Xbox Series X RDNA2 GPU vs PS5 Overview – A Rational Discussion



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This Xbox Series X RDNA2 GPU Overview discusses what the AMD RDNA2 microarchitecture is, how both PS5 RDNA2 and Xbox Series X compare in their GPU implementations, the difference in their RT (ray tracing) and more that will hopefully calm everyone down!

Special thanks to: Alexander Krivitskiy, Anthony Shkraba, Cottonbro, Helena Lopes, Luis Quintero, Marta Wave, Pixabay, Sora Shimazaki, and AMD for all of the very valuable contributions to this video!

Chapters:
00:00 Introduction
01:10 Is and Is Not
02:11 A Modest Analogy
03:18 Evolution
04:00 The Heart of Dorkness
06:10 Better, Stronger, Faster
07:23 Stop Shouting
09:00 Is Everyone Full?
10:31 Summary

Source

28 thoughts on “Xbox Series X RDNA2 GPU vs PS5 Overview – A Rational Discussion”

  1. Appreciate the video. Quick question, is there proof Sony are using their own custom implementation of ray-tracing? according to several people and even Mark Cerny, it sounds more like the standard RDNA 2 implementation.

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  2. Yes!!! Another awesome tech discussion video by the best reviewer/youtube channel/ham connoisseur on the planet! You're knowledge of all things gaming tech is truly a marvel to behold. Much like synthetic ham.

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  3. It's clear RDNA(2) was designed first and foremost for "pixel-pushing", i.e, gaming, while the previous GCN was more "compute" focused. It's certainly "revolutionary" for AMD as the performance improvements at lower power were quite substantial, puting RDNA2 on par with Nvidia, which AMD had been strugfling to accomplish.
    Regarding the Xbox SX vs PS5 , I'm haven't seen any indication that they are also using the "Infinity Cache" like the desktop counterparts. That would be interesting to know as Msft said they used the "full" RDNA2 so we could assume they have the new caching system, but Sony never mentioned anything like that.

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  4. It will be interesting to see how this shakes out in the future. Keep us informed. Fantastic explanation and video. I also enjoy your game reviews since they help put the context of the technology into the user facing experience. Great work.

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  5. Thanks for the explanation.. I have a question
    Does using liquid metal on the ps5 does much a difference
    and from your perspective .. I know its unclear but wich is overall well engineerd ?

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  6. This is an excellent video, and I intend to subscribe to the channel. Quick question, though – are you reading this script, or having a computer generated voice read it? If it's your voice, it's an interesting accent. If it's computer generated, it's darned good!

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  7. Lol you stayed far away from the performance debate. I feel you tho, the last thing you probably feel like reading is "oh yea well my (console of choice) average 2 fps better than (the console I didn't choose) so you are wrong!"🤣🤣🤣

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  8. Very nice and informative as always!
    I have a video suggestion:
    How Microsoft's DirectX12 Ultimate(tools and features) paired with the Xbox's 'Full' RDNA2 be able to fair against Mark Cerny's own custom implementation of tools and features on their Custom RDNA2 based hardware on PS5
    So far, the only info I can get from Cerny's 'Geometry Engine' and it's subset of tools are from the patents he filed;
    https://patents.justia.com/patent/20200150712
    https://patents.justia.com/patent/10740867
    https://patents.justia.com/patent/10733691
    https://patents.justia.com/patent/20200302574
    https://patents.justia.com/patent/20200160584

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  9. So I have a dumb question, is there anyway to know if either Sony or MS have tensor type cores in their units from their devkits and or devkit documentation? Or is it unkown since Directml and whatever Sony uses are in active development?

    I get the feeling there seems to be an air of mystery and confusion behind the exact specifics of some of the PS5 and Xbox hardware even now.

    Also great video as always. I love the tech of both these machines even if I can only understand from a high level.

    Reply

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