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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...

53,041 görüntüleme • 1 yıl önce •via X (Twitter)

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Simon Court profil fotoğrafı
Simon Court1 yıl önce

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

NIB profil fotoğrafı
NIB1 yıl önce

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 profil fotoğrafı
Robert Daneel Olivaw1 yıl önce

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

NIB profil fotoğrafı
NIB1 yıl önce

Where's the misinformation? Explain.

Powerboss profil fotoğrafı
Powerboss1 yıl önce

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 profil fotoğrafı
NIB1 yıl önce

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

Laplace profil fotoğrafı
Laplace1 yıl önce

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 profil fotoğrafı
Sam Cole1 yıl önce

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

mateusz8#7 profil fotoğrafı
mateusz8#71 yıl önce

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 profil fotoğrafı
NIB1 yıl önce

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 görüntüleme • 7 ay önce

QSSR is yet more proof engineering can trump tflops and marketing soundbites. Digital Foundry describes #PS5's new QSSR upscaler as "potentially a game changer" with "remarkable" implications. They say its improvements are "transformative" and "differences can be quite profound". In Marvel’s Wolverine they say "the detail level generally seems to be significantly improved" and also "delivering significantly better presentation of RT reflections". QSSR also cleans up a whole host of shimmering, pixel crawl, ghosting and other issues, and is generally far more temporally stable. They say while PSSR "might not be enormously different from a quality perspective" to QSSR, the PS5 Pro is still "justified" and in comparison "looks absolutely pristine in a way that neither of the base PS5 versions are", due to "more advanced upscaling, running from higher base resolutions and a higher output resolution" and "improved Ray Tracing and such". They discuss how based on Ghost of Yotei, there is a chance QSSR actually has a similar perfomance cost to FSR, and if so, "looks too good to be true", with QSSR offering significantly better image quality at potentially no additional performance cost. They say PlayStation has told them swapping out FSR for QSSR is a relatively painless process. While they don't yet know if GTA 6 will ship with QSSR, image quality was one of the issues they had with the game, and that if it QSSR does go to GTA 6 "it would be a bit of a game changer for the console. It would be pretty extraordinary." They end with "you've got to hand it to Sony for doing something that I just didn't think would be possible, but they've done it, and it works." The PS5 has ultimately created a potentially bigger gap to the Series X and similarly perfomant older (non FSR4) AMD GPU systems. At least in image quality and stability, for now. Edited video attached. Full link below:

NIB

51,779 görüntüleme • 5 gün önce

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 görüntüleme • 2 yıl önce

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 görüntüleme • 2 yıl önce

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 görüntüleme • 11 ay önce

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Mirza Beig

105,248 görüntüleme • 10 ay önce

I refused to post this video by Flag Boy for reasons known to me but on a second thought I am doing it.. I have seen many of you accusing him of having corn 🌽 in his pocket while others claim he is not needed, the movement is bigger than him,he has nothing to offer to the movement blablabla.. But I have not seen anybody ask critical questions as per why he is abandoning the movement and particularly why calling out someone as reason behind his decision. Are some of you aware that Flag Boy was tourtured and humiliated in 2023 because of this movement? Setting the party and #OK materials ablaze stands condemned by me but he must have suffered hugely to get to that point and nobody cares to know? All you do is to call him names believing you can win this race alone for PO forgetting that we need each to succeed. Have you not noticed that most of the guys who put their necks to this movement 2023 have taken back sit to allow Mama Pee and Peter Randy play around even though they are still with movement? Have you asked where is Dr Mo, Aisha Yusuf, Morris Monye, Sarah Ibrahim, Yusuf and many others are still within yet looks like they are no interested. Even Dr Tanko Yanusa who has been carrying this movement on his head since after the 2023 elections is also struggling for space today around Peter Obi.. Yes, nobody own the movement but it's time for the real work and not competition for who is closer to PO than others. End Dr Mo (Moses Paul) Dr Yunusa Tanko

Princewill

39,763 görüntüleme • 1 ay önce