixed memory bandwidth that is always below that of the baseline PS4. Either option puts the SX at a disadvantage to the PS5 for more memory intensive games and the latter puts it at a disadvantage all of the time"


"Yes, the PS5 has a narrower GPU but the system supporting that GPU is much stronger and more in-line with what the GPU is expecting to be handed to it."

Taking a look at the I/0 and SSD access, the analysis highlights how the Xbox Series X simply has a slower interface over the PlayStation 5's. The solution used by the Sony console allows for better data management within the RAM as well, allowing for less frequent reloading of data into the RAM, improving system efficiency.

Putting everything together, including how the PlayStation 5 audio hardware will take less CPU power compared to the Xbox Series X, the analysis reveals that the PlayStation 5 has the "bandwidth and I/O silicon in place to optimise the data transfer between all the various computing and storage elements". The Xbox Series X, on the other hand, has some sub-optimal implementations that are going to perform below the specs of the PlayStation 5, despite the inclusion of smart prediction engines.
 
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