PS5 PlayStation 5

  • Thread-Ersteller Thread-Ersteller Red
  • Erstellungsdatum Erstellungsdatum
  • Tags Tags
    ps5
Und keine Demos, weil die auch erst an die Taktraten angepasst werden müssen, keinen Controller weil der geplante mit weniger GHz laufen sollte und überhaupt war die Präsentation ja darauf ausgelegt, das Design der Konsole zu zeigen, man hat richtig gemerkt das Sony da was weggeschnitten hat... Leute ey :fp:
einfach nicht drauf eingehen. ist doch offensichtlich was er bezwecken will.


Ich denke dank Zen2 und resolution scaling wird das diese gen nicht mehr passieren. PS5 wird einfach mal auf 1800p runter gehen von 4K und die XsX auf 4K bleiben. Klar wird es auch schlecht optimierte ausnahmen geben.
edit kam zu spät :vv:
 
Nib95 von resetera hat vor Tagen einen guten, langen Post Vergleich current gen und next gen. In kurz, es ist der geringste technische Abstand, den wir je gesehen haben.

That's not how things work lol. It's the percentage difference that matters, not the Tflop number between them, as performance scales with resolution.

Whilst the difference between the XSX and PS5 may be a PS4's worth in Tflops, the reality is that 17% difference might lead to very small graphical or resolution differences that are most likely going to be fairly negligible, as there is such a thing as diminishing returns the further up the resolution scale you go. That is if devs choose resolution to take the hit over frame rate, which I'd imagine they would (similar to this gen with the PS4 Pro).

To clarify on why the differences are so much less this gen.

Performance:

The PS4 has 40% more computational power than the Xbox One (1.84 Tflops vs 1.31 Tflops).

The Series X has 17% more computational power than the PS5 (12 Tflops vs 10.28 Tflops)

In other words, the performance delta was far greater this gen than it will be next gen.

Clockspeed:

The Xbox One's GPU clocks were 6.6% faster than the PS4's (853 MHz vs 800 MHz).

The PS5's GPU clocks are 22% faster than the Series X's (2.23Ghz vs 1.825GHz).

The benefits of a higher clockspeed that some have discussed were less apparent at the start of this gen than they are with the PS5/XSX.

Storage:

Both the Xbox One and PS4 came with a standard 5400rpm HDD.

The PS5 has an 825GB SSD at 5.5 GB/s, whilst the XSX has a 1TB SSD at 2.4 GB/s, so the PS5's storage is around 129% faster.

So here the PS5 actually has a clear advantage, unlike with the Xbox One and PS4 that were a wash.

Memory:

The Xbox One has 8GB of DDR3 at 68.26 GB/s and just 32MB of eSRAM at 204 GB/s. The PS4 has 8GB of GDDR5 at 176.0 GB/s. In other words the PS4's 8GB's of ram was 158% faster than the XO's.

The Series X has 16GB of GDDR6, 10GB of which is at 560GB/s and 6GB of which is at 335GB/s, whilst the PS5 also has 16GB of GDDR6 the entirety of which is at 448GB/s. So the PS5's ram is 34% faster than 6GB's of the Series X's, whilst 10GB of the Series X's ram is 25% faster than the PS5's.

In other words, there isn't anywhere near the gulf in memory performance between the PS4/XO as there is with the PS5/XSX.


Ultimately, the performance gulf between the Xbox One and PS4 was much bigger, and unlike with the Xbox One which essentially had no performance advantages over the PS4 (hence people resorted to secret sauces like Cloud, dGPU etc that didn't actually have provable or scientific benefits), the PS5 actually has a couple of real and tangible advantages over the Xbox Series X, or areas where they're near enough matched.

Link
 
Und keine Demos, weil die auch erst an die Taktraten angepasst werden müssen, keinen Controller weil der geplante mit weniger GHz laufen sollte und überhaupt war die Präsentation ja darauf ausgelegt, das Design der Konsole zu zeigen, man hat richtig gemerkt das Sony da was weggeschnitten hat... Leute ey :fp:


Herrlich xD
 
Die 448 GB/s sind das große Problem. So viel hat eine RX 5700 XT für sich alleine. Die PS5 GPU ist stärker als diese dazu muss eine Zen 2 CPU mit 8 Cores versorgt werden und kein popeliger Intel Atom Jaguar. Dazu RT usw.

448 GB/s sind zu wenig. Das sehe ich als Flaschenhals an. Hoffe Sony schraubt da noch etwas daran.

Vergiss es, das Ding darf die 400$ Marke nicht sprengen, da wird nix mehr geändert was mit zusätzlichen Kosten verbunden wäre
 
There's a lot of confusion on why SSD is so important for next-gen and how it will change things.
Here I will try to explain the main concepts.
TL;DR fast SSD is a game changing feature, this generation will be fun to watch!

It was working fine before, why do we even need that?
No, it wasn't fine, it was a giant PITA for anything other than small multiplayer maps or fighting games.
Let's talk some numbers. Unfortunately not many games have ever published their RAM pools and asset pools to the public, but some did.
Enter Killzone: Shadowfall Demo presentation.
We have roughly the following:

Type Approx. Size, % Approx. Size, MB
Textures 30% 1400
CPU working set 15% 700
GPU working set 25% 1200
Streaming pool 10% 500
Sounds 10% 450
Meshes 10% 450
Animations/Particles 1% 45

*These numbers are rounded sums of various much more detailed numbers presented in the article above.

We are interested in the "streaming pool" number here (but we will talk about others too)
We have ~500MB of data that is loaded as the demo progresses, on the fly.
The whole chunk of data that the game samples from (for that streaming process) is 1600MB.
The load speed of PS4 drive is (compressed data) <50MB/sec (uncompressed is <20MB/sec), i.e. it will take >30sec to load that at least.

It seems like it's not that big of a problem, and indeed for demo it is. But what about the game?
The game size is ~40GB, you have 6.5GB of usable RAM, you cannot load the whole game, even if you tried.
So what's left? We can either stream things in, or do a loading screen between each new section.
Let's try the easier approach: do a loading screen
We have 6.5GB of RAM, and the resident set is ~2GB from the table above (GPU + CPU working set). We need to load 4.5GB each time. It's 90 seconds, pretty annoying, but it's the best case. Any time you need to load things not sequentially, you will need to seek the drive and the time will increase.
You can't go back, as it will re-load things and - another loading screen.
You can't use more than 4.5GB assets in your whole gaming section, or you will need another loading screen.
It gets even more ridiculous if your levels are dynamic: left an item in previous zone? Load time will increase (item is not built into the gaming world, we load the world, then we seek for each item/item group on disk).
Remember Skyrim? Loading into each house? That's what will happen.
So, loading screens are easy, but if your game is not a linear, static, theme-park style attraction it gets ridiculous pretty fast.

How to we stream then?
We have a chunk of memory (remember 500Mb) that's reserved for streaming things from disk.
With our 50MB/sec speed we fill it up each 10 sec.
So, each 10 sec we can have a totally new data in RAM.
Let's do some metrics, for example: how much new shit we can show to the player in 1 min? Easy: 6*500 = 3GB
How much old shit player sees each minute? Easy again: 1400+450+450+45=~ 2.5GB
So we have a roughly 50/50 old to new shit on screen.
Reused monsters? assets? textures? NPCs? you name it. You have the 50/50 going on.

But PS4 has 6.5GB of RAM, we used only 4.5GB till now, what about other 2GB?
Excellent question!
The answer is: it goes to the old shit. Because if we increase the streaming buffer to 1.5GB it still does nothing to the 50MB/sec speed.
With the full 6.5GB we get to 6GB old vs 3GB new in 1 minute. Which is 2:1 old shit wins.

But what about 10 minutes?
Good, good. Here we go!
In 10 min we can get to 30GB new shit vs 6GB old.
And that's, my friends, how the games worked last gen.
You're as a player were introduced to the new gaming moments very gradually.
Or, there were some tricks they used: open doors animation.
Remember Uncharted with all the "let's open that heavy door for 15sec?" that's because new shit needs to load, players need to get to a new location, but we cannot load it fast.

So, what about SSDs then?
We will answer that later.
Let's ask something else.

What about 4K?
With 4K "GPU working set" will grow 4x, at least.
We are looking at 1200*4 = 4.8GB of GPU data.
CPU working set will also grow (everybody wants these better scripts and physics I presume?) but probably 2x only, to 700*2 = ~1.5GB
So overall the persistent memory will be well over 6GB, let's say 6.5GB.
That leaves us with ~5GB of free RAM in XSeX and ~8GB for PS5.

Stop, stop! Why PS5 has more RAM suddenly?
That's simple.
XSeX RAM is divided into two pools (logically, physically it's the same RAM): 10GB and 3.5GB.
GPU working set must use the 10GB pool (it's the memory set that absolutely needs the fast bandwidth).
So 10 - 4.8 = 5.2 which is ~5GB
CPU working set will use 3.5GB pool and we will have a spare 2GB there for other things.
We may load some low freq data there, like streaming meshes and stuff, but it will hard to use in each frame: accessing that data too frequently will lower the whole system bandwidth to 336Mb/sec.
That's why MSFT calls the 10GB pool "GPU optimal".

But what about PS5? It also has some RAM reserved for the system? It should be ~14GB usable!
Nope, sorry.
PS5 has a 5.5GB/sec flash drive. That typically loads 2GB in 0.27 sec. It's write speed is lower, but not less than 5.5GB/sec raw.
What PS5 can do, and I would be pretty surprised if Sony won't do it. Is to save the system image to the disk while the game is playing.
And thus give almost full 16GB of RAM to the game.
2GB system image will load into RAM in <1 sec (save 2GB game data to disk in 0.6 sec + load system from disk 0.3 sec). Why keep it resident?
But I'm on the safe side here. So it's ~14.5GB usable for PS5.

Hmm, essentially MSFT can do that too?
Yep, they can. The speeds will be less sexy but not more than ~3sec, I think.
Why don't they do it? Probably they rely on OS constantly running on the background for all the services it provides.
That's why I gave Sony 14.5GB.
But I have hard time understanding why 2.5GB is needed, all the background services can run on a much smaller RAM footprint just fine, and UI stuff can load on-demand.

Can we talk about SSD for games now?
Yup.
So, let's get to the numbers again.
For XSeX ~5GB of "free" RAM we can divide it into 2 parts: resident and streaming.
Why two? Because typically you cannot load shit into frame while frame is rendering.
GPU is so fast, that each time you ask GPU "what exact memory location are you reading now?" will slow it down to give you an answer.

But can you load things into other part while the first one is rendering?
Absolutely. You can switch "resident" and "streaming" part as much as you like, if it's fast enough.
Anyway, we got to 50/50 of "new shit" to "old shit" inside 1 second now!
2.5GB of resident + 2.5GB of streaming pool and it takes XSeX just 1 sec to completely reload the streaming part!
In 1 min we have 60:1 of new/old ratio!
Nice!

What about PS5 then? Is it just 2x faster and that's it?
Not really.
The whole 8GB of the RAM we have "free" can be a "streaming pool" on PS5.

But you said "we cannot load while frame is rendering"?
In XSeX, yes.
But in PS5 we have GPU cache scrubbers.
This is a piece of silicon inside the GPU that will reload our assets on the fly while GPU is rendering the frame.
It has full access to where and what GPU is reading right now (it's all in the GPU cache, hence "cache scrubber")
It will also never invalidate the whole cache (which can still lead to GPU "stall") but reload exactly the data that changed (I hope you've listened to that part of Cerny's talk very closely).

But it's free RAM size doesn't really matter, we still have 2:1 of old/new in one frame, because SSD is only 2x faster?
Yes, and no.
We do have only 2x faster rates (although the max rates are much higher for PS5: 22GB/sec vs 6GB/sec)
But the thing is, GPU can render from 8GB of game data. And XSeX - only from 2.5GB, do you remember that we cannot render from the "streaming" part while it loads?
So in any given scene, potentially, PS5 can have 2x to 3x more details/textures/assets than XSeX.
Yes, XSeX will render it faster, higher FPS or higher frame-buffer resolution (not both, perf difference is too low).
But the scene itself will be less detailed, have less artwork.

OMG, can MSFT do something about it?
Of course they will, and they do!
What are the XSeX advantages? More ALU power (FLOPS) more RT power, more CPU power.
What MSFT will do: rely heavily on this power advantage instead of the artwork: more procedural stuff, more ALU used for physics simulation (remember, RT and lighting is a physics simulation too, after all).
More compute and more complex shaders.

So what will be the end result?
It's pretty simple.
PS5: relies on more artwork and pushing more data through the system. Potentially 2x performance in that.
XSeX: relies more on in-frame calculations, procedural. Potentially 30% performance in that.
Who will win: dunno. There are pros and cons for each.
It will be a fun generation indeed. Much more fun than the previous one, for sure.
 
Red kannst du das bitte in einen Spoiler packen? Cheers. :awesome:

Edit: Interessant.
 
Zuletzt bearbeitet:
für mich hört sich das nach viel "in der theorie" und marketing bla bla an. wäre aber in der tat lustig wenn PS5 versionen der multispiele trotz weniger "TF" besser laufen würden xD

edit:
@Fanti vor allem musst du dann sehr schnell dein profilbild wechseln :vv:
 
Kein Dolby Atmos und kommende Dolby Weiterentwicklungen, welche im Grunde den Markt beherrschen auf der PS5 - Ich bin ja wirklich gespannt was Sony da Eigenes aka Exklusives liefern wird.

Nun widerspricht Dolby offiziell Sony aka Cerney und stellt seine Behauptungen mehr oder minder als ........ da.


 
@Birdie

Da ist das richtige interview, DA findet es klasse was Sony macht, da wccftech und so.


Naja siehe oben

Q- Is it true Dolby Atmos is capped at 32 objects?

No, that is incorrect. As a technology, Dolby Atmos can support hundreds of simultaneous objects.

Da widerspricht man den im Grunde schon etwas irreführenden Aussagen die von Cerney kamen recht deutlich.
...........

Und ja sie finden es gut das sie, Sony wieder was Exklusives entwickelt - Sony hat ja immer wieder einige Sound-Systeme entwickelt - Man schaut bei Dolby wieder gespannt zu was diesmal passiert. Sonys SDDS ist hier ein gutes Beispiel - Es war gut, aber nicht massentauglich im Wettbewerb neben Dolby und DTS.
 
Heißt das oben im Umkehrschluss, das die PS5 wesentlich mehr (RAM) Speicher für Games zur Verfügung hat?
 
Heißt das oben im Umkehrschluss, das die PS5 wesentlich mehr (RAM) Speicher für Games zur Verfügung hat?


Zumindest ist die Lösung von Sony mit einem Gesamtpool von 16GB mit 450gb/s Anbindung schon attraktiver finde ich

Denn auf der anderen Seite sind es halt nur 10GB die mit hoher Bandbreite angebunden sind
Ms spricht ja selber von 10 GB GPU optimal
Bei Ps5 wären quasi 16GB GPU optimal

Wieviel Platz das Ps5 OS dann nimmt ist aber noch fraglich
 
Zumindest ist die Lösung von Sony mit einem Gesamtpool von 16GB mit 450gb/s Anbindung schon attraktiver finde ich

Denn auf der anderen Seite sind es halt nur 10GB die mit hoher Bandbreite angebunden sind
Ms spricht ja selber von 10 GB GPU optimal
Bei Ps5 wären quasi 16GB GPU optimal

Wieviel Platz das Ps5 OS dann nimmt ist aber noch fraglich

Was ich nicht beurteilen kann, reicht die Bandbreite der PS5 (die sich CPU und GPU ja teilen) gut aus für alles?
 
Zurück
Top Bottom