Sony NOT confident in the PS5???

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Pedro

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#101 Pedro
Member since 2002 • 69530 Posts

@tormentos said:

Aren't you a developer?

lol

That's why I am telling you that this information and more are disclosed in different avenues that are under NDA. You are not critically thinking if you think that Sony would be communicating key information about hardware to developers via public presentations like the one Cerny did.

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ronvalencia

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#102 ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:
@Pedro said:

There are other NDA communication channels for the lower end developers. That is why this claim of it being for developers is not true. All authorized PlayStation developers would have access to this information prior to Cerny's presentation with significantly more detail but all under NDA.

Oh really?

PS4 Developers Didn't Know About the Console's 8GB GDDR5 RAM.

While February’s big PlayStation 4 coming out party prompted plenty of gasps around the globe, the sharpest intake of breath came when system architect Mark Cerny confirmed that the next generation system would ship with 8GB GDDR5 RAM. However, the revelation didn't just shake the media and fans alike – it also came as a complete surprise to large pockets of the development community, who had no idea how much memory the manufacturer was packing into the impending console.

"We were told [the PS4] was 4GB originally," Just Add Water’s CEO Stewart Gilray told VideoGamer.com. “We first knew it had 8GBs when Mark said at the event's stage, 'And it has 8GB of memory.' We'd had kits at that point for a good while."

http://www.pushsquare.com/news/2013/04/ps4_developers_didnt_know_about_the_consoles_8gb_gddr5_ram

This consoles are moving targets until lock.

Even developers didn't know by the time sony unveil the PS4 that the machine was going to have 8GB of ram.

Aren't you a developer?

lol

For November 2020 release at this point, APU ASIC designs are locked.

XSX has the easy option to change four 1GB GDDR6 chips into 2GB version and enable its boost modes.

PS4's change from 0.5 GB chips into 1 GB chips already built into APU's design.

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ronvalencia

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#103  Edited By ronvalencia
Member since 2008 • 29612 Posts
@tormentos said:

We don't know X1X's full 56 CU RDNA 2 GPU's other details such as ROPS.

From https://www.techpowerup.com/gpu-specs/xbox-series-x-gpu.c3482

Techpowerup speculated XSX GPU has 80 ROPS based on 320-bit bus scaling from the 256-bit bus with 64 ROPS link.

80 ROP is a odd number for a 56CU GPU most likely it has 64.

But i don't see that been a problem either.

The xbox one had half the ROP of the PS4 and you defended it all gen.

1. ROPS debates are useless without memory bandwidth debate.

2. Memory bandwidth debate is pointless without CU power debate. CU itself has TMU I/O.

There are 8 RB units for 64 ROPS.

10 RB units x 8 ROPS yields 80 ROPS. One extra RB unit for each Shader Engine cluster.

Techpowerup speculated that each RB unit has a GDDR6 chip.

320 bit / 256 bit = 1.25

1.25 x 64 ROPS = 80 ROPS.

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ronvalencia

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#104  Edited By ronvalencia
Member since 2008 • 29612 Posts

@Uruz7laevatein said:

@tormentos:

1. 80 ROPs? , sometimes I love to have some of what techpowerup is smoking.

2. Then again it's not surprising alot of techpowerup graphs are either outdated or wrong (with Nvidia flavors).

1. It assumes AMD mastered NVIDIA style scaling with RDNA 2.

2. Note what I use RX 5600 XT's graphs since it has recent drivers.

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deactivated-6092a2d005fba

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#105 deactivated-6092a2d005fba
Member since 2015 • 22663 Posts

@tormentos: You're a lost cause, I await for 5yrs down the road where you cut out my whole comment to a snippet that makes me look bad.

Enjoy those 9.2TF in 2025 when you can afford one LMFAO.

@Livecommander said:

@i_p_daily: I dont remember you making fun of the xbone for having less power. And it was more expensive too.

The new gen differences are going to be way smaller and 3rd parties will preform better on ps5 unless you think an occasional 5fps jump is more impactful than instant asset loading.

And we all know that Sony is the graphics king when It comes to exclusives.

I don't care about power, never have, never will.

Its you cows who care, and you cows lose your shit when Sony loses ANYTHING to MS, just like you and tormy are, that's why I will make fun of you losers lol.

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tormentos

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#106 tormentos
Member since 2003 • 33784 Posts

@ronvalencia said:

1. ROPS debates are useless without memory bandwidth debate.

2. Memory bandwidth debate is pointless without CU power debate. CU itself has TMU I/O.

There are 8 RB units for 64 ROPS.

10 RB units x 8 ROPS yields 80 ROPS. One extra RB unit for each Shader Engine cluster.

Techpowerup speculated that each RB unit has a GDDR6 chip.

320 bit / 256 bit = 1.25

1.25 x 64 ROPS = 80 ROPS.

The xbox one has 16ROP and you could not stop damage controlling it.

Hell you still do..lol

@i_p_daily said:

@tormentos: You're a lost cause, I await for 5yrs down the road where you cut out my whole comment to a snippet that makes me look bad.

Enjoy those 9.2TF in 2025 when you can afford one LMFAO.

@Livecommander said:

@i_p_daily: I dont remember you making fun of the xbone for having less power. And it was more expensive too.

The new gen differences are going to be way smaller and 3rd parties will preform better on ps5 unless you think an occasional 5fps jump is more impactful than instant asset loading.

And we all know that Sony is the graphics king when It comes to exclusives.

I don't care about power, never have, never will.

Its you cows who care, and you cows lose your shit when Sony loses ANYTHING to MS, just like you and tormy are, that's why I will make fun of you losers lol.

Yes you do which is why you changed accounts into this alt.

And it shows on the first bold sentense there were you insist in using the power advantage of the xbox as some kind of ammo.

Worse in your case because you are inventing shit claiming the PS5 is 9.2TF when is not.

Not that it would change much if it was 9.2TF MS would still get beat up..lol

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ronvalencia

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#107  Edited By ronvalencia
Member since 2008 • 29612 Posts
@tormentos said:
@ronvalencia said:

1. ROPS debates are useless without memory bandwidth debate.

2. Memory bandwidth debate is pointless without CU power debate. CU itself has TMU I/O.

There are 8 RB units for 64 ROPS.

10 RB units x 8 ROPS yields 80 ROPS. One extra RB unit for each Shader Engine cluster.

Techpowerup speculated that each RB unit has a GDDR6 chip.

320 bit / 256 bit = 1.25

1.25 x 64 ROPS = 80 ROPS.

The xbox one has 16ROP and you could not stop damage controlling it.

Hell you still do..lol

Your argument is flawed.

The real problem is CU bound.

Try again

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Pedro

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#108 Pedro
Member since 2002 • 69530 Posts

When 9.2 TFLOPS isn't enough, select Sony fannies continue to lose their minds.

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tormentos

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#109 tormentos
Member since 2003 • 33784 Posts

@ronvalencia said:

Your argument is flawed.

The real problem is CU bound.

Try again

My argument is not flawed and was backed by several PS4 games that had way a bigger gap than they should relative to the power advantage.

Never the less you downplayed it then just like you are downplaying it now thanks for proving me right.

So double the ROP only matter when the advatage is on xbox.

@Pedro said:

When 9.2 TFLOPS isn't enough, select Sony fannies continue to lose their minds.

Meh you are not trying hard enough is to obvious.😁

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ronvalencia

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#110 ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:
@ronvalencia said:

Your argument is flawed.

The real problem is CU bound.

Try again

My argument is not flawed and was backed by several PS4 games that had way a bigger gap than they should relative to the power advantage.

Never the less you downplayed it then just like you are downplaying it now thanks for proving me right.

So double the ROP only matter when the advatage is on xbox.

@Pedro said:

When 9.2 TFLOPS isn't enough, select Sony fannies continue to lose their minds.

Meh you are not trying hard enough is to obvious.😁

It's not ROPS.

Early XBO middleware has manual 32 MB ESRAM programming requirements.

Midlife middleware has split 256bit DDR3 and 32MB eSRAM which presents a virtual 1920x1080p framebuffer to the programmer.

Midlife middleware fix wouldn't resolve XBO's CU bound issues.

HD 7970's 32 ROPS say Hi, hence your argument is flawed.

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tormentos

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#111 tormentos
Member since 2003 • 33784 Posts

@ronvalencia said:

It's not ROPS.

Early XBO middleware has manual 32 MB ESRAM programming requirements.

Midlife middleware has split 256bit DDR3 and 32MB eSRAM which presents a virtual 1920x1080p framebuffer to the programmer.

Midlife middleware fix wouldn't resolve XBO's CU bound issues.

HD 7970's 32 ROPS say Hi, hence your argument is flawed.

Oh look you keep using the same pathetic image you use to post years ago as some kind of proof.

Again the pro has games thatb have way bigger gap than the 40% it had i am sure it was one of the reason.

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ronvalencia

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#112  Edited By ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:
@ronvalencia said:

Your argument is flawed.

The real problem is CU bound.

Try again

My argument is not flawed and was backed by several PS4 games that had way a bigger gap than they should relative to the power advantage.

Never the less you downplayed it then just like you are downplaying it now thanks for proving me right.

So double the ROP only matter when the advatage is on xbox.

NAVI 10's RBs (color and z-buffer ROPS) have high speed 4MB L2 cache links which are less bound by external bandwidth when compared to pre-Vega /pre-X1X ROPS.

Vega 64 ROPS gains 4MB L2 cache link. 4MB L2 cache is shared with TMUs.

X1X 32 ROPS gains 2MB render cache link. 2MB L2 cache is assigned to TMUs.

NVIDIA Maxwell architecture introduces ROPS with L2 cache link. GTX 980 Ti's 96 ROPS has ~3MB L2 cache with ~6 TFLOPS. 3MB L2 cache is shared with TMUs.

Most ROPS debates refer to color ROP count. Every color ROP unit has 4 z-buffer ROPS units e.g. 7970 has 32 color ROPS with 128 z-buffer ROPS

NAVI gains "DCC everywhere".

My argument changes when there are major design changes.

Note why PowerColor RX-5600 XT Red Devil OC's 192-bit bus penalty hit was just 8 percent from RX 5700.

PowerColor RX-5600 XT OC and RX 5700 have similar TFLOPS power with different memory bandwidth i.e. 336 GB/s vs 448 GB/s.

AMD is slowly following NVIDIA's improvement path.

For Sony's PS5, 448 GB/s shared memory bandwidth has RDNA's DCC everywhere and ROPS being connected to at least 4MB L2 cache and CPU with at least 8MB L3 cache (from PC Ryzen 4800HS series APU).

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jimmydonegood

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#113 jimmydonegood
Member since 2015 • 188 Posts

They were caught off guard and shocked by MS 12 Teraflops of power. PS5 was only 9.2. So then got desperate and try to overclock the Gpu as much as they could before it broke. That's what Cerny actually said.

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ronvalencia

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#114  Edited By ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:
@ronvalencia said:

It's not ROPS.

Early XBO middleware has manual 32 MB ESRAM programming requirements.

Midlife middleware has split 256bit DDR3 and 32MB eSRAM which presents a virtual 1920x1080p framebuffer to the programmer.

Midlife middleware fix wouldn't resolve XBO's CU bound issues.

HD 7970's 32 ROPS say Hi, hence your argument is flawed.

Oh look you keep using the same pathetic image you use to post years ago as some kind of proof.

Again the pro has games thatb have way bigger gap than the 40% it had i am sure it was one of the reason.

Killer Instinct Season 1 has 720p

Killer Instinct Season 2 has 900p

It's not ROPS when 7970 also has 32 ROPS.

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ronvalencia

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#115  Edited By ronvalencia
Member since 2008 • 29612 Posts

@jimmydonegood said:

They were caught off guard and shocked by MS 12 Teraflops of power. PS5 was only 9.2. So then got desperate and try to overclock the Gpu as much as they could before it broke. That's what Cerny actually said.

From Mark Cerny

"When that worst case game arrives, it will run at a lower clock speed. But not too much lower, to reduce power by 10 per cent it only takes a couple of percent reduction in frequency, so I'd expect any downclocking to be pretty minor," he explains. "All things considered, the change to a variable frequency approach will show significant gains for PlayStation gamers."

1% less clock speed yields 10.173 TFLOPS, hence 19.4% difference from XSX.

2% less clock speed yields 10,070 TFLOPS, hence 20.6% difference from XSX.

...

There could be more clock speed reduction.

Mark Cerny warns CPU's AVX workload can cause clock speed throttle.