PS5 | Xbox Series X / S | Next-Gen Konsollar Uzerine
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Yeni soylentiler gelmis;

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Existing information

  • In July 2023, Tom Henderson reported that the PS5 Pro, "codenamed" Trinity, is currently in development. According to him it has 30WGPs, 18 gbps GDDR6, and is targeting a Nov 2024 release date. He also mentioned it has "accelerated ray tracing."
  • Reliable hardware leaker "Kepler_L2" reported in July that AMD's codename for the SoC is "Viola."
  • Both Trinity and Viola codenames follow the existing Shakespearean inspiration for codenames surrounding the latest Sony consoles. Viola is the protagonist in the Shakespeare play Twelfth Night, and Trinity references the Holy Trinity Church (Stratford-upon-Avon) where Shakespeare was baptized, married, and buried. But it also carries another meaning that we'll get to later.
  • Kepler_L2 recently said the PS5 Pro's CPU upgrade is "rather small."

New information:

  • Viola is fabbed on TSMC N4P.
  • GFX1115
  • Viola's CPU is maintaining the zen2 architecture found in the existing PS5 for compatibility, but the frequency will once again be dynamic with a peak of 4.4GHz. 64 KB of L1 cache per core, 512 KB of L2 cache per core, and 8 MB of L3 shared (4 MB per CCX).
  • Viola's die is 30WGPs when fully enabled, but it will only have 28WGPs (56 CUs) enabled for the silicon in retail PS5 Pro units.
  • Trinity is the culmination of three key technologies. Fast storage (hardware accelerated compression and decompression, already an existing key PS5 technology), accelerated ray tracing, and upscaling.
  • Architecture is RDNA3, but it's taking ray tracing improvements from RDNA4. BVH traversal will be handled by dedicated RT hardware rather than fully relying on the shaders. It will also include thread reordering to reduce data and execution divergence, something akin to Ada Lovelace SER and Intel Arc's TSU.
  • 3584 shaders, 224 TMUs, and 96 ROPs.
  • 16GB of 18 gbps GDDR6. 256-bit memory bus with 576 GB/s memory bandwidth.
  • The GPU frequency target is 2.0 GHz. This lands the dual-issue TFLOPs in the range of 28.67 TFLOPs peak (224 (TMUs) * 2 (operations, dual issue) * 2 (core clock)). 14.33 TFLOPs if we ignore the dual-issue factor.
  • 50-60% rasterization uplift over Oberon and Oberon Plus, over twice the raw RT performance.
  • XDNA2 NPU will be featured for the purpose of accelerating Sony's bespoke temporal machine learning upscaling technique. This will be one of the core focuses of the PS5 Pro, like we saw with checkboard rendering for the PS4 Pro. Temporally stable upscaled 4K output at higher than 30 FPS is the goal.
  • September 2024 reveal

 

Duzgun yerlerden yorumlar gelince, eklerim buraya... 

Edited by JardeL

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- 50-60% rasterization uplift over Oberon and Oberon Plus, over twice the raw RT performance.

Rasterization açısından bakacak olursa Sony buna pro demesin bence, 1080 ile 1080Ti gibi bir fark var arada. Ama belli ki rt, upscalling ve frame-generation tarafında bir fark yaratma derdindeler.

Bence ps pro - one x zamanında 4k tv' ler çok hızlı yaygınlaştı ve o zamanın yeni nesil konsolları kısa sürede güncelliğini yitirdi 4k tv sahipleri için. Ara nesil konsol güncellemesi o dönemde mantıklı ve kabul edilebilir bir seçenekti. Gerçi onların bile sade versiyonlarına oranla çok satmadıkları bir gerçek. Ama bu ps5 pro güncellemesini cidden anlayamadım, mevcut PS5 sahiplerini üzecek ve onlar için upgrade' e değmecek bir iş olmuş.

Edited by ionian

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Oncelikle Kepler_L2 (ki kredibilitesi yuksek bir hesap PS5 sizintilari ile ilgili) bu yeni gelen soylentideki detaylarin cogunun dogru olmadigini soylemis... Ornegin 56CU (out of 60) degil, 60CU (out of 64) olacagini belirtmis... 

CPU'nun Zen2 tabanli olmasi da hem fayda/maliyet acisindan hem de geriye uyumluluk acisindan daha mantikli deniyor... Hatta bunun $25 / $50 / adet ek maliyeti filan da hesaplanmisti da unuttum nerde okudugumu... Eger dogrudan Zen4 mimarisine gecilseydi oyunlarin duzgun calismasi icin tum oyunlara guncelleme gerekecegi de belirtilmis... 

RDNA 3 tabanli ama bazi alanlarda RDNA4'ten de ozellikler almis bir GPU'dan bahsediliyor... GPU'nun ana ozellikleri itibariyle 7800XT ile benzer oldugu da soyleniyor... 

Ama asil bomba bugun dustu :icon_popcorn: ; eleman yeni nesil Xbox'in 2025 veya 2026 yilinda cikacagini iddia ediyor... Hatta 2TB SSD'ye, daha hizli wi-fi'ye vs. sahip olacagi soylenen ve FTC dosyalarinda ortaya cikan Brooklin kodlu Xbox guncellemesinin de bu sebeple iptal edilgini soyluyor... 

Edited by JardeL

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31 dakika önce, Atrin said:

Yeni nesil Xbox derken Xbox Series X Pro mu yoksa direk jenerasyon mu atlayacaklar ?

Yeni nesilden bahsediyor...

Bu arada adam bunlari Eylulde soylemis de kacirmisiz... 

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1 saat önce, achfighter said:

2024'te Zen2 mimarili konsola para vermem. 2025 ve sonrasında gelecek deniyorsa daha da komik.

Aynı nesilde işlemci mimarisini değiştirmek çok zor üretici için. GPU tarafında ise geliştirme-iyileştirme çok daha kolay yapılabiliyor sanırım. O yüzden SoC'taki işlemci ayağına dokunmadan GPU'yu güncelleme yolunu tercih ediyorlar. Bir önceki nesilde de benzer bir durum yaşamıştık.

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Posted (edited)

On 15.12.2023 at 15:29, JardeL said:

CPU'nun Zen2 tabanli olmasi da hem fayda/maliyet acisindan hem de geriye uyumluluk acisindan daha mantikli deniyor... Hatta bunun $25 / $50 / adet ek maliyeti filan da hesaplanmisti da unuttum nerde okudugumu... Eger dogrudan Zen4 mimarisine gecilseydi oyunlarin duzgun calismasi icin tum oyunlara guncelleme gerekecegi de belirtilmis... 

Sunu daha once yazmistim, kaynagini da buldum onu da ekleyeyim; [ https://wccftech.com/playstation-5-pro-zen-2-cpu-logical-cost-100-more/ ] ... 

Ozetlemek gerekirse; " Zen3 mimarisine gecilirse performans %16 artiyor ama die size %25 artiyor, bu da maliyeti $25 artiriyor. Zen 4 mimarisinde Zen3'e gore performans %33 artiyor ama die size %33 buyuyor, bu da ek $50 maliyet demek. " deniyor... Yine uretim teknolojisinin 4nm yerine 6nm olmasi da maliyeti dusuruyormus... 

Tabii bu sadece uretim maliyeti kismi, bir de uyumluluk icin tum oyunlara patch gelmesi gerekir deniyor, o da ayri... Bununla ilgili de Mark Cerny'nin aciklamasi vardi PS4 Pro zamanindan;

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"Moving to a different CPU - even if it's possible to avoid impact to console cost and form factor - runs the very high risk of many existing titles not working properly," Cerny explains. "The origin of these problems is that code running on the new CPU runs code at very different timing from the old one, and that can expose bugs in the game that were never encountered before."

https://www.eurogamer.net/digitalfoundry-2016-inside-playstation-4-pro-how-sony-made-a-4k-games-machine ] ...

Edited by JardeL

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Sizan bilgilerin Playstation'in devnet portali uzerindeki dokumanda yer alan bilgiler oldugu, 3rd party bir gelistiriciden sizdigi ve Sony'nin sorusturma baslattigi iddia ediliyor... 

DigitalFoundry de detayli makalesini yayinladigina gore ciddiye alabiliriz... 

On 18.03.2024 at 15:13, Omfs said:

TFLOPS kısmı muhtemelen hatalı.

"TFLOPs on PS5 Pro are 'inflated' vs gameplay purpose owing to dual-issue FP32 support in Pro not found on the standard PS5."

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While the CPU doesn't change much, there's plenty of interest in the PS5 Pro's graphics core. The 36 RDNA 2 dual compute units in PlayStation 5 receive a considerable boost, increasing to 60 CUs in the Pro. With 33.5 teraflops of compute performance vs the 10.23TF of the standard PS5, the boost here looks incredible. However, these numbers flatter to deceive. AMD's latest GPU architectures, starting with RDNA 3, feature 'dual-issue FP32', the ability to double operations at the same clock speeds. However, this does not mean we get double the gaming performance. Indeed, despite the 67 percent increase in CU count (even factoring out dual-issue FP32), Sony itself says in its developer disclosures that the actual throughput boost in gaming applications is around 45 percent.

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Machine learning means a DLSS-style upscaler is coming to console
This is important, because as it becomes more difficult to create cost-effective games machines owing to a static 'cost per transistor', platform holders will need to use software as much as hardware to increase performance and add new features - the Nvidia RTX playbook, effectively. PS4 Pro effectively doubled the size of the GPU and doubled compute unit count, while PS5 Pro 'only' increases the size by 67 percent. However, thanks to machine learning-based upscaling, I believe that PS5 Pro should be able to deliver a far higher perceptual increase in resolution vs PS5 than the PS4 Pro did against its junior variant.

We need to learn more about how Sony is achieving this, but the evidence suggests that the platform holder has created its own custom ML silicon for PS5 Pro, in the same way that custom checkerboard hardware was found within PS4 Pro. The ML solution looks to be integrated into the GPU - as opposed to being a separate AI block in AMD's APUs - and is rated with a maximum of 300 TOPs (tensor operations). As an aside, the fact that Sony has created custom ML hardware may indicate that whatever AMD has planned for future RDNA GPUs (if anything) may not be a good fit.

PlayStation Spectral Resolution (PSSR) aims to deliver similar results and resolution multipliers as Nvidia DLSS. A game internally rendering at 1080p can be upscaled to a convincing-looking 4K image in two milliseconds, which is broadly equivalent to a similar task undertaken by AMD's non-ML FSR2 upscaler. The difference is that the quality level should be significantly higher - but as always, the proof of the pudding is in the tasting. There is some speculation concerning 8K upscaling and 4K at 120Hz - but it's worth noting that 2ms of processing time. A 120Hz frame has an 8.3ms budget, 60Hz has 16.7ms of processing time and that rises again to 33.3ms at 30fps. Depending on the performance target, that 2ms varies in significance.

Sony says that PSSR has a 250MB memory footprint, but interestingly, developer disclosures reveal that the technique can be backported to any existing PlayStation game. This is at odds with 'back compat plus' features bolted on to PS4 games running on PS5, which required games to run on modern development environments (SDKs). This could be of crucial importance in upgrading existing PS5 games that suffer from image quality problems - and we're seeing a lot of those thanks to low internal resolutions and FSR2 upscaling. The Pro could deliver vastly improved results via its extra GPU power and PSSR upscaling.

 

https://www.eurogamer.net/digitalfoundry-2024-spec-analysis-playstation-5-pro-the-most-powerful-console-yet ] ...

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10 saat önce, stardust said:

Çok ergonomik bir tasarım olmuş, tebrik ediyoruz.

Microsoft mini bar işine girmiş.

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