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New Mark Cerny PS5 Pro Technical Seminar. Some interesting info. GPU is a hybrid of RDNA tech Base tech - RDNA2.X (RDNA2 + 3) Ray Tracing - RDNA4 Machine Learning - Custom Not fully RDNA3 to reduce workload for ports/code. Doesn't have RDNA3 shader executables and double floating point...

52,971 次观看 • 1 年前 •via X (Twitter)

10 条评论

Simon Court 的头像
Simon Court1 年前

Ofcourse the tflop number is meaningless now it's half of what you said it was.

NIB 的头像
NIB1 年前

Not in 16 bit FP calculation it's not lol. And I've literally said multiple times over the last few years that Tflop is not a great metric for absolute performance. Hence the PS5 often outperforms the Xbox Series X despite the latter having 18% more tflops.

Robert Daneel Olivaw 的头像
Robert Daneel Olivaw1 年前

Wow.... still spreading misinfo even after being lectured. dummy

NIB 的头像
NIB1 年前

Where's the misinformation? Explain.

Powerboss 的头像
Powerboss1 年前

Bro... you seriously didn't watch the video did you!? it's idiots like YOU he called out about misinformation go watch the video again numbnuts

NIB 的头像
NIB1 年前

I'm guessing you have low intellect and comprehension, but I literally covered that in my tweet.

Laplace 的头像
Laplace1 年前

He's been doing detailed tech breakdowns since the PS4 era, and still the Xbox guys don't get what is wrong with Xbox. More important than the hardware is the ease of development for that hardware. Playstation learnt their lesson from the PS3, but Xbox went opposite with 2 SKUs.

Sam Cole 的头像
Sam Cole1 年前

So now yall back to tflops are meaningless but when u thought it was 33tflops u was bragging 😆 🤣 😂

mateusz8#7 的头像
mateusz8#71 年前

So like i said in the past PRO is equal to RX6800 16 tflop RDNA2 or RTX3070 nothing more nothing less, combain with zen2 cpu. All this hardware is from 2019-2020 with few custom updates. This console is overpriced!

NIB 的头像
NIB1 年前

Nah. 6800 is strictly RDNA2 whereas Pro is hybrid. While they are similarly specced, PS5 Pro has additional RDNA3 features, future RDNA (RDNA4) RT tech, custom AI hardware, faster memory bandwidth and a higher clockspeed.

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It's PS5 RDNA 1.5 all over again, and reading responses, like a certain fandom never gets tired of being let down or uninformed. There's reasons PS5 often outperforms Xbox Series X despite the latter having 44% more compute than PS5 and being "full RDNA 2", which Digital Foundry did a video on. As I said at the start of the gen, most RDNA2 features Xbox/PC fans claim PS5 is missing, it was unlikely to use as they're Microsoft DirectX RDNA tie in features, and PS5 doesn't use DX but instead its own proprietary custom API called AGC. Why would PlayStation push for Microsoft DirectX RDNA features, when they don't use DirectX? Any AGC API specific graphics features PS5 uses (that Xbox wouldn't have) are not widely publicly advertised, as PlayStation don't need to advertise them the way Microsoft does due to their PC DirectX market. Thus every customisation PS5 has (which Kepler seemingly glosses over or doesn't recognise), from its faster clockspeeds, cache scrubbers, I/O set up, CPU alleviating decompression, DMA controllers and processors, geometry engine etc, will have been specifically designed around AGC or vice versa, NOT DirectX RDNA2 features. PS6 will be no different. There may be DirectX RDNA5 features they do not need or use, but there will inevitably be other unique customisations of their own and for their OWN proprietary API instead, no doubt bolstered by Amethyst custom features from their partnership with AMD. If history is any indicator, PlayStation is right to prioritise their own API and modifications, as these tend to have greater cost to perfomance results for the hardware vs the competition. The RDNA2 DirectX image below is taken directly from AMD's website, and again, PlayStation doesn't use Microsoft's DirectX. #PS6

NIB

48,097 次观看 • 5 个月前

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 次观看 • 2 年前

Some millennials have been working for 20 years and are still confused by corporate 😂 For those who are still in the dark let me fill you in. Your performance doesn't matter. Your performance review doesn't matter. Your compensation has been set by a budget committee a year ago. You are not "overachieving" anything. Management has a fixed pool of money to pay the people they manage so they can give them raises less than inflation. If they give you more money, they have to give someone else less money. It's a zero-sum game. Managers actually have a larger pool of money to hire new employees because corporations recognize that new hires need to be incentivized to come over. They won't just leave their company for the same money. If you've been at the same company for 5 years you are underpaid. If you've been at the same company for 10 years you are paid less than a new hire at a competitor. Loyalty doesn't matter because there is no reason for a company to voluntarily pay you more money. Corporations already know that over 95% of employees will not go anywhere and will take whatever they get. Even if that's nothing. There's no reason to pay everybody more money when only a tiny percentage of workers will leave. Even if you leave... (remember over 95% of employees will not) ... the corporation will distribute the work you were doing among all your coworkers. And they will take on the extra work. And they will stay. For nothing. Because in addition to a salary, what an employee wants is to not have to look for a new job. That's all the want. They don't want to move anywhere. And companies know it, and they will take advantage of that. Now you know! You're welcome.

Lazy Canadian Investor

66,816 次观看 • 2 年前

ELON MUSK: We believe the AI5 chip will be roughly comparable performance to an NVIDIA Blackwell, and at much less than 10% of the cost Transcription: I'm super hardcore on chips right now as you may be able to tell. I have chips on the brain. I dream about chips, Literally! Because in order to have a functional robot, you have to have a great AI chip. And it needs to be an inexpensive chip and it needs to be very power efficient So we think we believe the AI5 chip will be probably about a third of the power of say something like a Blackwell, an NVIDIA Blackwell, which is a great chip, for roughly comparable performance. And much less than 10% of the cost. This is a chip that is very much optimized for the Tesla AI software stack. So it's not meant to be a general purpose chip, it's meant to be an amazing chip for the Tesla AI software And I mean a couple of things that I think make... like how is Tesla able to achieve such an improvement? I think it is because we are specialized. We're not trying to... you know, NVIDIA has to serve the superset of all past and future customers. So all of their requirements, all of the software that they've written has to work, which is a very difficult problem. Whereas we just need to make it work for our software. And so we're able to simplify the chip dramatically And then we also, I think we're unique in this, but like we have an integer-based system. And integer operations are fundamentally more efficient than floating point operations. So we can do floating point, but the vast majority of our inference is done in integer. Which is, if you're familiar with sort of logic gates, the simplicity of integer... it's integer is much more power efficient, much more silicon efficient, but you have to, you actually have to train for integer inference, which everyone else is training for floating point. That's kind of like a niche technical detail, but it's actually very important. So, yeah, this is going to be a great chip So this chip will be made in basically in four places: TSMC Taiwan, Samsung Korea, TSMC Arizona, and TSMC Texas. And we already know what improvements to make for AI6. So I'm hopeful that we can within less than a year of AI5 starting production, we can actually transition in the same fab to AI6 and double all of the performance metrics

X Freeze

305,109 次观看 • 9 个月前

✨ I've been using #Unity3D for 12 years. ✨ I'm using Blender's GeoNodes for a procedural mesh that's realtime-animated with a custom shader in Unity. ---(reminiscing, reflection follows)-- At some point, you realize it's 'all' states, relationships, and data/information. What is, isn't, and how they relate, subject to laws, principles. 🌌 Define some latent space -> atomics, data -> simulation/form -> information. Like a grid-texture of pixels that are to mean something, represent something. And they are processed/simulated in some way by some measure. So that you get some transformed, meaningful result. What is possible, here? -- in that space. (by the parameters, and features *defined*). 🧊 Likewise, a 3D field-volume in which things exist, being and not being. It may sound mystical, but I mean it literally: the definition of what things are, and are not, and what that means as a relationship (to something[s]). Take, for example a sphere, or box collider primitive. 🪩 Sphere's and circles are the most simple colliders, involving only a point (where they are) and radius (distance from that point, as a center) to define. 💥 The equations to calculate collisions against and between spheres is also relatively straightforward. Implementation of that is a part of building primitive relationships and definitions for simulations. 🎇 It follows, that for a particle system, the data structure of a single element/particle is (about) some point that simulates in some way. Boids and fluid sims have this in common. It seems this year (so far) has been ~about realizing that (with greater lucidity, at least), and learning it all relates to the nature of the universe. Involving simulations, and data flow-control... Ultimately, all these things are objective to us, in that we learned and were taught about how things work. And all the same, *I'm* still learning, too. 👀 #blender #b3d #geometrynodes #gamedev

Mirza Beig

102,829 次观看 • 8 个月前

007 First Light | Dev Q&A with new details (watched the entire thing): ▫️ Main campaign is roughly 20 hours ▫️ Online connection NOT required after initial download ▫️ There is a 'constant flow' of new stuff to unlock ▫️ No plans for co-op or multiplayer - "Our focus is the single player experience that we're experts in." ▫️ PS5 and Series X will have Performance & Quality Modes ▫️ PC will have full path tracing and DLSS 4.5 ▫️ Dualsense support confirmed for both PS5 & PC ▫️ There are many suits and outfits to unlock by completing challenges ▫️ Suits are mostly limited to the Tacsim mode - main campaign is predetermined because they wanted to keep it thematically appropriate ▫️ No plans for a demo ▫️ No plans for NG+ ▫️ HUD can be customized ▫️ Each mission will have multiple ways it can be completed ▫️ Freely explore the MI6 offices at the hideout to find Bond easter eggs ▫️ Bluffing is a powerful feature that can help you escape if you're detected ▫️ Bluffing requires action points to use for balance reasons ▫️ Certain enemies called Watchers will be harder to Bluff ▫️ While there's no traditional skill progression, the gadgets are your progression ▫️ As you unlock more gadgets, you'll have to decide which ones to take into the mission ▫️ On melee combat: "It's not just about one button - there's a bit of a combo system, you need to dodge, sidestep, parry, read your opponents." ▫️ You can quickly use gadgets on enemies mid-combat ▫️ New areas will have different weaponry that you can get from enemies ▫️ Multiple different types of assault rifles, pistols, snipers, shotguns, and more ▫️ Forward momentum was key for combat and gameplay - kick a weapon up off the ground, shoot, then throw it at the next guy and press forward ▫️ Bond has a focus ability where he can slow time and line up a shot ▫️ Classic Bond vehicles will return ▫️ Classic Bond gadgets will return ▫️ Contextual environmental kills. Bond can finish an enemy by throwing an object, slamming them into a nearby wall, etc. ▫️ You can grab and guard break enemies ▫️ Land and water vehicles confirmed ▫️ Releasing May 27th on PS5, Xbox, and PC #007FirstLight #PS5 #Xbox

KAMI

445,134 次观看 • 3 个月前

Great question! 🤔 How do you simulate *multiple* layers of glass/refraction in video games? In the last breakdown, I discussed how to create a glass shader in Unity URP. In essence, we were taking the render of the scene from the camera without any transparent objects. This is available in URP as the global _CameraOpaqueTexture. This is good enough for most use-cases, and more or less the classic way of doing it. 🔍 What is _CameraOpaqueTexture? As the name implies, there are no transparent objects rendered into this texture, so it's not possible by default to have something like a transparent-type ocean material/shader rendered through a refractive glass shader (which samples and distorts this texture to render on its surface, as if it's transparent). ⚠️ Why it’s tricky: It's much easier to sort without much further setup if you don't have refraction, and only a transparent material, because in that case you're not simulating the transparency yourself via sampling the rendered scene texture. But for refraction, it's required-- unless you want to go down the ray/path tracing route. You could simulate accurate, real dispersion... and that's about as expensive as it sounds, and it requires a rework of your entire rendering. --> 🚫 It's not a viable suggestion to offer. 📚 There are well-known terms regarding transparency sorting you can search up, but as you've specifically asked for refractive boxes, I'll discuss briefly about that. 🧱 Simulating layers of refraction: For this kind of rendering, you need some way to render the backfaces before rendering the front. And the backfaces that are rendered may contain whatever data you'd like for additional processing in the layer front-facing mesh render. 🧪 Examples: You could render the back face as a glass shader of its own, as an intermediate step after _CameraOpaqueTexture. Then you sample this texture instead and you end up with multi-layered refraction, "just like that". You can also render the back normals only, via a fully opaque shader, and use that to manually account for that during the front render. You could even bake in data needed for thickness in realtime. 🛠️ Without making it complicated for yourself, the most straightforward method is via render textures, and you can easily set some fractional resolution. Cameras in Unity have an open slot for target textures to render to. You can use custom render textures to process _SelfTexture2D. ⏱️ It's great to do low-resolution processing for more complex tasks, like blurring and caustics. You can get massive performance boosts, considering the square law and number of pixels/fragments that need calculations (quadratic scaling). 🚧 I've not fully exploited the possibilities myself, but research/development with PRISM is ongoing!

Mirza Beig

51,429 次观看 • 1 年前

SURPRIIIIIIISE!!! The beta release of our Grand Theft Auto Vice City port to the Sega Dreamcast is finally here! Here's an actual hardware capture of raising some hell in the beautiful streets of Miami taken straight from my DC to celebrate! We've now added graphics settings for 2xFSAA to give it a less jagged, more smooth look and have added a video mode for rendering to a 24bpp framebuffer, which adds extra depth and vividness to the colors! While we still have plenty of work to do regarding features, assets, and performance, I am extremely proud of our team after what we've accomplished within just a few short months with this port that, for the last two decades, was considered literally impossible for the console to handle. It has been an absolute honor and privilege to work beside you crazy and talented bastards! I also want to thank the Sega Dreamcast and Grand Theft Auto communities for rallying around this cause and coming together to help us test and debug this release along with the previous GTA3 release over the last several months. Your support and diligent work has been vital for ensuring that the games have been fully playable on the DC, and your constant support and feedback has been an inspiration to the team. We couldn't have done it without you! For instructions on how to convert your (LEGALLY EFFING PURCHASED) PC versions of GTAVC into a image which can be played on the DC, the instructions can be found here: PS: No, this is not an April Fool's joke, but we're going to love everyone thinking it is! Guess you're gonna have to try it to find out!🤣

Falco Girgis

149,786 次观看 • 1 年前