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So games performing better on PS5 relative to Series X is indeed.... because of the toolz :tom:


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So, after a few years of conversations with developers, what's the explanation? How can a less capable machine outperform the more powerful one? As seen recently in our Elden Ring: Shadow of the Erdtree coverage, the frame-rate difference in favour of PS5 is surprising, bearing in mind it's apparently the less capable machine.

We've heard some interesting theories over the years - such as how Xbox Series X's split-memory set-up (560GB/s of bandwidth on 'fast' memory, 336GB/s on 'slow' memory) may be impacting performance, but the number one reason we've heard from developers concerns the nature of Sony's development environment. More than one key triple-A developer tells us that the PlayStation GPU compiler is significantly more efficient than the Microsoft alternative, meaning that there's better utilisation of the graphics hardware. In general, we understand that the lower level API access afforded to PlayStation development means game makers get more from the hardware.
The second most common explanation we've received from developers concerns the nature of the GPU itself. Mark Cerny himself discussed this way back in March 2020 when he revealed the technical specifications of the PlayStation 5. While the console may have fewer compute units than Xbox Series X - 36 vs 52 - the entire GPU runs faster, meaning that certain tasks will complete faster, better suiting certain game engine designs. The extent of this advantage was always an unknown as PS5 operates with a boost clock on both CPU and GPU - maximum clock speeds will be limited by a power limit on the processor.
So, based on our conversations, the combination of a more efficient GPU compiler, lower-level APIs and higher clock speeds allows PlayStation 5 to match or even exceed the outputs of Xbox Series X in some scenarios. That said, of course there is value in the approach Microsoft has taken: by standardising on DirectX 12 and the DXR ray tracing API, there is a commonality with PC development that obviously helps game makers. And of course, Xbox does still have more compute throughput - so game engines that tap into that will see advantages. Additionally, there are situations where the Xbox ecosystem and feature set yields dividends. For example, while Elden Ring may run faster on PlayStation 5, Sony's limited implementation of variable refresh rate support means that we'd much rather play the game on Xbox Series X - it's just a smoother and more consistent experience.

 

So there you go.  Their GPU compiler is better as it can make more efficient optimizations specifically for the hardware that Xbox can't do by virtue of their compiler needing to support multiple Xbox SKUs and PC.

 

 

Oh, and LMAO at Jerry... DF confirming once again that Xbox is the better place to play Elden Ring than Playstation :rofl: :rofls:  

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Teh toolz still haven't matured    It's not just teh toolz.. It's a combination off teh toolz, lower level APIs and higher clocks. 

Not a lemming he still maintains  

Spends hours of his week shilling for free but don't you dare suggest he actually buy an Xbox.   

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Posted (edited)
46 minutes ago, Remij said:

Copied from ERA

 

So, after a few years of conversations with developers, what's the explanation? How can a less capable machine outperform the more powerful one? As seen recently in our Elden Ring: Shadow of the Erdtree coverage, the frame-rate difference in favour of PS5 is surprising, bearing in mind it's apparently the less capable machine.

We've heard some interesting theories over the years - such as how Xbox Series X's split-memory set-up (560GB/s of bandwidth on 'fast' memory, 336GB/s on 'slow' memory) may be impacting performance, but the number one reason we've heard from developers concerns the nature of Sony's development environment. More than one key triple-A developer tells us that the PlayStation GPU compiler is significantly more efficient than the Microsoft alternative, meaning that there's better utilisation of the graphics hardware. In general, we understand that the lower level API access afforded to PlayStation development means game makers get more from the hardware.
The second most common explanation we've received from developers concerns the nature of the GPU itself. Mark Cerny himself discussed this way back in March 2020 when he revealed the technical specifications of the PlayStation 5. While the console may have fewer compute units than Xbox Series X - 36 vs 52 - the entire GPU runs faster, meaning that certain tasks will complete faster, better suiting certain game engine designs. The extent of this advantage was always an unknown as PS5 operates with a boost clock on both CPU and GPU - maximum clock speeds will be limited by a power limit on the processor.
So, based on our conversations, the combination of a more efficient GPU compiler, lower-level APIs and higher clock speeds allows PlayStation 5 to match or even exceed the outputs of Xbox Series X in some scenarios. That said, of course there is value in the approach Microsoft has taken: by standardising on DirectX 12 and the DXR ray tracing API, there is a commonality with PC development that obviously helps game makers. And of course, Xbox does still have more compute throughput - so game engines that tap into that will see advantages. Additionally, there are situations where the Xbox ecosystem and feature set yields dividends. For example, while Elden Ring may run faster on PlayStation 5, Sony's limited implementation of variable refresh rate support means that we'd much rather play the game on Xbox Series X - it's just a smoother and more consistent experience.

 

So there you go.  Their GPU compiler is better as it can make more efficient optimizations specifically for the hardware that Xbox can't do by virtue of their compiler needing to support multiple Xbox SKUs and PC.

 

 

Oh, and LMAO at Jerry... DF confirming once again that Xbox is the better place to play Elden Ring than Playstation :rofl: :rofls:  

:jordan3: You’re a retard Lemij. Right there in the article they confirm the framerate is better on PS5 making it automatically the better place to play Elden Ring since framerate is key to a better gaming experience especially in a Souls game.

 

 

4 years later and lemshits are still waiting on the tools to catch up to PS5. Shows how incompetent the engineers over at ShitBox are. I thought MS was supposed to be the software company here. How the hell are they letting a hardware company like Sony completely destroy them when it comes to tools and compilers? Shows you MS doesn’t know what the fuck they are doing and this gen was them basically tumbling all over themselves.

Edited by FIREPOWER
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We should go back and find all the Tuckij hot takes where he posted his inside scoop about the differences between the systems. Let's see how many mention the compiler. 
 

:loldance:

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10 minutes ago, Cell said:

We should go back and find all the Tuckij hot takes where he posted his inside scoop about the differences between the systems. Let's see how many mention the compiler. 
 

:loldance:

Literally none of them do. The idiot was on about TFlops and how any minute MS would release the magical tools to help Xbox leapfrog the PS5. 4 years later and we are still waiting for these legendary tools he was talking about. 
 

It’s also funny how the devs mention the PS5’s GPU being more efficient thanks to the higher clocks. I remember Cerny mentioning it during his road to PS5 presentation but fanboy idiots like Lemij dismissed what he was saying. I still remember them claiming the higher clockspeed meant the PS5’s GPU was flawed or weak in some retarded way :kaz:

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5 minutes ago, FIREPOWER said:

Literally none of them do. The idiot was on about TFlops and how any minute MS would release the magical tools to help Xbox leapfrog the PS5. 4 years later and we are still waiting for these legendary tools he was talking about. 
 

It’s also funny how the devs mention the PS5’s GPU being more efficient thanks to the higher clocks. I remember Cerny mentioning it during his road to PS5 presentation but fanboy idiots like Lemij dismissed what he was saying. I still remember them claiming the higher clockspeed meant the PS5’s GPU was flawed or weak in some retarded way :kaz:


Not sure if Remij did this or not but my favourite part of "but the teraflops" argument was how they used to paint it as a linear thing where more teraflops equals better graphics without paying attention to clock speed. That's a clear sign if someone who has no idea what they're talking about, and it's no coincidence those arguments disappeared years ago. 

Edited by Cell
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25 minutes ago, Cell said:

We should go back and find all the Tuckij hot takes where he posted his inside scoop about the differences between the systems. Let's see how many mention the compiler. 
 

:loldance:

 

Yes, you should :mjgrin: 

 

7 minutes ago, FIREPOWER said:

Literally none of them do. The idiot was on about TFlops and how any minute MS would release the magical tools to help Xbox leapfrog the PS5. 4 years later and we are still waiting for these legendary tools he was talking about. 
 

It’s also funny how the devs mention the PS5’s GPU being more efficient thanks to the higher clocks. I remember Cerny mentioning it during his road to PS5 presentation but fanboy idiots like Lemij dismissed what he was saying. I still remember them claiming the higher clockspeed meant the PS5’s GPU was flawed or weak in some retarded way :kaz:

 

Show some receipts bitch.  Where or where did I say anything about higher GPU clocks and "being more efficient" and dismissing what Cerny was saying?  I'll wait chump.. so show your work little bitch. :cruise: 

 

1 minute ago, Cell said:


Not sure if Remij did this or not but my favourite part of "but the teraflops" argument was how they used to paint it as a linear thing where more teraflops equals better graphics without paying attention to clock speed. That's a clear sign if someone who has no idea what they're talking about, and it's no coincidence those arguments disappeared years ago. 

 

LOL you do realize that "clock speed" factors into TFs right? :drake:   

 

Jesus, this is going to be like the Lynux IPC thing all over again :tom: 

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1 hour ago, Remij said:

Copied from ERA

 

So, after a few years of conversations with developers, what's the explanation? How can a less capable machine outperform the more powerful one? As seen recently in our Elden Ring: Shadow of the Erdtree coverage, the frame-rate difference in favour of PS5 is surprising, bearing in mind it's apparently the less capable machine.

We've heard some interesting theories over the years - such as how Xbox Series X's split-memory set-up (560GB/s of bandwidth on 'fast' memory, 336GB/s on 'slow' memory) may be impacting performance, but the number one reason we've heard from developers concerns the nature of Sony's development environment. More than one key triple-A developer tells us that the PlayStation GPU compiler is significantly more efficient than the Microsoft alternative, meaning that there's better utilisation of the graphics hardware. In general, we understand that the lower level API access afforded to PlayStation development means game makers get more from the hardware.
The second most common explanation we've received from developers concerns the nature of the GPU itself. Mark Cerny himself discussed this way back in March 2020 when he revealed the technical specifications of the PlayStation 5. While the console may have fewer compute units than Xbox Series X - 36 vs 52 - the entire GPU runs faster, meaning that certain tasks will complete faster, better suiting certain game engine designs. The extent of this advantage was always an unknown as PS5 operates with a boost clock on both CPU and GPU - maximum clock speeds will be limited by a power limit on the processor.
So, based on our conversations, the combination of a more efficient GPU compiler, lower-level APIs and higher clock speeds allows PlayStation 5 to match or even exceed the outputs of Xbox Series X in some scenarios. That said, of course there is value in the approach Microsoft has taken: by standardising on DirectX 12 and the DXR ray tracing API, there is a commonality with PC development that obviously helps game makers. And of course, Xbox does still have more compute throughput - so game engines that tap into that will see advantages. Additionally, there are situations where the Xbox ecosystem and feature set yields dividends. For example, while Elden Ring may run faster on PlayStation 5, Sony's limited implementation of variable refresh rate support means that we'd much rather play the game on Xbox Series X - it's just a smoother and more consistent experience.

 

So there you go.  Their GPU compiler is better as it can make more efficient optimizations specifically for the hardware that Xbox can't do by virtue of their compiler needing to support multiple Xbox SKUs and PC.

 

 

Oh, and LMAO at Jerry... DF confirming once again that Xbox is the better place to play Elden Ring than Playstation :rofl: :rofls:  

 

Teh toolz still haven't matured :feelsbadman:

 

It's not just teh toolz.. It's a combination off teh toolz, lower level APIs and higher clocks. 

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4 minutes ago, Goukosan said:

 

Teh toolz still haven't matured :feelsbadman:

 

It's not just teh toolz.. It's a combination off teh toolz, lower level APIs and higher clocks. 

APIs are part of the tools :drake: 

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9 minutes ago, Ike said:

Not a lemming he still maintains  :omglol:


Spends hours of his week shilling for free but don't you dare suggest he actually buy an Xbox. 
 

:ovolol:

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Posted (edited)
25 minutes ago, Cell said:


Spends hours of his week shilling for free but don't you dare suggest he actually buy an Xbox. 
 

:ovolol:

lmao I don't shill.  I simply challenge when clowns like you and Firetard constantly seek to claim I said bullshit that I've never said.

 

Look, it's simple.  You say some bullshit, and I will correct you. :hest: 

 

"AI is part of the tools." 

 

"Ohamagahd, he'z shilling Xbox :adhd:" :lemming: 

Edited by Remij
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Dipshitmij :ANYWORD:

 

Just proving all along how shitty Microsoft's tooling was and still is. :rofls: BU BU WAIT FUR DUH TOOLZ!!1 :cryjerk:

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5 minutes ago, lynux3 said:

Dipshitmij :ANYWORD:

 

Just proving all along how shitty Microsoft's tooling was and still is. :rofls: BU BU WAIT FUR DUH TOOLZ!!1 :cryjerk:

They have to support multiple SKUs and PC.. :smilecry: 

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57 minutes ago, Remij said:

APIs are part of the tools :drake: 

 

Yes a specific part of "teh tools"... But point was it's a combination of teh tools and teh hardware.  Not just teh tools alone. 

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4 minutes ago, Remij said:

They have to support multiple SKUs and PC.. :smilecry: 

 

So "teh multiple skus" are holding back Xbox huh? Who would have thought :jordan3:

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4 minutes ago, Goukosan said:

 

So "teh multiple skus" are holding back Xbox huh? Who would have thought :jordan3:

Because having to consider PC holds both consoles back...  This isn't the "gotcha" you thought it was.

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1 minute ago, Goukosan said:

 

Yes a specific part of "teh tools"... But point was it's a combination of teh tools and teh hardware.  Not just teh tools alone. 

Eh, mostly the tools.  Increasing the clock speed isn't doing THAT much.  We can overclock AMD GPU clocks alone and in a lot of games you're getting ~2-3fps more lmao.   It's a nice talking point, but the reality is that it's that devs simply prioritize Playstation.  That's the main difference.

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Posted (edited)
24 minutes ago, Remij said:

lmao I don't shill.  I simply challenge when clowns like you and Firetard constantly seek to claim I said bullshit that I've never said.

 

Look, it's simple.  You say some bullshit, and I will correct you. :hest: 

 

"AI is part of the tools." 

 

"Ohamagahd, he'z shilling Xbox :adhd:" :lemming: 

You’re the only retard that still believes the bullshit that you type here about not being a lemming  :hest:

 

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Edited by FIREPOWER
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