[HN Gopher] Sony's Mark Cerny Has Worked on "Big Chunks of RDNA ...
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       Sony's Mark Cerny Has Worked on "Big Chunks of RDNA 5" with AMD
        
       Author : ZenithExtreme
       Score  : 55 points
       Date   : 2025-07-02 16:10 UTC (6 hours ago)
        
 (HTM) web link (overclock3d.net)
 (TXT) w3m dump (overclock3d.net)
        
       | ZenithExtreme wrote:
       | AMD's next-gen GPUs may have some PlayStation tech inside.
        
         | stanac wrote:
         | I don't think he is employed by Sony, but work as a consultant
         | for them. So both Sony PS 4/5 and AMD GPUs have his tech
         | inside.
        
           | mikepurvis wrote:
           | So you're right, though I would never have guessed-- in the
           | PS5 hype cycle he gave that deep dive architecture
           | presentation that for all the world looked like he was a Sony
           | spokesperson.
        
         | smcl wrote:
         | It looks like all of your comments are low-effort summaries
         | like this. What's going on here? Or is this a bot...
        
           | diggan wrote:
           | They're summarizing the submissions they're making. All of
           | the summary comments are on their own submissions.
        
       | LorenDB wrote:
       | If the Playstation contributions are good enough, maybe RDNA4 ->
       | RDNA5 will be just as good as RDNA3 -> RDNA4. As long as they get
       | the pricing right, anyway.
        
       | DiabloD3 wrote:
       | There isn't an RDNA5 on the roadmap, though. It's been confirmed
       | 4 is the last (and was really meant to be 3.5, but grew into what
       | is assumed to be the PS5/XSX mid-gen refresh architecture).
       | 
       | Next is UDNA1, a converged architecture with it's older sibling,
       | CDNA (formerly GCN).
       | 
       | Like, the article actually states this, but runs an RDNA 5
       | headline anyways.
        
         | cubefox wrote:
         | It's just a name. I'm sure this is all pretty iterative work.
        
           | dragontamer wrote:
           | UDNA isn't a name but instead a big shift in strategy.
           | 
           | CDNA was for HPC / Supercomputers and Data center. GCN always
           | was a better architecture than RDNA for that.
           | 
           | RDNA itself was trying to be more NVidia like. Fewer FLOPs
           | but better latency.
           | 
           | Someone is getting the axe. Only one of these architectures
           | will win out in the long run, and the teams will also
           | converge allowing AMD to consolidate engineers to improving
           | the same architecture.
           | 
           | We won't know what the consolidated team will release yet.
           | But it's a big organizational shift that surely will affect
           | AMDs architectural decisions.
        
         | greenknight wrote:
         | AMD does do semi-custom work.
         | 
         | Whats to stop sony being like we dont want UDNA 1, we want a
         | iteration of RDNA 4.
         | 
         | For all we know, it IS RDNA 5... it just wont be available to
         | the public.
        
       | whatever1 wrote:
       | PS5 was almost twice as fast as the PS4 pro, yet we did not see
       | the generational leap we saw with the previous major releases.
       | 
       | It seems that we are the stage where incremental improvements in
       | graphics will require exponentially more computing capability.
       | 
       | Or the game engines have become super bloated.
       | 
       | Edit: I stand corrected in previous cycles we had orders of
       | magnitude improvement in FLOPS.
        
         | treyd wrote:
         | > Or the game engines have become super bloated.
         | 
         | "Bloated" might be the wrong word to describe it, but there's
         | some reason to believe that the dominance of Unreal is holding
         | performance back. I've seen several discussions about Unreal's
         | default rendering pipeline being optimized for dynamic realtime
         | photorealistic-ish lighting with complex moving scenes, since
         | that's much of what Epic needs for Fortnite. But most games are
         | _not_ that and don 't make remotely effective use of the
         | compute available to them because Unreal hasn't been designed
         | around those goals.
         | 
         | TAA (temporal anti-aliasing) is an example of the kind of
         | postprocessing effect that gamedevs are relying on to recover
         | performance lost in unoptimized rendering pipelines, at the
         | cost of introducing ghosting and loss of visual fidelity.
        
           | mikepurvis wrote:
           | In principle, Epic's priorities for Unreal _should_ be
           | aligned to a lot of what we 've seen in the PS3/4/5
           | generation as far as over-the-shoulder 3rd person action
           | adventure games.
           | 
           | I mean, look at Uncharted, Tomb Raider, Spider-Man, God of
           | War, TLOU, HZD, Ghost of Tsushima, Control, Assassins Creed,
           | Jedi Fallen Order / Survivor. Many of those games were not
           | made in Unreal, but they're all stylistically well suited to
           | what Unreal is doing.
        
             | kridsdale1 wrote:
             | I agree. UE3 was made for Gears of War (pretty much) and as
             | a result the components were there to make Mass Effect.
        
           | babypuncher wrote:
           | TAA isn't a crutch being used to hold up poor performance,
           | it's an optimization to give games anti-aliasing that doesn't
           | suck.
           | 
           | Your other options for AA are
           | 
           | * Supersampling. Rendering the game at a higher resolution
           | than the display and downscaling it. This is incredibly
           | expensive.
           | 
           | * MSAA. This samples ~~vertices~~surfaces more than once per
           | pixel, smoothing over jaggies. This worked really well back
           | before we started covering every surface with pixel shaders.
           | Nowadays it just makes pushing triangles more expensive with
           | very little visual benefit, because the pixel shaders are
           | still done at 1x scale and thus still aliased.
           | 
           | * Post-process AA (FXAA,SMAA, etc). These are a post-process
           | shader applied to the whole screen after the scene has been
           | fully rendered. They often just use a cheap edge detection
           | algorithm and try to blur them. I've never seen one that was
           | actually effective at producing a clean image, as they rarely
           | catch all the edges and do almost nothing to alleviate
           | shimmering.
           | 
           | I've seen a lot of "tech" YouTubers try to claim TAA is a
           | product of lazy developers, but not one of them has been able
           | to demonstrate a viable alternative antialiasing solution
           | that solves the same problem set with the same or better
           | performance. Meanwhile TAA and its various derivatives like
           | DLAA have only gotten better in the last 5 years, alleviating
           | many of the problems TAA became notorious for in the latter
           | '10s.
        
             | flohofwoe wrote:
             | Erm your description of MSAA isn't quite correct, it has
             | nothing to do with vertices and doesn't increase vertex
             | processing cost..
             | 
             | It's more similar to supersampling, but without the higher
             | pixel shader cost (the pixel shader still only runs once
             | per "display pixel", not once per "sample" like in
             | supersampling).
             | 
             | A pixel shader's output is written to multiple (typically
             | 2, 4 or 8) samples, with a coverage mask deciding which
             | samples are written (this coverage mask is all 1s inside a
             | triangle and a combo of 1s and 0s along triangle edges).
             | After rendering to the MSAA render target is complete, an
             | MSAA resolve operation is performed which merges samples
             | into pixels (and this gives you the smoothed triangle
             | edges).
        
             | wtallis wrote:
             | > solves the same problem set with the same or better
             | performance
             | 
             | The games industry has spent the last decade adopting
             | techniques that misleadingly inflate the simple, easily-
             | quantified metrics of FPS and resolution, by sacrificing
             | quality in ways that are harder to quantify. Until you have
             | good metrics for quantifying the motion artifacts and
             | blurring introduced by post-processing AA, upscaling, and
             | temporal AA or frame generation, it's dishonest to claim
             | that those techniques solve the same problem with better
             | performance. They're giving you a worse image, and pointing
             | to the FPS numbers as evidence that they're adequate is
             | focusing on entirely the wrong side of the problem.
             | 
             | That's not to say those techniques aren't sometimes the
             | best available tradeoff, but it's wrong to straight-up
             | _ignore_ the downsides because they 're hard to measure.
        
             | cubefox wrote:
             | Yeah. Only problem is that overly aggressive TAA
             | implementations blur the whole frame during camera
             | rotation. The thing that is even better than standard TAA
             | is a combination of TAA and temporal upscaling, called TSR
             | in Unreal. Still better is the same system but performed by
             | an ML model, e.g. DLSS. Though this requires special
             | inference hardware inside the GPU.
             | 
             | In the past, MSAA worked reasonably well, but it was
             | relatively expensive, doesn't apply to all forms of high
             | frequency aliasing, and it doesn't work anymore with the
             | modern rendering paradigm anyway.
        
           | gmueckl wrote:
           | This is a very one-sided perspective on things. Any
           | precomputed solution to lighting comes with enormous
           | drawbacks across the board. The game needs to ship the
           | precomputed data when storage is usually already tight. The
           | iteration cycle for artists and level designers suchs when
           | lighting is precomputed - they almost never see accurate
           | graphics for their work while they are iterating because
           | rebaking takes time away from their work. Game design become
           | restricted to those limitations, too. Can't even think of
           | having the player randomly rearranging big things in a level
           | (e.g. building or tearing down a house) because the engine
           | can't do it. Who knows what clever game mechanics are never
           | thought of because of these types of limitations?
           | 
           | Fully dynamic interactive environments are liberating.
           | Pursuing them in is the right thing to do.
        
         | cwbriscoe wrote:
         | A lot of the difference went into FPS rather than improved
         | graphics.
        
           | bentt wrote:
           | This is correct. Also, it speaks to what players actually
           | value.
        
             | LikesPwsh wrote:
             | Also FPS just requires throwing more compute at it.
             | 
             | Excessively high detail models require extra artist time
             | too.
        
             | ThatMedicIsASpy wrote:
             | I have played through CP2077 with 40, 30 and 25 fps. A
             | child doesn't care if Zelda runs with low FPS.
             | 
             | The only thing I value is a consistent stream of frames on
             | a console.
        
               | adamwk wrote:
               | When given a choice, most users prefer performance over
               | higher fidelity
        
               | teamonkey wrote:
               | I would like to see the stats for that.
        
               | jayd16 wrote:
               | > "When asked to decide on a mode, players typically
               | choose performance mode about three-quarters of the time,
               | 
               | From PS5 Pro reveal https://youtu.be/X24BzyzQQ-8?t=172
        
               | jayd16 wrote:
               | Children eat dirt. I'm not sure "children don't care" is
               | a good benchmark.
        
           | kridsdale1 wrote:
           | Yes PS5 can output 120hz on hdmi. A perfect linear output to
           | direct your more compute at.
        
           | adamwk wrote:
           | And loading times. I think people already forgot how long you
           | had to wait on loading screens or how many faked loading
           | (moving through a brush while the next area loads) there was
           | on PS4
        
             | ryao wrote:
             | Did you forget that on the N64, load times were near
             | instantaneous?
        
               | derrasterpunkt wrote:
               | The N64 was cartridge based.
        
             | SlowTao wrote:
             | PS4 wasnt too terrible but jumping back to PS3... wow I
             | completely forgot how memory starved that machine was.
             | Working on it, we knew at the time but in retro spect it
             | was just horrible.
             | 
             | Small RAM space with the hard CPU/GPU split (so no
             | reallocation) feeding off a slow HDD which is being fed by
             | an even slower Bluray disc, you are sitting around for a
             | while.
        
         | silisili wrote:
         | AFAIK, this generation has been widely slammed as a failure due
         | to lack of new blockbuster games. Most things that came out
         | were either for PS4, or remasters of said games.
         | 
         | There have been a few decent sized games, but nothing at grand
         | scale I can think of, until GTA6 next year.
        
           | jayd16 wrote:
           | There were the little details of a global pandemic and
           | interest rates tearing through timelines and budgets.
        
         | pjmlp wrote:
         | A reason was backwards compatibility, studios were already
         | putting lots of money into PS4 and XBox One, thus PS5 and XBox
         | X|S (two additional SKUs), were already too much.
         | 
         | Don't forget one reason that studios tend to favour consoles
         | has been regular hardware, and that is no longer the case.
         | 
         | When middleware starts to be the option, it is relatively hard
         | to have game features that are hardware specific.
        
         | vrighter wrote:
         | twice as fast, but asked to render 4x the pixels. Do the math
        
           | SlowTao wrote:
           | Well you see... I got nothing.
           | 
           | The path nowadays is to use all kinds of upscaling and
           | temporal detail junk that is actively recreating late 90s LCD
           | blur. Cool. :(
        
         | cosmic_cheese wrote:
         | Less effort going into optimization also plays a factor. On
         | average games are a lot less optimized than they used to be.
         | The expectation seems to be that hardware advances will fix
         | deficiencies in performance.
         | 
         | This doesn't affect me too much since my backlog is long and by
         | the time I play games, they're old enough that current hardware
         | trivializes them, but it's disappointing nonetheless. It almost
         | makes me wish for a good decade or so of performance stagnation
         | to curb this behavior. Graphical fidelity is well past the
         | point of diminishing returns at this point anyway.
        
           | martinald wrote:
           | We have had a decade of performance stagnation.
           | 
           | Compare PS1 with PS3 (just over 10 years apart).
           | 
           | PS1: 0.03 GFLOPS (approx given it didn't really do FLOPS per
           | se) PS3: 230 GFLOPS
           | 
           | Nearly 1000x faster.
           | 
           | Now compare PS4 with PS5 pro (also just over 10 years apart):
           | 
           | PS4: ~2TFLOPS PS5 Pro: ~33.5TFLOPS
           | 
           | Bit over 10x faster. So the speed of improvement has fallen
           | dramatically.
           | 
           | Arguably you could say the real drop in optimization happened
           | in that PS1 -> PS3 era - everything went from hand optimized
           | assembly code to running (generally) higher level languages
           | and using abstrated graphics frameworks like DirectX and
           | OpenGL. Just noone noticed because we had 1000x the compute
           | to make up for it :)
           | 
           | Consoles/games got hit hard by first crypto and now AI
           | needing GPUs. I suspect if it wasn't for that we'd have
           | vastly cheaper and vastly faster gaming GPUs, but when you
           | were making boatloads of cash off crypto miners and then AI I
           | suspect the rate of progress fell dramatically for gaming at
           | least (most of the the innovation I suspect went more into
           | high VRAM/memory controllers and datacentre scale
           | interconnects).
        
             | cosmic_cheese wrote:
             | Yeah there's been a drop off for sure. Clearly it hasn't
             | been steep enough for game studios to not lean on anyway,
             | though.
             | 
             | One potential forcing factor may be the rise of iGPUs,
             | which have become powerful enough to play many titles well
             | while remaining dramatically more affordable than their
             | discrete counterparts (and sometimes not carrying crippling
             | VRAM limits to boot), as well as the growing sector of PC
             | handhelds like the Steam Deck. It's not difficult to
             | imagine that iGPUs will come to dominate the PC gaming
             | sphere, and if that happens it'll be financial suicide to
             | not make sure your game plays reasonably well on such
             | hardware.
        
               | martinald wrote:
               | I get the perhaps mistaken impression the biggest problem
               | games developers have is making & managing absolutely
               | enormous amounts of art assets at high resolution
               | (textures, models, etc). Each time you increase
               | resolution from 576p, to 720p to 1080p and now 4k+ you
               | need a huge step up in visual fidelity of all your
               | assets, otherwise it looks poor.
               | 
               | And given most of these assets are human made (well,
               | until very recently) this requires more and more artists.
               | So I wonder if games studios are more just art studios
               | with a bit of programming bolted on, vs before with lower
               | res graphics where you maybe had one artist for 10
               | programmers, now it is more flipped the other way. I feel
               | that at some point over the past ~decade we hit a
               | "organisational" wall with this and very very few studios
               | can successfully manage teams of hundreds (thousands?) of
               | artists effectively?
        
               | cosmic_cheese wrote:
               | That depends a lot on art direction and stylization.
               | Highly stylized games scale up to high resolutions
               | shockingly well even with less detailed, lower resolution
               | models and textures. Breath of the Wild is one good
               | example that looks great by modern standards at high
               | resolutions, and there's many others that manage to look
               | a lot less dated than they are with similarly cartoony
               | styles.
               | 
               | If "realistic" graphics are the objective though, then
               | yes, better displays pose serious problems. Personally I
               | think it's probably better to avoid art styles that age
               | like milk, though, or to go for a pseudo-realistic
               | direction that is reasonably true to life while mixing in
               | just enough stylization to scale well and not look dated
               | at record speeds. Japanese studios seem pretty good at
               | this.
        
             | SlowTao wrote:
             | It is not just GPU performance, it is that visually things
             | are already very refined. A ten times leap in performance
             | doesn't really show as ten times the visual spectical like
             | it used to.
             | 
             | Like all this path tracing/ray tracing stuff, yes it is
             | very cool and can add to a scene but most people can barely
             | tell it is there unless you show it side by side. And that
             | takes a lot of compute to do.
             | 
             | We are polishing an already very polished rock.
        
               | martinald wrote:
               | Yes but in the PS1 days we were doing a 1000x compute
               | performance a decade.
               | 
               | I agree that 10x doesn't move much, but that's sort of my
               | point - what could be done with 1000x?
        
           | jayd16 wrote:
           | By what metric can you say this with any confidence when game
           | scope and fidelity has ballooned?
        
             | cosmic_cheese wrote:
             | Because optimized games aren't completely extinct and
             | there's titles with similar levels of size, fidelity, and
             | feature utilization with dramatically differing performance
             | profiles.
        
         | ErneX wrote:
         | GTA VI is going to be a showcase on these consoles.
        
         | teamonkey wrote:
         | This article shows how great a leap there was between previous
         | console generations.
         | 
         | https://www.gamespot.com/gallery/console-gpu-power-compared-...
        
         | CoolGuySteve wrote:
         | The current generation has a massive leap in storage speed but
         | games need to be architected to stream that much data into RAM.
         | 
         | Cyberpunk is a good example of a game that straddled the in
         | between, many of it's performance problems on the PS4 were due
         | to constrained serialization speed.
         | 
         | Nanite and games like FF16 and Death Stranding 2 do a good job
         | of drawing complex geometry and textures that wouldn't be
         | possible on the previous generation
        
         | ryao wrote:
         | This is the result of an industry wide problem where technology
         | just is not moving forward as quickly as it used to move.
         | Dennard scaling is dead. Moore's law is also dead for SRAM and
         | IO logic. It is barely clinging to life for compute logic, but
         | the costs are skyrocketing as each die shrink happens. The
         | result is that we are getting anemic improvements. This issue
         | is visible in Nvidia's graphics offerings too. They are not
         | improving from generation to generation like they did in the
         | past, despite Nvidia turning as many knobs as they could to
         | higher values to keep the party going (e.g. power, die area,
         | price, etcetera).
        
       | erulabs wrote:
       | Excited to see how the software support for UDNA1 works out. Very
       | hopeful we'll see some real competition to Nvidia soon in the
       | datacenter. Unfortunately I think the risk is quite high: if AMD
       | burns developers again with poor drivers and poor support, it's
       | hard to see how they'll be able to shake the current stigma.
        
       | phkahler wrote:
       | Why not link to the original article here:
       | 
       | https://www.tomsguide.com/gaming/playstation/sonys-mark-cern...
        
       | monster_truck wrote:
       | We've known this for a while, it's an extension of the upscaling
       | and frame generation AMD already worked on in conjunction with
       | Sony for FSR 3 and to a much greater extent FSR 4. Previous
       | articles also have highlighted their shared focus on BVH
       | optimizations
        
       | shmerl wrote:
       | When will Sony support Vulkan on PS?
        
         | departure4885 wrote:
         | Why would they? They have their own (two actually) proprietary
         | graphics APIs: GNM and GNMX.
        
           | shmerl wrote:
           | I'd ask why wouldn't they. Not a fan of NIH and wheel
           | reinvention proponents.
        
             | departure4885 wrote:
             | Because if they write their own they get to own the
             | political/bureaucratic portion of the problem. For better
             | or worse, they don't have to deal with the Kronos Group.
             | They get to optimize their APIs directly against their
             | research with AMD.
        
               | shmerl wrote:
               | That still doesn't make NIH a better approach. NIH is
               | dinosaur idea really when it comes to technology like
               | this.
        
       | lofaszvanitt wrote:
       | Yes, but what will use it when there are so few games on the
       | platform in the current PS generation?
        
       | brcmthrowaway wrote:
       | Who is a better computer architect, Mark Cerny or Anand Shimpi?
        
         | wmf wrote:
         | Did we ever hear what Anand does at Apple?
        
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       (page generated 2025-07-02 23:01 UTC)