Official Thread XBOX Hardware

My Current Console Is....


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I have a feeling they're gonna let all this marinate for a while, but they should use and build on the momentum they're having. More surprises!
Probably! I’m hoping they give their E3 presentation earlier now though. All the tech talk makes me want to see games using it.
 
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That DXR 1.1 RT is in the XSX....hope they show something good!


Today is DirectX Developer Day! Join the Microsoft DirectX team, along with partners AMD and NVIDIA, for a series of talks and demos covering the future of gaming graphics:
  • The New Features and Unprecedented Opportunities of DirectX 12 – Jianye Lu
  • The New Standard for Next Gen Games – NVIDIA
  • DXR Tier 1.1: Adding Functionalities and Efficiency – Jianye Lu
  • DXR Tier 1.1 Running on AMD RDNA 2 Hardware – Dave Oldcorn (AMD)
  • Reinventing the geometry pipeline: Mesh Shaders in DirectX 12 – Shawn Hargreaves
  • Advanced Mesh Shaders – Martin Fuller
  • DirectX 12 Sampler Feedback – Claire Andrews
  • PIX on Windows – Austin Kinross
  • HLSL Compiler – Michael Dougherty

Streaming will start at 10:00 AM PDT.

Whether you’re a game developer, graphics enthusiast or just curious about what’s next in computer graphics, be sure to check out these sessions on https://mixer.com/DirectX.
 
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“Also should be noted that the average speed is meaningless. I work with devs and manage them. Optimizing is simple because you just code to ensure the visual data is delivered to certain memory addresses that map to the higher speed memory and things that never need as much map to the lower bandwidth ones. Audio doesn’t need high speed.

This is actually a brilliant engineering bit by Microsoft that will be easy to code for by just how memory is addressed. It’s basically a few lines of code.

The stable speeds also make optimization easy because the software does not need to request the system ramp up clocks on the CPU versus GPU, etc. The Sony does and it takes more time to optimize and test to get the right balance. They will get there and find easier methods, but I have heard the Xbox is easier to optimize and code out of the box. This likely means the first slew of titles that are multi-platform may look and play significantly better on it in some ways. I’ve been told it’s basically the difference between the X1X and the PS4 Pro right now based on the dev kits and what was known about specs (I was never told the specs outright, but have been told the Xbox was the more powerful and overall impressive of the two).

Also expect that the Xbox will be able to do more under the surface than the Sony, like the AI HDR enhancement of past titles and, possibly, the ability to add HDR to streaming video that doesn’t have it (hinted at from what I’ve heard, not confirmed). Not sure if the PS5 has the memory caching ability of the XSX either, but time will tell. It may not have the same kind of resume function because that requires some special work in the OS and with the storage for it to work right from what I’ve heard.

Right now it looks like the only definite thing the PS5 has over the XSX is that it can load a part of a game in 1-3 seconds faster than the XSX. There are some game devs at big studios that have told me for a few months that many think Sony screwed up the architecture and has been trying to fix it, especially once all the leaks came out from Microsoft.

I have a feeling that the Xbox launch will be very smooth this time and the Sony one may be rough with a lot of problems. Their internal testing apparently is having some heating issues, so there is concern about Sony’s own version of the red circle of death. That’s one reason why the hardware may not have been show – they don’t have the cooling figured out and they may need to throttle below their reported power to prevent the machine from overheating and shutting down.

Microsoft showed its confidence. They brought in outsiders to look at it and use it. Sony has not and had to cobble together a tech presentation after the DF videos dropped. Don’t be surprised if the PS5 comes out after the XSX, even accounting for current likely delays.”
 
I really didn't expect Sony to trip this hard.
While overall, Sony's offering doesn't look as forward thinking (outside of the faster SSD), I think both consoles are pretty well positioned. Now we just wait on pricing. For XSX, I don't think over $500 is a good idea but have been perplexed with how MS has done pricing throughout this generation (i.e. lack of true price drops considering their lack of sales velocity). With rumors of the PS5 BoM being around $450 (packaging and dist is around another $50), they could eat the $100-ish per unit and hit at $399. I heard a rumor that BoM for XSX was around $470 so even at $500 they would be taking around a $20 loss per unit. MS may or may not be feeling more aggressive than that as they feel their entire ecosystem (PC/Xbox/Xcloud and assuming Lockhart) can make up for a more expensive top end unit. In my perfect world, Lockhart would not exist and MS would be super aggressive and launch at $399/449 with this beast.
 
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“Also should be noted that the average speed is meaningless. I work with devs and manage them. Optimizing is simple because you just code to ensure the visual data is delivered to certain memory addresses that map to the higher speed memory and things that never need as much map to the lower bandwidth ones. Audio doesn’t need high speed.

This is actually a brilliant engineering bit by Microsoft that will be easy to code for by just how memory is addressed. It’s basically a few lines of code.

The stable speeds also make optimization easy because the software does not need to request the system ramp up clocks on the CPU versus GPU, etc. The Sony does and it takes more time to optimize and test to get the right balance. They will get there and find easier methods, but I have heard the Xbox is easier to optimize and code out of the box. This likely means the first slew of titles that are multi-platform may look and play significantly better on it in some ways. I’ve been told it’s basically the difference between the X1X and the PS4 Pro right now based on the dev kits and what was known about specs (I was never told the specs outright, but have been told the Xbox was the more powerful and overall impressive of the two).

Also expect that the Xbox will be able to do more under the surface than the Sony, like the AI HDR enhancement of past titles and, possibly, the ability to add HDR to streaming video that doesn’t have it (hinted at from what I’ve heard, not confirmed). Not sure if the PS5 has the memory caching ability of the XSX either, but time will tell. It may not have the same kind of resume function because that requires some special work in the OS and with the storage for it to work right from what I’ve heard.

Right now it looks like the only definite thing the PS5 has over the XSX is that it can load a part of a game in 1-3 seconds faster than the XSX. There are some game devs at big studios that have told me for a few months that many think Sony screwed up the architecture and has been trying to fix it, especially once all the leaks came out from Microsoft.

I have a feeling that the Xbox launch will be very smooth this time and the Sony one may be rough with a lot of problems. Their internal testing apparently is having some heating issues, so there is concern about Sony’s own version of the red circle of death. That’s one reason why the hardware may not have been show – they don’t have the cooling figured out and they may need to throttle below their reported power to prevent the machine from overheating and shutting down.

Microsoft showed its confidence. They brought in outsiders to look at it and use it. Sony has not and had to cobble together a tech presentation after the DF videos dropped. Don’t be surprised if the PS5 comes out after the XSX, even accounting for current likely delays.”

Hey do you think you could possibly post links to these quotes.
Appreciate it. This is so we have some context and can differentiate between opinion and whatnot.
 
Hey do you think you could possibly post links to these quotes.
Appreciate it. This is so we have some context and can differentiate between opinion and whatnot.

Apologies. I usually do, but I found it on a forum and they didn’t post a link. But I just found it:

 
Here is another comment from him:

We also don’t know how well cooled the SSD is on the PS5. MS explained their cooling and how their SSD solution can basically run a constant storage bandwidth.

The key on the XSX is that MS touts the numbers, from storage to teraflops to memory bandwidth to clocks, are all constant and predictable. There is no overlock or underlock. You know what speed your storage will go at, what speed your CPU and CPU cores will go out, how fast your memory will be, etc. This makes optimizing much easier because they have made performance sustained and predictable.

So we are basically getting a PCIe 4.0 SSD on the PS5. With that comes more heat – that is the cost of the speed. Is there a heat sync? Does it latch into the cooling system overall? Do your add on SSDs need a heat sync or performance will suffer? Do they need a specific heat sink?

It seems that Microsoft engineering came to the conclusion that a PC m.2 drive may not be optimal for predictable sustained performance. They also may have concluded the PCIe 4.0 will run too hot. m.2 SSDs in high performance laptops and desktops cannot sustain transfer due to heat without some massive mod. If MS has figured out how to deliver a high speed storage system with excellent heat transfer, we may find in real life that the PS5 speed is not impressive.

It’s quite possible that without the proper cooling, the PS5 system may have to throttle down to slower speeds to keep cooler in regards to SSD.

The question that needs to be answered is did Sony do this to get super high speed storage that is way ahead – or did they do it so they could just get storage to match what the we will see in the XSX because they did not or could not engineer a solution for cooling?

The RAM that matters in the Xbox is far superior and will allow for faster throughput and less wasted cycles. It will be easy to allocate to specific memory addresses associated with the higher speed memory. The PS5 I/O advantage may not be much if the cooling is not adequate and MS is correct and they have adequately cooled it so the I/O can be sustained and not diminish.

Sony is not that great at cooling. I’ve heard from devs that Sony is not showing off the PS5 because it has thermal problems. Microsoft has no problem letting DF do a vid and showing them around while Sony has to rush a presentation to counter. I know from devs that have the kits that they feel the Xbox is easier to optimize and they feel games will look and feel much better on the Xbox upon release because it will take time to optimize for PS5 and figure it out.

I’ve been told it is not as bad as what happened with the PS3, but somewhat similar. The Xbox 360 was much more straightforward while the architecture for the PS3 was not. This is not the Cell, but it will require a lot of work in regards to clocks, etc to figure out how to optimize. They will eventually, but the first year may have some rougher titles that look noticeably worse than the XSX.

The one advantage the PS5 has, the I/O, may not be one if they can’t cool the drive. And the question of expansion is a real one. Do you need a heat sink on your approved SSD? The Xbox solution may be more expensive, but it also may be more consistent and easier to deal with since you don’t have to crack open the case. MS could also bulk order them up front to reduce initial cost.

I will say, MS’ way is pretty cool and reminiscent of bringing a Switch card or an old Gamecube save card and plugging it into a friend’s system. Microsoft’s setup let’s you easily bring your digital game with you, pre-downloaded, to play on other people’s XSX consoles once you login to your account. PS5 can’t do that – not with the newest games. Their external storage is not fast enough while Xbox’s is.
 
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DirectX 12 Ultimate Brings Ray Tracing to Next-Gen Consoles
Meet the next-generation of DirectX
We’ve gotten a pretty good look at how the Xbox Series X and PS5 hardware will stack up against each other, and now Microsoft and Nvidia have just revealed the new application programming interface (aka API) that will power next-generation games.Meet DirectX 12 Ultimate, the first universal graphics API designed to work across consoles and PCs. The current generation of consoles, the Xbox One X and PS4 Pro, were already so close to being gaming PCs in terms of hardware, and this new API will make development between all the consoles that much easier and faster – and hopefully lead to more console exclusives coming to the PC too.



One of the biggest features DirectX 12 Ultimate brings is standardized ray tracing. DirectX Ray Tracing has been floating around for some time now, but rather than powering one off versions of Minecraft, this new version of DXR promises to support more than 30 released and announced games.

For the longest time we've known that both the next-generation consoles would feature ray tracing but we didn't know what software would be powering it since AMD has yet to introduce a ray tracing platform like Nvidia's GeForce RTX technology. Now it appears all ray tracing on the Xbox Series X and PS5 will be powered by DirectX 12 Ultimate.

Since Nvidia co-developed DXR 1.1 with Microsoft, it uses many of the same underlying mesh shader techniques to generate real-time ray traced graphics. The GPU maker also announced DirectX 12 Ultimate games will be fully compatible with its GeForce RTX technology.



DirectX 12 Ultimate also incorporates many of the variable rate shading techniques Nvidia introduced with its Turing series of graphics cards. For the uninitiated, variable rate shading is essentially a more intelligent way of rendering detail, so your GPU doesn’t waste unnecessary cycles and power. This way your GPU (or console in this case) can better focus on keeping frame rates up rather than trying to display everything on the screen at its maximum visual fidelity.

There are multiple techniques at play here, including content adaptive shading that basically mattes together similar looking textures, or motion adaptive shading that reduces the level of detail around fast moving objects and scenery.
 
It was a two week port, so I wouldn't expect major enhancements.
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.
 
So you had a chuckle at something that wasn't there. You might want to seek help, pronto.

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.

Always so sour. Be honest. Who hurt you?
 
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.

In you’re opinion. I thought it looked great. On par with PC at Ultra settings.

But I get what you’re saying. It’s not all next gen-y. Even DF said that they wished it was using Raytracing.
 
In you’re opinion. I thought it looked great. On par with PC at Ultra settings.

But I get what you’re saying. It’s not all next gen-y. Even DF said that they wished it was using Raytracing.
Great is a stretch. It is on hardware far more powerful, but only small improvements. Be honest, would really have noticed most of it while playing? Doubtful.Maybe the volumetric lighting ..
 
Considering the jump in power the differences are so minimal. Most you wouldn't even nitice without the snapshot comparisons.

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!
 
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