My interpretation of the floor plan PS5 floor plan: 1. Bomba surprise that Sony likely cut down the 256-Bit FP pipes to just 128-Bit. 2. No Infinity Cache/L3$, also not on the Xbox Series. 3. Might have the old Render Backend design, need higher res to say for sure. 4. ... https://t.co/gwrXI903U8pic.twitter.com/Vvmm1hGSM8
— Locuza (@Locuza_) February 14, 2021
Some Youtubers (Mooreslawisdead, Redtech, etc) said they had pretty much confirmed that the PS5 had infinity cache and a host of other RDNA3 features. Well the die shot puts that to rest. (follow the whole thread by the twitter and he breaks down what it has)
@hardwenzen: Pretty much, but I'm a sucker for some Mario/Zelda action, it's a nice second system (PS5 being my main system atm). I wish it gets upgraded though.
Mostly expected. Consumer tech is all about compromises, especially when it comes to consoles. I knew they would cut down some of Zen 2's features to reduce die size and cost. The surprising part for me is that they kept RDNA 1's rendering backend as well. Seems both consoles are more like RDNA 1.7 or 1.8 than RDNA 2.
Lack of Infinity Cache should be put into context a bit; AMD's Infinity Cache was to compensate for the RX 6000's 256-bit bus, which they used to keep cost and power consumption down while still allowing the RX 6000 cards to compete at higher resolutions. Consoles have unified RAMs and low latency system buses, so they might not really need it.
Should still be adequate, though. More interesting should be the PS5's lower CU count compensated by higher clock speed. In most tasks this should keep it toe-to-toe with the XSX. The question is what happens when and if we throw more shader-intensive tasks at them.
Mostly expected. Consumer tech is all about compromises, especially when it comes to consoles. I knew they would cut down some of Zen 2's features to reduce die size and cost. The surprising part for me is that they kept RDNA 1's rendering backend as well. Seems both consoles are more like RDNA 1.7 or 1.8 than RDNA 2.
Lack of Infinity Cache should be put into context a bit; AMD's Infinity Cache was to compensate for the RX 6000's 256-bit bus, which they used to keep cost and power consumption down while still allowing the RX 6000 cards to compete at higher resolutions. Consoles have unified RAMs and low latency system buses, so they might not really need it.
Should still be adequate, though. More interesting should be the PS5's lower CU count compensated by higher clock speed. In most tasks this should keep it toe-to-toe with the XSX. The question is what happens when and if we throw more shader-intensive tasks at them.
I'm no pro but isn't that as simple as PS5 getting lower res, lower settings, less stable framerate? That's about it? No super drastic difference like obvious missing effects like Series X vs S?
As someone who's fairly tech-illiterate, the only question I have is "How the bloody hell will this compare with my Ryzen 3800X + RTX 3070 combination"?
I knew it wouldn't have Infinity cache, that's ridiculous. CPU and GPU cache is expensive and Infinity cache is meant to be a large amount. But Sony fans kept talking about "cache scrubbers".
I'm no pro but isn't that as simple as PS5 getting lower res, lower settings, less stable framerate? That's about it? No super drastic difference like obvious missing effects like Series X vs S?
Well, if all things are equal, yes. But typically, developers try to mitigate that in some way - the question is how. Maybe they'll lower resolution to maintain framerate, or maybe they'll tone down the specific shader-intensive stuff. We just don't know. It's all up to the developers.
But again, in straight rasterization, you will barely notice any difference at all. In fact PS5 should actually be faster in some applications.
@madrocketeer: From what I've read, geometry loves higher clockspeeds. That's about all I know for the narrow vs wide designs.
I guess you're right that it would likely depend on which game/what dev does to mitigate PS5's weaker hardware but to me, I just expect it as the usual. Could be any of what I've mentioned.
I expect the worse which is a combination of all of those but would still look much better than the Series S or PC equivalent of Series S hardware.
I expect about 30% drop in average res, maybe slightly noisier shadows and worse lod. Maybe more drops. That's it aka no big deal for me. I'd care more about PS5's black crushing issues.
So let me get this straight. It’s not Zen 2 or RDNA 3? Hell, it’s not even RDNA 1.5 by the looks of it. Shocking. I was told otherwise for a year now.
The thing you don't seem to understand is that when the SSD takes control of the cpu, there are major gains in performance. If you were intelligent like me, you'd know that already.
Why is it keeping up with xsx or beating it in most cases?
Already explained in my previous posts. In most common rasterization tasks, the higher clock speed is enough for the PS5 to keep up with XSX, and in some cases even beat it.
It's the shader-heavy stuff that will be interesting to see.
If this thread was created three months ago, it would've been massive. Now, nobody cares. Cerny lied again. Everything that was hyped has failed. All what's missing is Ratchet to come out and we see 4sec plus rifts loading screens 🤣
My interpretation of the floor plan PS5 floor plan: 1. Bomba surprise that Sony likely cut down the 256-Bit FP pipes to just 128-Bit. 2. No Infinity Cache/L3$, also not on the Xbox Series. 3. Might have the old Render Backend design, need higher res to say for sure. 4. ... https://t.co/gwrXI903U8pic.twitter.com/Vvmm1hGSM8
— Locuza (@Locuza_) February 14, 2021
Some Youtubers (Mooreslawisdead, Redtech, etc) said they had pretty much confirmed that the PS5 had infinity cache and a host of other RDNA3 features. Well the die shot puts that to rest. (follow the whole thread by the twitter and he breaks down what it has)
My dear Xbox fan, how about to do some throughout research in that thread, you'll find this tweet.
it's wrong and people...
— Locuza (@Locuza_) February 16, 2021
PS5 does have 256 bit FPUs, but smaller ones.
Some Youtubers (Mooreslawisdead, Redtech, etc) said they had pretty much confirmed that the PS5 had infinity cache and a host of other RDNA3 features
That was speculation, not a some confirmation of anything. LOL
RDNA 1.1 doesn't exist. Don't be dumb Xbox fan like this Xbox fan. Btw. Locuza said regarding this one :
1.) I know there is the desire to classify the technology in some form and giving brandings. You may call Navi14/12 RDNA1.1 but it should made be clear that this is a personal classification. Navi14/12 support the mixed precision dot-product instructions for ML inference. This.. pic.twitter.com/RPOTBpCUiw
— Locuza (@Locuza_) February 18, 2021
means 5300/5500 (Navi14) and Radeon Pro 5600M (Navi12). 2.) I would stay away from classifying the PS5 technology as RDNA 1.1 technology (and why not 1.7 or 1.9?). None of this would be precise and "correct". Though I would argue that with the ray tracing extension...
— Locuza (@Locuza_) February 18, 2021
.. and the physical design work to reach 2.23 GHz an integral and large part of RDNA2 is included. You could fight over multiple details but what matters in the end and brings most benefits? Those two things are huge and I would rather tend to claim "RDNA1.8" for example than 1.1
— Locuza (@Locuza_) February 18, 2021
But regarding XSX, you'll be surprised :
Our Locuza
"but is Microsoft really using the most advanced technology and are there no hardware differences between Xbox Series X/S and RDNA 2 GPUs from AMD? The answer to that is... NO!"
This was a nightmare project to work on, with a frankenstein audio recording mash up but I can't muster the strength and necessary time to re-record+cut the thing again.
Topic and details are quite interesting though. Summary pictures follow this thread.https://t.co/UGI2x5heXm
— Locuza (@Locuza_) February 7, 2021
But more anyway :
The actual results are this: Both consoles use RDNA2 Compute Units(minus different wavefront controller size, PS5 may lack Sampler Feesback support in TMUs, and XSX has modified their texture filters), XSX and RDNA2 have a restructured render backend(enabling HW VRS) which PS5...
— LeviathanGamer (@LeviathanGamer2) February 18, 2021
does not have, Both consoles use RDNA1's layout of Rasterizer/Primitive Units, and Both utilize roughly the same Geometry Engine structure for its Geometry frontend.
— LeviathanGamer (@LeviathanGamer2) February 18, 2021
You do know he was making fund of the guy he was replying to who left a hanging ....
He is not saying he is wrong, he is making fun of the other guy
As for Mooreslawis dead and RedTech "confirming" they both said something along the lines of "I can pretty much confirm" ... yes they were speculating but they were going all fanboy on it. Same as some users here claiming that PS5 had RDNA3 features.
Regarding the 256 Bit FPU show me where he says it is that, because he has not in all the tweets I have seen. And even this article from PCgamer uses the 128bit FPU reference from Locuza https://www.pcgamer.com/ps5-die-shots-reveal-missing-zen-2-rdna-2-features/
Regarding the XSX being RDNA2 or not.. from Locuza
That's basically it in terms of differences. Since the XSX does support ray tracing acceleration, Mesh Shaders, Sampler Feedback, Variable Rate Shading and is also showing great efficiency numbers, indicating that a lot of the physical design work for RDNA2 is used, I would ... pic.twitter.com/41QQT0C8ln
— Locuza (@Locuza_) February 7, 2021
..give the marketing guys a greenlight here. It's fair to say that it's based on RDNA2 although some (larger) differences exist. They just don't matter that much for the endresults and the most important features are included. Nonetheless it's fasciniting to see how it differs.
— Locuza (@Locuza_) February 7, 2021
now finally regarding you calling me "dumb" .. thanks I value your analysis on me
You do know he was making fund of the guy he was replying to who left a hanging ....
He is not saying he is wrong, he is making fun of the other guy
As for Mooreslawis dead and RedTech "confirming" they both said something along the lines of "I can pretty much confirm" ... yes they were speculating but they were going all fanboy on it. Same as some users here claiming that PS5 had RDNA3 features.
Regarding the 256 Bit FPU show me where he says it is that, because he has not in all the tweets I have seen. And even this article from PCgamer uses the 128bit FPU reference from Locuza https://www.pcgamer.com/ps5-die-shots-reveal-missing-zen-2-rdna-2-features/
Regarding the XSX being RDNA2 or not.. from Locuza
now finally regarding you calling me "dumb" .. thanks I value your analysis on me
LOL Locuza said he was wrong, he didn't mocked the guy. In Road to PS5 Mark Cerny explicitly said that PS5 CPU has native 256 bit instructions. So, there is that. LOL
FPUs are there, maybe is 2x128 implemented instructions or something. Maybe just with a reduced ISA., but surely not native 128-bit
He also said he was wrong about that on GAF :
I do regret my initial wording though, rather than saying "that Sony likely cut down the 256-Bit FP pipes to just 128-Bit", I should have worded it as "Sony might have cut down the 256-Bit FP pipes to just 128-Bit" to include a larger uncertainty.
As "true RDNA2" I never said anything about "true Zen2" but a cut down or "vanilla" version.
PS5 is especially challenging because the CPU supports 256 bit native instructions that consume a lot of power
Timestamped around 34:30
https://www.youtube.com/watch?v=ph8LyNIT9sg
Anyway, regarding XSX , he also stated. Both are based RDNA 2, but not neither one 100% ( like MS claimed for XSX in Xbox Wire article )
I never mentioned "true RDNA2" and I tried to make it clear, that the PS5 and Xbox Series are neither 100% RDNA1 nor RDNA2 technology.
However boths sides integrate huge improvements from RDNA2, so personally I would put them much closer to RDNA2 than RDNA1 but as said, it's not possible to slap a branding on them without it being largely oversimplified and subjective.
@faponte13: Unfortunately for the PS5, it isn’t performing as good as the XSX anymore. Chalk it up to a lack of dev kits or the fact they had to use X1X dev kits early on or tools being behind PS5 at the time. But it appears that isn’t the case anymore.
Second, no current 3rd party game is really taking advantage of RDNA 2 features yet. It’s suspected that once developers really get familiar with next generation features that is where the XSX will flex its muscles. Because quite frankly the PS5 lacks key RDNA 2 features. XSX is full RDNA 2 and PS5 is RDNA 1.
Damn there is some guy up there crying over the fact that pos5 isn't even rdna2 , but they wanted people to believe it was RDNA3 with cache scrubbers and Zen3..
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