Poll More power? Or Full Backwards compatibility? (55 votes)
For those who plan to buy a PS5 would you rather have a 13 tflop monster with BC only with the PS4? Or a competent 10 tflop machine that plays all PS games from PS1 through 4?
For those who plan to buy a PS5 would you rather have a 13 tflop monster with BC only with the PS4? Or a competent 10 tflop machine that plays all PS games from PS1 through 4?
As a game Collector I would love for the PS5 to be fully backwards compatible with every console Playstation.
I currently have a PS2, PS3, and a PS4 hooked up to my TV. (Would love to get the OG PS3, but they are getting hard to find, and they are not reliable)
Having a PS5 with 1-4 BC would clean up my entertainment center, and provide a solid way to play my older games. One negative with OG hardware is that....well...it's old stuff. Old stuff will break, and as OG PS1 and 2's get older it's going to be hard to fix/replace them.
If I was picking up PS5, (which I'll eventually will in the distance future) I want absolute POWER! BC means nothing to me and I always keep my oldie consoles anyways. PC's BC however, it's just their. 13 tflop, let's go all the way up and it wouldn't be next-gen console if you wasn't gonna improve your console right?
Full on BC for sure.
Would mean much more to me if it were a fully BC Nintendo console (yeah, some wii and especially wiiu games would be an issue), but I'd buy all three of the next boxes day 1 if they were BC.
If Sony could bridge PS3's PS1/PS2 BC library ownership and expand on it, and carry rights over, and not rely solely on PS Now, I would opt for the BC option.
Flops for me. I only have PS4 games right now. I don't plan on rebuying or replaying games before the PS4.
Look, I'm all for full backward compatibility, but overall I would rather have more power. I own a LOT of old games, but I also still own the consoles those games released on. That said, I am anticipating the PS5 more at this point in time. Doesn't really mean much though, because I'm sure I'll split my time among everything like I always do.
@r-gamer:
NAVI 10 has support for the new wave32 and GCN wave64 legacy modes.
Wave32 instructions are processed with 1 clock cycle.
Wave64 legacy instructions are processed with 2 clock cycles.
----
GCN process wave64 instructions with 4 clock cycles.
NAVI 10's wave32 has similar length as NVIDIA CUDA's warp32.
NAVI is still GCN instructions with wave32 compute payload length.
My point, GCN legacy support is not a problem for NAVI.
@r-gamer:
NAVI 10 has support for the new wave32 and GCN wave64 legacy modes.
Wave32 instructions are processed with 1 clock cycle.
Wave64 legacy instructions are processed with 2 clock cycles.
----
GCN process wave64 instructions with 4 clock cycles.
NAVI 10's wave32 has similar length as NVIDIA CUDA's warp32.
NAVI is still GCN instructions with wave32 compute payload length.
My point, GCN legacy support is not a problem for NAVI.
@r-gamer:
NAVI 10 has support for the new wave32 and GCN wave64 legacy modes.
Wave32 instructions are processed with 1 clock cycle.
Wave64 legacy instructions are processed with 2 clock cycles.
----
GCN process wave64 instructions with 4 clock cycles.
NAVI 10's wave32 has similar length as NVIDIA CUDA's warp32.
NAVI is still GCN instructions with wave32 compute payload length.
My point, GCN legacy support is not a problem for NAVI.
My point, removing wave64 support wouldn't make a huge difference with NAVI.
@r-gamer:
NAVI 10 has support for the new wave32 and GCN wave64 legacy modes.
Wave32 instructions are processed with 1 clock cycle.
Wave64 legacy instructions are processed with 2 clock cycles.
----
GCN process wave64 instructions with 4 clock cycles.
NAVI 10's wave32 has similar length as NVIDIA CUDA's warp32.
NAVI is still GCN instructions with wave32 compute payload length.
My point, GCN legacy support is not a problem for NAVI.
My point, removing wave64 support wouldn't make a huge difference with NAVI.
@r-gamer:
NAVI 10 has support for the new wave32 and GCN wave64 legacy modes.
Wave32 instructions are processed with 1 clock cycle.
Wave64 legacy instructions are processed with 2 clock cycles.
----
GCN process wave64 instructions with 4 clock cycles.
NAVI 10's wave32 has similar length as NVIDIA CUDA's warp32.
NAVI is still GCN instructions with wave32 compute payload length.
My point, GCN legacy support is not a problem for NAVI.
And how is this related to the actual thread itself?
I would love to get rid of the pile of systems under my TV. I also have to note it's of course going to have more TFLOPS than the PS4 anyway - so yes, I value full BC more than the specific TFLOPS number. MS can win that title - don't care - what will sell me a PS5 is its games and an ability to play my old PS favorites to boot
Uhhh? The more flops the easier it should be to make things compatible. I voted for BC.
The PS5, if they insist on having exclusives, should be a high-end computer that plays games from all previous generation. Damn the expense!
Whatever they have made is not powerful enough. Whatever backwards comparability solution they have created is not good enough. I'm hard to please tho :)
No need for BC for me,but it seems that the majority wants BC. I would want more power to my console,but that's just me.
@r-gamer:
NAVI 10 has support for the new wave32 and GCN wave64 legacy modes.
Wave32 instructions are processed with 1 clock cycle.
Wave64 legacy instructions are processed with 2 clock cycles.
----
GCN process wave64 instructions with 4 clock cycles.
NAVI 10's wave32 has similar length as NVIDIA CUDA's warp32.
NAVI is still GCN instructions with wave32 compute payload length.
My point, GCN legacy support is not a problem for NAVI.
And how is this related to the actual thread itself?
My point, GCN legacy support is not a problem for NAVI since RDNA still runs GCN instructions with shorter wave32 compute length and improved branch hardware.
BC anyday and everyday. I don't want all these redundant hardware connected to my TV. In fact I would prefer just having on device.
Also Pedro doesn't know what the hell he is talking about as usual.
Also Pedro doesn't know what the hell he is talking about as usual.
Wow, most people shouldn't bother with next gen or even current, just want to play old games. There are hardware solutions for that released a long time ago.
Silly question IMO.
If PS5 is 10TF on navi arch...it's already poweful!
11 or even 12TF will not make much difference in overall performance on the same same arch.
What you'll get maybe an extra extra 7 - 12 frames with EVERYTHING else being absolutely the same but still able to run most games 60fps 4k or 1800p? LOL yeah that's a BIG deal? NOT!
So to answer 10TF on navi is already "powerful" and having the ability to play all PS gens wrapped in 1 system is a PRICELESS feature that a few extra frames could never make up for!
PS5 with completely BC is a win win on power and software compatibility.
Neither
Ask the cow fanboys on SW,it’s
Console Sales
Revenue
Exclusives
Power
Features
But that’s obviously fanboy damage control
BC is just a cool feature,the correct order(if you have more than 1 brain cell) is
Games
Power
Price
Features ie gamepass-ps now
The rest is the concern for the companies
Silly question IMO.
If PS5 is 10TF on navi arch...it's already poweful!
11 or even 12TF will not make much difference in overall performance on the same same arch.
What you'll get maybe an extra extra 7 - 12 frames with EVERYTHING else being absolutely the same but still able to run most games 60fps 4k or 1800p? LOL yeah that's a BIG deal? NOT!
So to answer 10TF on navi is already "powerful" and having the ability to play all PS gens wrapped in 1 system is a PRICELESS feature that a few extra frames could never make up for!
PS5 with completely BC is a win win on power and software compatibility.
RDNA @ 12 TFLOPS difference with PS5's 9.2 TFLOPS or 10 TFLOPS is dependant on how RDNA GPU's Shader Engine layout and memory bandwidth configuration.
If XSX' GPU has the following config
384-bit bus GDDR6-14000 = 672 GB/s (320 bit GDDR6-14000 was shown in E3 2019 and it's not full PCB reveal)
1700 Mhz, Three RDNA Shader Engines (SE) with each SE having 20 CU, hence ROPS count would be 96 ROPS.
57 CU active with 12.4 TFLOPS (3 disabled CUs)
56 CU active with 12.18 TFLOPS (problematic configuration, not equal CU deactivation among the three Shader Engines, 4 disabled CUs)
Result: scaling would be nearly straight
PS, 20 CU per RDNA Shader Engine already appeared with NAVI 10.
-----
If XSX' GPU has the following config
384-bit bus GDDR6-14000 = 672 GB/s (320 bit GDDR6-14000 was shown in E3 2019 and it's not full PCB reveal)
1700Mhz, two RDNA Shader Engines (SE) with each SE has 30 CU, hence ROPS count would be 64 ROPS.
56 CU active with 12.18 TFLOPS, (4 disabled CUs)
Result: scaling will not be straight.
VS
If PS5 GPU has the following config
256-bit bus GDDR6-16000= 512 GB/s
2000 Mhz, two RDNA Shader Engines (SE) with each SE has 22 CU, hence ROPS count would be 64 ROPS.
40 CU active with 10.25 TFLOPS, (4 disabled CUs)
or
256-bit bus GDDR6-1400= 448 GB/s
2000 Mhz, two RDNA Shader Engines (SE) with each SE has 20 CU, hence ROPS count would be 64 ROPS.
36 CU active with 9.25 TFLOPS, (4 disabled CUs)
PS, 20 CU per RDNA Shader Engine already appeared with NAVI 10.
or
256-bit bus GDDR6-1400= 448 GB/s
1700 Mhz, two RDNA Shader Engines with each SE has 24 CU, hence ROPS count would be 64 ROPS.
44 CU active with 9.57 TFLOPS, (4 disabled CUs)
PS, 24 CU per RDNA Shader Engine already appeared with NAVI 14.
without a doubt more power, ps4 games bc is fine, why on earth anyone would prioritise playing ~7 to 20 year old games over new ones that can take advantage of better hardware i don't know
Cause the new ones aren't that good. :)
current ones ;)
In my experience very few games utilize the full power available to them on either console or PC--game engine development is expensive both in terms of money and time, after all--so I'd rather see backwards compatibility supported.
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