This site may earn affiliate commissions from the links on this folio. Terms of utilise.

Sony is in a tricky position with the PlayStation v. While it heads into the adjacent console generation as the unquestioned winner of the current bicycle, information technology looks every bit though the PS5 will exist markedly less powerful than the Xbox Serial X.

When Sony unveiled the PS5 terminal week, Mark Cerny told viewers that the PS5 wouldn't be at a disadvantage confronting the XSX because a higher-clocked smaller GPU like the PS5'south could still outperform the wider, slower GPU on the Xbox Series X:

About the only downside is that arrangement memory is 33 percent farther away in terms of cycles, merely the large number of benefits more than than counterbalance that. As a friend of mine says, a rising tide lifts all boats. Also, it's easier to fully employ 36 CUs in parallel than it is to fully utilise 48 CUs – when triangles are pocket-size, it'southward much harder to fill all those CUs with useful work.

We spoke to Dan Baker, Graphics Builder of Oxide Games, about the efficiency question and whether smaller GPUs would exist a amend fit for modern graphics workloads than larger ones.

"Small triangles are indeed inefficient," said Baker, "Because you have to partially shade fragments that are ultimately discarded. Withal, this inefficiency is largely in CU execution because the CUs are being asked to compute more work, so you lot'd desire more CUs to offset the inefficiency.

"However," he continued, "This is specific to the type of renderer. In deferred renderers, which brand up most of the market today, near of the shading computation is done in screen space, where the small triangle problem is minimized. Only the fabric setup really pays the cost for small triangles. For Oxide's decoupled shading rendering technology, neither the setup nor the shading efficiency is affected by the size of the triangle, and then we are impacted fifty-fifty less."

According to Baker, the increase in memory latency that Cerny mentions is indeed a negative that can make smaller, high-clocked parts a flake less efficient than their wider, slower-clocked brethren.

What About Storage Performance?

Both Sony and Microsoft are delivering dramatic storage performance in their side by side-gen solutions, with Sony challenge ~2x the performance Microsoft does in terms of sustained streaming bandwidth. Sony has detailed a number of changes these improvements will deliver, including more efficient data loads, since objects don't need to be duplicated dozens or hundreds of times in files across the game install.

At that place'due south admittedly no question that upgrading from the HDD solutions inside the Xbox One 10 / PS4 Pro to PCIe-based SSDs volition be an enormous improvement for both consoles. Swapping an HDD for an SSD is still one of the best best ways to amend performance, even in an old rig. When Sony talks near a 100x operation comeback compared with the PS4, that's almost certainly true when measured against HDD latency, while storage bandwidth has improved about as much.

SSD-Speed-PS5

Image past Sony

The question is, what attribute of gaming is this boosted functioning going to improve? Baker believes the high-speed SSD will be used as a behemothic page file. Texture data can be selectively streamed in and out of system RAM to eliminate things like load times and texture pop-in. What information technology probably isn't going to be used for — not every bit such — is simply making the game world bigger.

To be clear, I'm not saying open-game maps won't become bigger next generation, just that the apply of ultra-fast SSDs probably won't be the reason why they do. No open-globe title loads the entire game globe into RAM at once. Rather than attempting to cache an unabridged title in RAM, a PCIe SSD serves as a giant, texture-y RAMDisk. There are a lot of improvements developers can brand backside the scenes to how assets to boost performance, but they're besides likely to be tied to some circuitous new methods of handling storage and information loads.

To some extent, this is par for the grade. During the PS3 era, Sony even alleged that the PS3 was deliberately hard to plan for considering this ensured it took developers longer to unlock the total potential of the arrangement.

"We don't provide the 'easy to program for' console that (developers) desire, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so and so the question is, what do you practice for the rest of the 9-and-a-half years?" explained Kaz Hirai back in 2009.

But this type of thinking has been less mutual of belatedly and console manufacturers now provide more help than they once did. Microsoft's Xbox Serial Ten, for example, offers 8 threads at 3.8GHz or xvi threads at iii.6GHz and the manufacturer has predicted at least some developers volition opt for higher clocks and lower threads due to the difficulty of parallelizing effectively.

The cyberspace result of this is that it isn't articulate the PS5 volition get a different benefit than the Xbox Series X from its faster storage, while the XSX is likely to be faster on the whole cheers to a wider GPU. The storage improvements on both platforms are more likely to improve data load times and things similar texture loading, rather than by making game worlds larger in absolute terms. We don't know how these factors will play into client purchases, however, considering we don't know the price on either platform or how the impact of the worldwide pandemic will affect launch schedules. On the whole, it looks like the PS5 is fix to be a bit less powerful — though not necessarily less popular — than the Xbox Series X.

At present Read:

  • Sony PS5 Specs Revealed: Unusual Heave Methods, PCIe iv.0 Storage
  • Sony Reportedly Struggling to Keep PS5 Hardware Costs Down
  • PlayStation 5 vs. Xbox Series X: Which Is Meliorate?