Just don’t make the mistake of buying a Sony
Rly? Do they not have VRR?
They said it was coming (on a TV i bought like 8 months ago) and it still isn’t here. PS5 doesn’t support it yet, so maybr they haven’t figured it out yet.
It’s crazy to think about MS planning on using full RDNA 2 spec is those plans need to be locked down over a year before launch. They need time to test and validate the system far in advance of launch. So if AMD would have run into issues, that could have potentially put MS in a bad spot. Their production and tool maturity may be a bit late, but the end product is certainly worth it.
no they don’t … yet… who knows when it’ll happen. they say in winter but it’s Sony and they’ve missed those ‘deadlines’ before
Until they get it to work on the tv’s they wont update the ps5 feature for it. They dont want people buying LG or Samsung tv’s for the feature because they also sell tv’s lol.
Meanwhile Xbox has had VRR since 2018 April, along with 1440p output resolution support. You’d think a company that makes TVs would have an easier time.
Only feature missing on series X is HDR support while running on 1440p 120 fps mode
I am so close to buying a monitor along with my series X but just waiting for this feature to be implemented.
Billy Khan the lead engineer of Doom confirmed it in the Doom Eternal interview.
Inside Doom Eternal’s Next-Gen Upgrade: The id Software Technology Breakdown
"Doom Eternal recently received a dramatic upgrade for the new wave of consoles and PC hardware. In this special interview, John Linneman talks to id Software’s Lead Engine Programmer, Billy Khan to discuss the approach to ray tracing, 120Hz, variable rate shading (VRS) and the future of idTech. "
Nah, it’s a win for Xbox performance wise. Nothing to get up in arms about.
No way! I am shocked lol. People will still claim there is custom silicon to do it.
Nah, the tone of your post was crystal clear and I’m asking you not to bring that crap here. If you’re focused on who’s winning or losing and throwing a “lol” when your side wins, you’re not in this thread with the best intent.
Catching up from being absent in this thread for a while, but that has been the crux of my arguments for some time now and we’re starting to see the proof in the pudding. I’ve even argued with Mike that the base specs delta is big enough, but when you throw in the additional hardware, hardware features, and efficiency booms, the delta widens a large amount. This isn’t new and it’s not tinfoil hat stuff either, as we’ve been doing this type of thing with HPC at my lab for years; pushing hardware beyond raw specs with bespoke hardware additions and computation featuresets.
The difference between this gen and any other previous consoles that may have had similar bespoke solutions is that Xbox has built a ubiquitous development ecosystem. DX12U, RDNA2, and many of the other Series features (DirectStorage, for example), are being leveraged in PC development as well. Thus, these features and efficiencies are inherently more likely to be utilized than anything like it we’ve seen before.
yeah agreed, this time is very different from previous gens, them unifying the api for both pc and xbox X|S is the winner for me. Leveraging some of the same features and being built on the same GDK means developers can take time to experiment and to focus and implement many of the new features.
Not sure what argument you’re referring to since I never denied there being a delta between the two consoles, or whatever ‘big enough’ means. The last conversation I recall having with you over this subject was when we were playing Forza Horizon 4 and I was saying how the delta is unlikely to be that large now, since the available power delivery can be pushed towards the GPU with cross gen games not really pushing the CPU yet, but as the generation goes on, the gap in GPU performance will widen since the available power will need to be routed to the CPU since game logic is less scalable than rendering load on the GPU. This widened gap would also be on top of the added efficiencies found on the Xbox GPUs.
My only reservations have been against some people on the internet acting like or outright saying the PS5 is closer to the Series S than the Series X or how there is some huge gap right now since again, the CPU is likely not pushed often, allowing most of the power to be pushed to the GPU. It’s actually interesting with games like Doom Eternal since we are likely seeing the two shifts in power delivery in one game. RT and balance mode are mostly a match with the Series X since it’s unlikely the CPU is being pushed hard in these modes. However we see a bigger GPU gap in 120fps mode where the CPU is likely pushed harder to reach that frame rate, resulting in less power to push the GPU, which also results in a lower upper bound resolution.
Do you expect the power/tech delta to get smaller when it is applied to next gen games compared to cross gen games? I would expect the delta to grow significantly for next gen games relative to cross gen games.
Agreed, I expect the delta to grow as the generation goes on. One of the main reasons why it’s as close as it is now is because these cross gen or early gen games aren’t pushing the CPU as hard as later gen games will. This allows the power delivery to be distributed to the GPU to a higher degree than I think we’ll see later this gen. Rendering load is much easier to scale than processes that run on the CPU like physics, game logic, etc. So as these CPUs are pushed more and more, I suspect the GPU will be less of a priority with smartshift power delivery, resulting in a larger gap than we see today. This is before we even consider the increase in efficiencies we’ll see when features like mesh shaders and SFS are finally utilized.
To add, I do think code and games will get faster on the PS5 as well (than it is now, not faster than the competition), both high end systems have a lot of overhead that hasn’t been tapped into yet, but they are going to hit a wall on the GPU side sooner than we’ll see on Series X. Thinking about this whole scenario more and more, it’s going to be interesting to see how developers manage the power budget between the CPU and GPU. I’d imagine if push comes to shove, the CPU will win because of the scalability mentioned above. It’s also interesting to think about the recent reveals we’ve learned about the PS5 CPU on how it seems to have additional cut-backs beyond what we seen on the Series consoles.
Also worth noting that there are likely some advantages XSX has over PS5 (like mesh shaders) that will not be fully utilized in the sense that both systems will probably not have triangle processing as a bottleneck once bespoke assets for next gen show up. Same with I/O…SFS can boost I/O on XSX higher than PS5’s SSD, even when accounting for decompression, BUT both figures are way higher than they would likely ever need to be for this gen of games imho, so that potential advantage might not be visible either.
I’d say the main area of differentiation will be VRS and ML (60 vs 30 fps on XSX/PS5 respectively could be a very real outcome in GPU-bound games if ML SR is used vs a CBR variant). Or, that could manifest instead as 60fps+RT vs 60fps sans RT on PS5.
I would be extremely surprised to see a 60 vs 30 fps split. CBR vs ML SR is a possibility but I don’t see how that would provide twice the performance. If anything, the PS5 version would more likely just run at a lower resolution with more reconstruction artifacts.