Fanboy Thread of Eternal Suffering

Why-Fi

gnap
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content is king and im def not buying both consoles...so the spec sheets will only matter if they really reflect in the games.

seriously this battle will be won or lost with the launch window lineup. period...fukk a spec
 

Fatboi1

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like that clown that tried to tell Sweeney from Epic how SSD speeds work and he replied to make him look like a fool. Homie deleted his tweet and everything. :laff:
First they said only 1st party devs are saying good things and singing praises so they don't count because conflicts of interest. They then post something from a ex-dev(who hasn't worked in over 10 years with Sony) that got exposed as not even having a PS5 devkit and him tryna clarify what he was saying... On a reply to a tweet by a huge Xbox fanboy(Timdog) :mjlol:

Then posts from 3rd party devs singing it's praises is ignored and one of the most sneakiest Xbots tried to insinuate that Sony and Epic are boys and are close so that's why Tim Sweeney is saying what he's saying.. but then he proceeds to talk about MSFT and how UE5 will shine there because they go back with The Coalition and yadda yadda. It's like nobody can't say anything about PS5 without there being some caveat that must be stated :laff:


Here's some 3rd party devs:

Remedy(Control developer):

it’s the new SSD that really stands out; essentially streaming will become something that we don’t really have to worry so much about and it will free up some extra CPU bandwidth in the process. ‘For something like Control that could translate to an even deeper destruction system, richer, more detailed worlds, and simple quality-of-life improvements like instant reloading after dying.’
Remedy describes PS5 upgrades for Control, hypes up ray-tracing & SSD | Metro News
 

Rekkapryde

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TYRONE GA!
First they said only 1st party devs are saying good things and singing praises so they don't count because conflicts of interest. They then post something from a ex-dev(who hasn't worked in over 10 years with Sony) that got exposed as not even having a PS5 devkit and him tryna clarify what he was saying... On a reply to a tweet by a huge Xbox fanboy(Timdog) :mjlol:

Then posts from 3rd party devs singing it's praises is ignored and one of the most sneakiest Xbots tried to insinuate that Sony and Epic are boys and are close so that's why Tim Sweeney is saying what he's saying.. but then he proceeds to talk about MSFT and how UE5 will shine there because they go back with The Coalition and yadda yadda. It's like nobody can't say anything about PS5 without there being some caveat that must be stated :laff:


Here's some 3rd party devs:

Remedy(Control developer):

Remedy describes PS5 upgrades for Control, hypes up ray-tracing & SSD | Metro News

Dog cats hanging their hats on XSX shyt being so much better than PS5 games are setting themselves up for some hurt feelings. :francis:
 

Fatboi1

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Dog cats hanging their hats on XSX shyt being so much better than PS5 games are setting themselves up for some hurt feelings. :francis:
I know they will never admit it. They'll be quick to over emphasize any differences and live vicariously through DIgital Foundry when head to head videos prop up showing the slightest difference.

shyt will be like this:
S-48.jpg

S-49.jpg

We should stress that native 4K and DLSS 4K don’t look identical. This isn’t a black box algorithm that can magically pull true native 4K out of the hat. 4K DLSS does look slightly different to native 4K, some areas may have a small increase to detail, others may have a small decrease. But it’s no longer a situation where the DLSS image is noticeably worse, the two images are to our eyes equivalent, with neither being clearly better than the other in all situations.
The Xbots will say they're not equivalent and they see a big difference.

Just the mere mention of something being non native will be "See it's not even 4K. That's the power of 12TF ya'll!" disregarding it looks like the same thing for 98% of the image with better fps. We don't even need to get into the whole upscaling techniques that exist. "Upscaling" or "checkerboard" has become a pejorative around these parts now.
 

itsyoung!!

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PC<<<<MAC only broke people have PCs and MACs ain’t for gaming.

No one cares about PC......... None of y’all ever discuss PC exclusives that are not on any consoles:sas2:

you a fukkin lie


edit: to my knowledge, the PC thread is the largest thread of this sub forum :martin:

this is an overwhelming console forum, always been that way, but every major PC game you can think of has definitely been discussed on here.
 

Bryan Danielson

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#We Are The Flash #DOOMSET #LukeCageSet #NEWLWO
you a fukkin lie


edit: to my knowledge, the PC thread is the largest thread of this sub forum :martin:

this is an overwhelming console forum, always been that way, but every major PC game you can think of has definitely been discussed on here.

Name one PC exclusive that’s better than my nephews @Fatboi1 precious PS4 exclusive.

Not even gonna add any other console cuz I know y’all troll and are bias.


But what PC game holds a candle:ohhh:
 

itsyoung!!

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Name one PC exclusive that’s better than my nephews @Fatboi1 precious PS4 exclusive.

Not even gonna add any other console cuz I know y’all troll and are bias.


But what PC game holds a candle:ohhh:
Why don't you name one console exclusive with over 20k viewers on twitch right now, would make this so much simpler then me listing 100 games.
 

Fatboi1

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This is exactly how bottlenecks work :dwillhuh:
Check out the Cerny talk again. The PS5 SSD solution had a custom flash controller built to handle data transfer that avoids the typical bottlenecks you're talking about.
The controller itself hooks up to the main processor via a four-lane PCI Express 4.0 interconnect, and contains a number of bespoke hardware blocks designed to eliminate SSD bottlenecks. The system has six priority levels, meaning that developers can literally prioritise the delivery of data according to the game's needs.

The controller supports hardware decompression for the industry-standard ZLIB, but also the new Kraken format from RAD Game Tools, which offers an additional 10 per cent of compression efficiency. The bottom line? 5.5GBs of bandwidth translates into an effective eight or nine gigabytes per second fed into the system. "By the way, in terms of performance, that custom decompressor equates to nine of our Zen 2 cores, that's what it would take to decompress the Kraken stream with a conventional CPU," Cerny reveals.

A dedicated DMA controller (equivalent to one or two Zen 2 cores in performance terms) directs data to where it needs to be, while two dedicated, custom processors handle I/O and memory mapping. On top of that, coherency engines operate as housekeepers of sorts.

"Coherency comes up in a lot of places, probably the biggest coherency issue is stale data in the GPU caches," explains Cerny in his presentation. "Flushing all the GPU caches whenever the SSD is read is an unattractive option - it could really hurt the GPU performance - so we've implemented a gentler way of doing things, where the coherency engines inform the GPU of the overwritten address ranges and custom scrubbers in several dozen GPU caches do pinpoint evictions of just those address ranges."

All of this is delivered to developers without them needing to do anything. Even the decompression is taken care of by the custom silicon. "You just indicate what data you'd like to read from your original, uncompressed file, and where you'd like to put it, and the whole process of loading it happens invisibly to you and at very high speed," Cerny explains.
-Digital Foundry

Cerny gave an example of when a player is about to enter a new area in a large game. Before the player can physically enter that space, the game has to load several gigabytes of textures for the environment. During this transition the player also has to watch a scene play out where a character in the game is experiencing their last moments and uttering dying words. Assuming the game has been optimized for the SSD's advantage, the idea is to have the PS5 memory prioritize the game audio for that scene whilst also loading the new environment in the background simultaneously. From there the game can circumvent any need for a loading screen, long and necessary hallway, or agonizing elevator ride to the new area.

This in turn likely could end any framerate hitching or any noticeable performance drops in games when accessing different areas for the first time. The PS5 will know to prioritize the data loading nearest to the player without hitting any performance caps in loading/rendering the rest of the area/level's data. Not only to the player's benefit, but this technology should also lessen the burden on developers who had to allocate development time to adhering to these hardware limitations. Former technical art director for Naughty Dog Andrew Maximov reaffirmed these statements, illustrating how the PS5's SSD will make games better in the future.
The Biggest Takeaways from Sony's Road to PS5 Event

Remember, Mark Cerny explicitly said he(they?) have been working with devs on what THEY want, not what Sony wants.

Listen to this video, a good listen. This part specifically talks about these "bottlenecks".

 

Rekkapryde

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nah...i got it right. the launch line up is the dinner bell breh.

for you cool.

Most cats gonna see the difference between what they are playing currently and the next gen version , look at their XB1 and PS4, and immediately
o9Ba9.gif


COD on the next gen consoles alone gonna make cats :gladbron:
 
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