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Main Thread & News Stream. Xbox Infinity [277]

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  • :)

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    • docLEXfisti
      Editing a comment
      This is making me horny.

    • DutchRogers
      Editing a comment
      If not Monday, or early Tuesday, they must have somewhat limited supplies that will sell out, and they will hold this update until after start of preorder date, to get a second boost to pre-orders. My assumption is we will see this on Monday or Tuesday morning, we will see. I figured there would be a deeper dive, once Sony has gone all in. LOL

    • BadCeeJay1975
      Editing a comment
      Wouldn't it be funny if those games that they showed cgi trailers for actually do have gameplay to show? Fable for example has been in development for at least three years which could be enough time to get a playable vertical slice up and running. The Initiative could also have something to show by now as well. These are just a couple of possible games they could feasibly have to show. The real knockout punch for Xbox to go into pre-orders would be several real next gen looking games actually playing on the console.

    • OrionWolf
      Editing a comment
      BadCeeJay1975 agreed, and just to add, what if the gameplay of those games is not that far removed from the CGI they've shown? Digital foundry has noticed AA in the Avowed and Fable trailers. Imagine if Hellblade 2 is not the only impossibly photorealistic game out there! It's going to be fun on Era, Gaf etc. if that was to happen.

    • DutchRogers
      Editing a comment
      I had that thought about maybe Forza, and Avowed, that they may be ready to go or closer than a year or two out. That would be insane...



  • :)

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    • hasmeh
      Editing a comment
      Looks beautiful. The list of launch game, keeps on improving and increasing.



  • We missed that game? Looks almost next-gen

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    • :)

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      • Blaze_ATX
        Editing a comment
        No problem, I can wait and pretty sure that when arrive on Xbox it will come to Game-Pass the same day. 😎😁

        :)





    • :)

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      • :)
        Last edited by Blaze_ATX; Today, 12:10 AM.

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        • Blaze_ATX
          Editing a comment
          πŸ€£πŸ˜‚

          :)

        • scottvxr
          Editing a comment
          Sony's Blowjob machine πŸ€£πŸ˜…πŸ€£πŸ˜…

      • Xbox Series X VS PS5 In Shaolin Soccer





        :)

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        • Blaze_ATX
          Editing a comment
          This is amazing! πŸ˜‚πŸ€£

          :)

        • BadCeeJay1975
          Editing a comment
          Haha, Craigball caught me off guard and I nearly spat coffee everywhere!

      • This info comes from 4Chan, so it's probably 99.9% fake, take it with a HUGE grain of salt.






        :)

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        • TinyM
          Editing a comment
          I hope the part about bundles is true--I had the same thought when there was the suggestion that Microsoft could drop their prices after Sony announced theirs. Better to add value with free bundled game(s) than to look desperate by dropping prices a week after announcing them. Would also love it if the bundled game was on a physical disc--when was the last time you bought a console with a PHYSICAL game included? At launch, no less!

        • BadCeeJay1975
          Editing a comment
          They don't need to bundle games, just add 6 months of game pass and you have a complete package with not a penny more needed to be spent for a half year. One thing they need to announce though for that to happen is the online paywall to disappear. I am 70% sure this will be announced before Tuesday and 99% sure it will be announced before launch.







      • :)

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        • Blaze_ATX
          Editing a comment
          Interesting tweets by Tim, let's see what happens.

          :)
          Last edited by Blaze_ATX; Today, 01:51 AM.

        • hasmeh
          Editing a comment
          Yes, indeed. Tuesday is pre-order time.



      • :)

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        • Blaze_ATX
          Editing a comment
          Yup!

          Quote from AMD official blog...Next-Generation Gaming Unveiled with Microsoft and AMD

          "The much-anticipated Xbox Series X will be available starting November 10, with pre-orders beginning September 22. The Xbox Series X will enable 4K gaming at up to 120 fps for truly immersive experiences, powered by the 8 core, 16 thread AMD β€œZen 2” CPU optimized for gaming. Coupled with the brand new RDNA 2 GPU architecture, which also powers our upcoming Radeon RX 6000 series graphics cards, we are providing game-changing performance behind the most powerful Xbox ever created. We have focused on ensuring games don’t just look better but play better as well, driven by key, new hardware-accelerated features such as seamless content paging from the SSD to the GPU based on the revolutionary Xbox Velocity Architecture and DirectX 12 Ultimate Raytracing, Variable Rate Shading and mesh shaders."


          https://community.amd.com/community/...rosoft-and-amd

          :)

        • OrionWolf
          Editing a comment
          And there you go, the final nail in the "PS5 is RDNA2" coffin!

          Difference between the Series S and the PS5 is 2Tf (as per the image below), but Series S also has VRS, ML, VXA and a much better CPU ... so the difference is almost negligible.

          Now let me post this:

          Last edited by OrionWolf; Today, 08:13 AM.

        • BadCeeJay1975
          Editing a comment
          XSX@4K = XSS@1080/1440 >>>>> PS5@4K. its going to be hilarious watching PS5 try to keep pace with XSX in res while XSS is snapping at its heels and beating it out on frame performance.

        • Direct X-Static
          Editing a comment
          OrionWolf

          Makes sense too. The Series X is rumored to use about 300 watts, while the PS5 is rumored to use about 350 watts yet can't come close to the Series X specs.

      • Does anyone have a direct link for UK pre orders?

        Comment


        • Blaze_ATX
          Editing a comment
          Pre-orders for Xbox Series X | S go live on the 22nd September at 8AM BST from the following UK retailers:

          Desktop computer
          Microsoft Store
          Package
          Amazon
          Video game
          GAME
          Negative squared latin capital letter a
          Argos
          Curry and rice
          Currys PC World
          Shopping cart
          Tesco
          Teddy bear
          Smyths Toys
          Family
          John Lewis & Partners
          Green square
          AO .com
          Purple heart
          Very .co.uk
          Envelope
          ShopTo .net
          Medium star
          SimplyGames


          https://twitter.com/xboxuk/status/1306339504308051970

          :)

      • The technical details of the "little giant" "Xbox Series S" are revealed. We also deliver developer interviews

        "Xbox Series S" is the younger brother of γ€€Microsoft's next-generation game console "Xbox Series X " . As a "digital version" that does not have an optical drive, it is attracting the attention of gamers by incorporating next-generation elements into the smallest housing in Xbox history and keeping the price at 32,980 yen (excluding tax).



        This time, a briefing entitled "Xbox Series S Tech Deep Dive" was held for some media , including Microsoft Tech Fellow Andrew Goossen and Xbox Program Management Director Jason Ronald. I had the opportunity to talk to Mr. (Jason Ronald), so let me introduce it.

        The Xbox Series S is equipped with an 8-core CPU based on AMD's Zen 2 which is the same as the Xbox Series X. The operating clock for single thread is 3.8GHz for Xbox Series X, 3.6GHz for Xbox Series S, and 3.4GHz for the former 3.6GHz for multithreading.

        Both are equipped with an 8MB L3 cache, and the CPU performance is said to be four times that of the "Xbox One S." The SoC size of the Xbox Series X is 360mm2 (square millimeter), and the Xbox Series S is 197mm2.



        When comparing the specs of the Xbox Series X and Xbox Series S, the biggest difference is probably the GPU. Both are equipped with AMD's custom RDNA2 GPU, but the Xbox Series X has 52CUs@1.825Ghz, while the Xbox Series S has 20CUs@1.565GHz. Therefore, the processing power of GPU is 12.15TFlops for the former and 4TFlops for the latter. Perhaps the emphasis was on keeping the refresh rate at 60Hz (up to 120Hz), the Xbox Series S only supports 1440p (2560x1440), which is equivalent to 2K, instead of 4K resolution (3840x2160).



        However, in order to realize these differences in graphics, the display must also support a refresh rate of 120Hz and 4K resolution. With a 60Hz HD resolution display, you should be able to enjoy playing on the Xbox Series S as well as the Xbox Series X.

        PlayStation 5 uses a technology called "Oodle Kraken" for data compression and decompression, but the Xbox Series X / S also has a technology called "BC Pack" . Although it was not discussed in detail at this briefing, it is a technology that draws out the capabilities of the installed custom NVMe SSD and loads the game scene at high speed, and it is a big attraction to be able to enjoy this with a game machine in the 30,000 yen range. It will be.

        The Xbox Series S's graphics technology features include the following, all of which form the basis of the next-generation Xbox. Other than not supporting the 4K resolution and 120Hz refresh rate mentioned above, it doesn't seem to make a big difference to the Xbox Series X.


        DirectX Raytracing (DXR)

        A method of simulating an image observed at a certain point by tracing the light rays emitted from a light source .

        Variable Rate Shading (VRS)

        Variable rate shading. Mesh Shading reduces the load on the GPU by allowing the shader to process multiple pixels instead of one at a time


        A new graphics pipeline mechanism that processes existing Vertex Shaders and Primitive Shaders in one stage


        Sampler Feedback Streaming (SFS) Utilizes

        pre-rendered frame information and prioritizes the necessary parts of the mipmap on demand In γ€€this briefing, which is a machine learning API built into


        DirectML

        DirectX12 that is read into memory and is expected to be used for 4K upscaling at the hardware level, the

        sound system was also introduced. Native support for "Dolby Atmos" and "DTS: X" in addition to the virtual sound system "Windows Sonic" that is already compatible with Xbox One. "HRTF" (Head-Related Transfer Function), which expresses changes in sound caused by peripheral objects including the auricle, human head, and shoulders, and "Space", which reproduces a three-dimensional acoustic space. It also has processing and offloading functions such as "Char Audio".

        Spatial audio is popular in VR head-mounted display applications, but recently it is often supported by signboard titles of major overseas publishers, and even Japanese games such as "Resident Evil RE: 2" are supported. Seems to be. It's natural that a dedicated audio hardware block is assigned to the CPU, but the CPU of the Xbox Series S has more power than that of the Xbox One X, so if you want to enhance the presence of next-generation games, quality Use good headphones and earphones



        At this briefing, a technology demo on sampler feedback streaming was unveiled. Since the GPU performance of game consoles improves with each generation, game developers aim to realize more beautiful graphics, but compared to that, the pace of memory capacity increase is slow, so improving the efficiency of texture loading is the key. Become. Sampler feedback streaming is the result of the Xbox research team looking for ways to reduce the amount of texture loaded into memory as they move to next-generation consoles.

        A texture technology called "Partial Residency" (or PRT) is used ( related article ). The number of processes is reduced by making the texture into one relatively large tile and passing it through the pipeline. In the old days, it was adopted in AMD's "Radeon HD 7970" that appeared in early 2012, and after that it was also incorporated into Direct 3D.

        However, no method was found to measure the criteria for which tiles to stream at what point, so it was becoming an abandoned technology, which can be solved by sampler feedback streaming. It is said that

        Sampler feedback is used to measure the tile shader during scene rendering to collect ideal set data for the mid-level region of the required texture. The tile can then use that data to load finer texture data, if necessary, by loading only some of the textures needed to render the scene correctly.

        Not only will this dramatically improve efficiency, but it will also have a positive effect on memory and storage usage. Game developers will be able to take advantage of the savings to further increase texture types and details, and allocate memory to other systems such as audio, animation, and AI.

        This is not just a characteristic of sampler feedback streaming, but rather a combination of technologies such as custom SSDs, compression technologies, and Direct Storage APIs that connect the "Xbox Velocity architecture" at the hardware and software levels. It is said that.

        The stage of the demonstration released at this briefing is a place like an unmanned kindergarten classroom, and it is said that textures exceeding 10 GB are used. In the past, texture streaming engines used to determine the texture used for objects in the visible range and load the MIP level into memory, but engineers call it a "texture budget" in memory. There were many mistakes such as loading more textures than were assigned, or conversely, too few and taking time to correct.





        From the sampler feedback streaming demo. The bar on the upper right is from the top when using normal MIP streaming, when using the Xbox Velocity architecture without SFS, and when using the Xbox Velocity architecture with SFS running. With XVA / SFS, real-time cutscenes like TV dramas will be possible, and it seems that more dramatic conversations and directing effects can be achieved.











        Mipmap (MIP Map), which was a texture streaming technology so far, was to display a low resolution texture in advance and replace it with a high resolution one according to the movement of the camera, but to increase the resolution of the texture. Along with this, there was a limit. This will replace sampler feedback streaming.



        With sampler feedback streaming, you can achieve faster rendering by optimizing the data loaded into memory. This time, the playback speed of the demo video was reduced to 1/4000, and it was introduced that the tile-like texture moves every time the camera is moved to change the scene. Of course, there is no doubt that more objects are studded in the actual game, but it was impressive that the processing speed displayed in this demo was still affordable.

        Developer interview

        Q: It is unprecedented to release two types with different specifications when launching a new-generation game console. Did you have such a plan from the beginning?

        A: We had a long-standing vision of launching two different types of hardware at the same time while providing the same next-generation features and gaming experience. The fundamental purpose of this approach is to give more players the opportunity to switch to the next-generation gaming market. As a result, we have decided to release two Xbox Series X and Xbox Series S at the same time.



        Q: Some game developers who support hardware with two different specifications at the same time are worried about the increase in work on optimizing and so on. Is this supposed to be a real problem?

        A: The Xbox Series X and Xbox Series S were designed with the voice of developers already developing games on this platform in the first place, inspired by their Fordback. Both game consoles have achieved dramatic improvements in CPU and I / O performance, making it possible to evolve into a new generation of gaming experiences that is far more transformed than the previous generation. Both also support the same next-generation features such as DirectX ray tracing, variable rate shading, and sampler feedback streaming. As a result, you can use the exact same development environment and tools on both Xbox Series X and Xbox Series S.

        We encourage game developers to design and develop games with the Xbox Series X in mind, using techniques such as Dynamic Resolution Scaling that are commonly used today. We hope you will adjust to the resolution of the Xbox Series S. By doing so, you can use all the power of Xbox Series X while supporting both game consoles and previous generations.


        Q: Looking at the Xbox Series S mockup chassis, it seems that there is a slot for storage expansion.

        A:Yes. Both Xbox Series X and Xbox Series S will support Seagate's 1TB storage expansion card, taking full advantage of the high-speed access of the Xbox Velocity architecture.



        Q: Does the Xbox Series X / S support 21: 9 or 32: 9 resolutions?

        A: We always listen to player and development community feedback, but at this time neither game system will support ultra-wide displays.

        Q: There aren't many TVs and displays on the market that support 120Hz refresh rates. Was the Xbox Series S developed with this in mind? And what are the benefits of a Full HD display?

        A: The Xbox Series S was designed with support for 1440p / 60fps and frame rates up to 120Hz in mind. What's more, the Xbox Series S has a hardware-level feature that automatically upscales the resolution when connected to a 4K TV, whatever the native resolution of the software. Even when connected to 1080p Full HD, supersampling video can be provided.

        Q: I think playing a 120fps game on a 60Hz display will cause tiers. Will this be adjusted automatically?

        A: The Xbox Series X / S automatically recognizes the connected display and outputs the video that matches it, so the player does not need to do anything.

        Q: Q:Is Sampler Feedback Streaming exclusive to the Xbox Velocity architecture?

        A: No. Since SFS belongs to DirectX12 Ultimate, it will eventually benefit gamers on Windows 10 PCs.

        Q: The Xbox Series S seems to have less memory than the Xbox One X, can this cause compatibility issues with older generation titles? For example, you can play on the Xbox Series X, but not on the Xbox Series S.

        A: The Xbox Series S can efficiently process older generation games in ways that the Xbox One X couldn't. The combined performance of the CPU and GPU has doubled in the Xbox Series S, and even when playing Xbox One compatible games on the Xbox Series S, the frame rate is about double. At the platform level, the Xbox Series S also supports enhancements not possible in previous generations, such as improved texture filtering, faster loading, and automatic HDR. The improvement status of individual game software depends on the support of software developers, but as the launch approaches, I think we can tell you more details.




        https://translate.google.com.pr/tran...20200919003%2F

        :)

        Comment


        • hasmeh
          Editing a comment
          Very impressive engineering.

        • Direct X-Static
          Editing a comment
          Still crazy to see the real numbers, but going from 1905MB to 337MB texture sizes via the use of Velocity Architecture and SFS is mind boggling. Between the two features, which PS5 doesn't have, that's a 560% reduction in memory usage and I/O bandwidth for the textures used in that scene of the classroom.

          "The Xbox Series S was designed with support for 1440p / 60fps and frame rates up to 120Hz in mind. What's more, the Xbox Series S has a hardware-level feature that automatically upscales the resolution when connected to a 4K TV, whatever the native resolution of the software. Even when connected to 1080p Full HD, supersampling video can be provided. "

          ML for the win. Comparing the Series S to PS5 will be like comparing the PS Pro to the 1X... probably closer.
          Last edited by Direct X-Static; Today, 07:03 PM.








      • By popular demand!!! 😁



        :)
        Last edited by Blaze_ATX; Today, 05:48 PM.

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        • Blaze_ATX
          Editing a comment
          It's huuuuuuuuuuuge!πŸ™ƒπŸ˜Ž

          :)

        • mistercteam
          Editing a comment
          Gigantism disorder

        • Nitfol
          Editing a comment
          Huge and less powerful - not a good combination.

        • hasmeh
          Editing a comment
          Blaze, i am disappointed, you didnt use, the Its Huge Bitch!

        • Blaze_ATX
          Editing a comment
          hasmeh, My bad, but already fixed, see the edit.🀣😁

          :)

        • Direct X-Static
          Editing a comment
          PS5 is going to be on fire this generation. Literally on fire.



      • :)

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        • :)

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          • hasmeh
            Editing a comment
            Eurogamer and Richard Leadbetter are going to love this new gen. Different SKUs with XSX and XSS and Back compat with 3 generations. They will make enough content to last them years.

        • Codemasters DiRT 5 next-gen console tech interview



          :)

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          • Sorry..... could not resist to post this πŸ˜‚πŸ˜‚πŸ˜‚

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            • Direct X-Static
              Editing a comment
              There's going to be gamers getting crushed to death due to improper installation of PS5 in people's living rooms, lol! 🀣🀣🀣





          • :)

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          • Dirt 5 Next-Gen Interview: Xbox Series X/S, PlayStation 5, 120fps + Much More - PAX x EGX 2020!



            :)

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            • From Digital Foundry interviewing a Codemasters developer




              :)

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