GeordieMark
Member
What if Scorpio is essentially a laptop. A gaming console with a built-in screen that you can also plug into a TV.
What?
What if Scorpio is essentially a laptop. A gaming console with a built-in screen that you can also plug into a TV.
Here you go
Scorpio deep dive and 27 pages of PS4 and the fable of the FP16
Minecraft 2
1 year complete exclusive for Xbox One / Scorpio /Win 10
They are gonna sell ALOT of Xbox´s.
Then release it on Switch/PS4 etc.
They are gonna make pleeeenty of money that way anyway.
What?
Slightly OT but..I have to admit I'm somewhat cautious about expecting a highly graphically upgraded Forza 7 to run at native 4K/60 on Scorpio..that seems like a pretty tall order. Who knows maybe they won't even try for native res and just go for checkerboarding to leave processing power for the improved visuals.
More interesting is that there's a large pool of programmers and artist who worked with FP16 shaders up until a few years ago.
More interesting is that there's a large pool of programmers and artist who worked with FP16 shaders up until a few years ago.
What?
Here you go
Scorpio deep dive and 27 pages of PS4 and the fable of the FP16
A large pool of programmers and artists are working with FP16 shaders right now. In fact, it's probably a larger pool than that of them working with FP32 on modern consoles and PCs.
PS4 Pro is definitely going to OWN the mobile port market.
I doubt there will be a Minecraft 2.
I mean unless they are overhauling the platform to allow for bigger building features and such.
Could be. But I wouldn't bet on it.
Phil Spencer... Great day with the team @Mojang seeing the future work on Minecraft. Very cool to see the new ideas the team has come to life.
PS4 Pro is definitely going to OWN the mobile port market.
Before 2006-2007 with the Unified Shaders most work was done in FP16... to be fair Radeon before Unified Shaders only have FP24 support.... nVidia has FP16 and FP32 but FP32 was crap at least in NV30.More interesting is that there's a large pool of programmers and artist who worked with FP16 shaders up until a few years ago.
Before 2006-2007 with the Unified Shaders most work was done in FP16... to be fair Radeon before Unified Shaders only have FP24 support.... nVidia has FP16 and FP32 but FP32 was crap at least in NV30.
My point was more that for a game as recent as GTA5 (last gen) there's already a lot of FP16 code and knowledge what not to try to implement in FP16.
And GTA5 was ported to fp32 machines, XBO and PS4. So why would they again change the engine substantially for one system that is already performing better than its smaller brother by running the same code?
And GTA5 was ported to fp32 machines, XBO and PS4. So why would they again change the engine substantially for one system that is already performing better than its smaller brother by running the same code?
What's the point of making just another more powerful Xbox and mimik the PS4 Pro. They should add something different like giving it a different form factor such as a built in screen. This would mean they can compete and take share from the rising gaming laptop market. Perhaps it will be called the Xbox Portable?
What if Scorpio is essentially a laptop. A gaming console with a built-in screen that you can also plug into a TV.
What in gods name am i reading?!
Here you go
Scorpio deep dive and 27 pages of PS4 and the fable of the FP16
Been there done that.
lol...I dunno if my post had the intended effect/reaction
I'd love to know the story behind this picture.Been there done that.
I mean they need a better USP to the PS4 Pro than just more TFs. It won't cut the mustard. Look at users on here dismissing it already with all the FP16 talk. And probably the biggest clue to all of this is that Scorpio or rather scorpion, are known as 'mobile' predators. Hence Xbox Portable will be a mobile beast. Ha!
Found something worth reading regarding bandwidth in computers as it was discussed also a few days ago:
https://fgiesen.wordpress.com/2017/04/11/memory-bandwidth/
I read it but it's not really relevant except for for giving us a history lesson on bandwidth.
So developers are going to make the change to make their shaders that results in requiring a large regression test run for a console which has a fraction of the user base just for a few % in performance?To keep players engaged with a 4k patch? Build an internal prototype for a RDR2 Pro version? Invest the knowledge directly into the engine?
Changing shader code doesn't have to be a "substantial" change. If the assets work with the new code there seems to be not much affected down the line. (compared to - for example - changes in the AI). This basically stuff Nvidia and AMD did (do?) for benchmark titles at driver-level on PC.
I was actually getting to the point that using FP16 is not some crazy dive into the past for most devs (as it would for a pure PC developer) and GTA was just an example.
lolSo is it possible that Microsoft could release a FP16 add on that would make the Scorpio just as powerful as a ps4 pro, kinda like a Nintendo 64 expansion pack?
I mean they need a better USP to the PS4 Pro than just more TFs. It won't cut the mustard. Look at users on here dismissing it already with all the FP16 talk. And probably the biggest clue to all of this is that Scorpio or rather scorpion, are known as 'mobile' predators. Hence Xbox Portable will be a mobile beast. Ha!
Same shit happened to all the other Scorpio threads. Only new info can save them.I came in here expecting to read insights on the Scorpio engine and, instead, I'm reading endless debates about how so-called FP16 secret sauce makes PS4 Pro "better" and fever dreams about Scorpio being a Surface Gaming Edition. WTF are people smoking and where can I get some?
They increased the TLBs.I came in here expecting to read insights on the Scorpio engine
I dunno, I'm mainly a console gamer, so I just can't can't get exited about console hardware when a pc will always be stronger/faster (other than being exited for a new console obviously).
Same shit happened to all the other Scorpio threads. Only new info can save them.
So developers are going to make the change to make their shaders that results in requiring a large regression test run for a console which has a fraction of the user base just for a few % in performance?
No, some might just use FP16 in some instances and deploy that optimized code on all platforms. Be it true as true FP16 or up-converted to FP32.
Again, I'm coming from an idea how much R&D that would require and it seems to me at last, that many current rendering techniques must have been already implemented in FP16 and that's there is still senior staff that knows what absolutely requires FP32 or knows some tricks to sidestep a lack of precision.
STOP talking about FP 16, it's not going to be used like you think it will. It lacks the precision to be as useful.
30% on a 1-2ms pass. That in no way means the 30% gains can be had across the board. Also, they didn't elaborated whether the gains came from the twice flop rate or the lower bandwidth usage (considering other real world scenarios the latter is way more likely), since Pro is bandwidth bound way faster than it is math bound for the intended resolution it's very likely that at least the bandwidth savings were the biggest factor in the increased performance, and that would be a saving on pretty much all platforms not just pro.But not by much. Scorpio has 43% more TFLOPS. The real-world comparison that's been floating around is 35% increase using packed FP16. That would leave a much smaller gap in power than I think people are expecting. Even engines that got less of a boost from RPM still could start to muddle what Microsoft hopes to be a clear-cut graphical advantage.
This shows more how fp16 applicability is limited to make big overall gains than anything really.
You're mistaken about what's being referenced there. The 30% you refer to is from the Frostbite presentation, and is about gains during CBR calculations. The 35% estimate I repeated instead came from a dev on Beyond3D, and referred to their entire pixel shader pipeline. This is still not 35% overall, but it's not negligible either. And in the rest of this thread other developers and technically-minded folks gave estimations for overall benefit that were nonzero, and ranged into double digits. In some titles it may be considerably lower, or absent, but it's clearly not meaningless across the board.30% on a 1-2ms pass. That in no way means the 30% gains can be had across the board.
In the thread I was told that there's not any bandwidth savings, but that packed math instead reduces register pressure. If that's incorrect, could you explain in detail what's actually occurring?Also, they didn't elaborated whether the gains came from the twice flop rate or the lower bandwidth usage (considering other real world scenarios the latter is way more likely), since Pro is bandwidth bound way faster than it is math bound for the intended resolution it's very likely that at least the bandwidth savings were the biggest factor in the increased performance, and that would be a saving on pretty much all platforms not just pro.
30% on a 1-2ms pass. That in no way means the 30% gains can be had across the board. Also, they didn't elaborated whether the gains came from the twice flop rate or the lower bandwidth usage (considering other real world scenarios the latter is way more likely), since Pro is bandwidth bound way faster than it is math bound for the intended resolution it's very likely that at least the bandwidth savings were the biggest factor in the increased performance, and that would be a saving on pretty much all platforms not just pro.
You're mistaken about what's being referenced there. The 30% you refer to is from the Frostbite presentation, and is about gains during CBR calculations. The 35% estimate I repeated instead came from a dev on Beyond3D, and referred to their entire pixel shader pipeline. This is still not 35% overall, but it's not negligible either. And in the rest of this thread other developers and technically-minded folks gave estimations for overall benefit that were nonzero, and ranged into double digits. In some titles it may be considerably lower, or absent, but it's clearly not meaningless across the board.
In the thread I was told that there's not any bandwidth savings, but that packed math instead reduces register pressure. If that's incorrect, could you explain in detail what's actually occurring?
In any case, you must be correct about there being benefits to FP16 even without double-rate calculation. After all, devs are currently using FP16 extensively on platforms without the higher rate. But it doesn't follow that adding RPM has no additional benefit.