[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  : 100 points
       Date   : 2025-07-02 16:10 UTC (1 days 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.
        
             | timschmidt wrote:
             | My understanding was that CDNA and RDNA shared much if not
             | most of their underlying architecture, and that the
             | fundamental differences had more to do with CDNA supporting
             | a greater variety of numeric representations to aid in
             | scientific computing. Whereas RDNA really only needed fp32
             | for games.
        
               | dragontamer wrote:
               | Who told ya that??
               | 
               | CDNA is 64 wide per work item. And CDNA1 I believe was
               | even 16 lanes executed over 4 clock ticks repeatedly (ie:
               | minimum latency of all operations, even add or xor, was 4
               | clock ticks). It looks like CDNA3 might not do that
               | anymore but that's still a lot of differences...
               | 
               | RDNA actually executes 32-at-a-time and per clock tick.
               | It's a grossly different architecture.
               | 
               | That doesn't even get to Infinity Cache, 64-bit support,
               | AI instructions, Raytracing, or any of the other
               | differences....
        
               | sharpneli wrote:
               | CDNA is based on the older gcn arch so they share the
               | same as pre RDNA ones and RDNA ones.
        
         | 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.
        
           | Moto7451 wrote:
           | And their half step/semi-custom work can find their way back
           | to APUs. RDNA 3.5 (the version marketed as such) is in the
           | Zen 5 APUs with Mobile oriented improvements. It wouldn't
           | surprise me if a future APU gets RDNA 5. GCN had this sort of
           | APU/Console relationship as well.
        
             | cma wrote:
             | Also steamdeck before the OLED version and magic leap 2
             | shared a custom chip, with some vision processing parts
             | fused off for steamdeck.
        
         | blasphemers wrote:
         | Maybe read the article before commenting on it, it's not that
         | long.
         | 
         | "Big chunks of RDNA 5, or whatever AMD ends up calling it, are
         | coming out of engineering I am doing on the project"
        
       | 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.
        
             | Stevvo wrote:
             | ThreatInteractive is an anti-TAA developer/YouTuber. They
             | make a compelling argument against TAA and present an
             | alternative they are working on for Unreal.
        
           | 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.
        
             | andrekandre wrote:
             | > Fully dynamic interactive environments are liberating.
             | Pursuing them in is the right thing to do.
             | 
             | great video from digital foundry that goes into that (for
             | doom: the dark ages)
             | 
             | https://www.youtube.com/watch?v=Ed4vNNQwCDU
        
         | 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
        
               | bzzzt wrote:
               | Seems like an overgeneralization. I get it when FPS
               | players want the best performance: players have FOMO of
               | the best reaction time and the games are more built for
               | fast action than contemplative scenery watching.
               | 
               | I wonder if players of single player action/adventure
               | games make the same choice. Those games are played less
               | (can be finished in 10-30 hours instead of endlessly) so
               | the statistics might be skewed to favor performance mode.
        
               | jayd16 wrote:
               | Children eat dirt. I'm not sure "children don't care" is
               | a good benchmark.
        
               | cubefox wrote:
               | Yeah. Case in point: "Zelda: Ocarina of Time" was at the
               | time and several years afterward often labeled as one of
               | the best games ever made, despite the fact that it ran
               | with 20 FPS on NTSC consoles and with 16.67 FPS on PAL
               | machines.
               | 
               | I'm sure it would have been even more successful with
               | modern 60 FPS, but that difference couldn't have been
               | very large, because other 60 FPS games did exist back
               | then as well, mostly without being nearly as popular.
        
           | 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.
        
               | MindSpunk wrote:
               | If only we could just ship a 256GB NVMe SSD with every
               | game and memory map the entire drive like you could with
               | cartridges back then. Never have loading times again.
        
               | cubefox wrote:
               | Also: I think it got less common on the N64, but games on
               | SNES and NES and other old home consoles routinely
               | accessed static game data, like graphic tiles, directly
               | from the cartridge ROM. Without loading it into system
               | RAM at all.
               | 
               | So there literally were no "loading" times for these
               | assets. This might not even be realistically possible
               | with NAND flash based SSDs, e.g. because of
               | considerations like latency.
               | 
               | Though directly accessing ROM memory would also prevent
               | things like texture block compression I believe.
        
             | 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.
        
             | Izikiel43 wrote:
             | Bloodborne when it came out was around 1 minute between
             | deaths.
        
         | 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.
        
               | spookie wrote:
               | Yeah, its flipped. Overall, it has meant studios are more
               | and more dependent on third party software (and thus
               | license fees), it led to game engine consolidation, and
               | serious attrition when attempting to make something those
               | game engines werent built for (non-pbr pipelines come to
               | mind).
               | 
               | It's no wonder nothing comes out in a playable state.
        
               | MindSpunk wrote:
               | This hits the nail pretty close to the head. I work on an
               | in-house AAA engine used by a number of different games.
               | It's very expensive to produce art assets at the quality
               | expected now.
               | 
               | Many AAA engine's number one focus isn't "performance at
               | all costs", it's "how do we most efficiently let artists
               | build their vision". And efficiency isn't runtime
               | performance, efficiency is how much time it takes for an
               | artist to create something. Performance is only a goal
               | insofar as to free artists from being limited by it.
               | 
               | > So I wonder if games studios are more just art studios
               | with a bit of programming bolted on.
               | 
               | Not quite, but the ratio is very in favor of artists
               | compared to 'the old days'. Programming is still a huge
               | part of what we do. It's still a deeply technical field,
               | but often "programming workflows" are lower priority than
               | "artist workflows" in AAA engines because art time is
               | more expensive than programmer time from the huge number
               | of artists working on any one project compared to
               | programmers.
               | 
               | Just go look at the credits for any recent AAA game. Look
               | at how many artists positions there are compared to
               | programmer positions and it becomes pretty clear.
        
               | kasool wrote:
               | Just to add to this, from a former colleague of mine who
               | currently works as a graphics programmer at a UE5 studio:
               | most graphics programmers are essentially tech support
               | for artists nowadays. In an age where much of AAA is
               | about making the biggest, most cinematic, most beautiful
               | game, your artists and game content designers are the
               | center of your production pipeline.
               | 
               | It used to be that the technology tended to drive the
               | art. Nowadays the art drives the tech. We only need to
               | look at all the advertised features of UE5 to see that.
               | Nanite allows artists to spend less time tweaking LODs
               | and optimizing meshes as well as flattening the cost of
               | small triangle rendering. Lumen gives us realtime global
               | illumination everywhere so artists don't have to spend a
               | million hours baking multiple light maps. Megalights
               | lifts restrictions on the number of dynamic lights and
               | shadows a lighting artist can place in the scene. The new
               | Nanite foliage shown off in the Witcher 4 allows foliage
               | artists to go ham with modeling their trees
        
             | 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?
        
             | Dylan16807 wrote:
             | You divided 230 by .03 wrong, which would be 10000-ish, but
             | you underestimated the PS1 by a lot anyway. The CPU does 30
             | MIPS, but also the geometry engine does another 60 MIPS and
             | the GPU fills 30 or 60 million pixels per second with
             | multiple calculations each.
        
               | deaddodo wrote:
               | Not to mention that few developers were doing hand
               | optimized assembly by the time of PSX. They were
               | certainly hand optimizing models and the 3D pipeline
               | (with some assembler tuning), but C and SDKs were well in
               | use by that point.
               | 
               | Even Naughty Dog went with their own LISP engine for
               | optimization versus ASM.
        
               | p_l wrote:
               | Naughty Dog's GOAL was PS2 specific and essentially chock
               | full of what would be called intrinsics these days that
               | let you interleave individual assembly instructions
               | particularly for the crazy coprocessor setup of Emotion
               | Engine.
               | 
               | My understanding is that the mental model of programming
               | in PS2 era was originally still very assembly like
               | outside of few places (like Naughty Dog) and that GTA3 on
               | PS2 made possibly its biggest impact by showing it's not
               | necessary.
        
               | deaddodo wrote:
               | If by "mental model" you mean "low-level" programming,
               | sure. But you might as well conflate "religion" with
               | "Southern Baptist protestantism" then. You're working
               | with the same building blocks, but the programming style
               | is drastically different.
               | 
               | The vast majority of PSX games were done completely in C,
               | period. Some had small bits of asm here and there, but so
               | do the occasional modern C/C++ apps.
               | 
               | To your last point, before there was GOAL there was GOOL
               | (from the horse's mouth itself):
               | 
               | https://all-things-andy-gavin.com/tag/lisp-programming/
               | 
               | And it was used in all of Naughty Dog's PSX library.
        
               | p_l wrote:
               | The quote I recall reading about long ago summarized the
               | semi-official guidance as "write C like you write ASM".
               | 
               | Because outside of ports from PC, large amount of console
               | game developers at the time were experienced a lot with
               | with programming earlier consoles which had a lot more
               | assembly level coding involved. GTA3 proved that "PC
               | style" engine was good enough despite Emotion Engine
               | design.
               | 
               | Didn't help that PS2 was very much oriented towards
               | assembly coding at pretty low level, because getting the
               | most of the hardware involved writing code for the
               | multiple coprocessors to work somewhat in-sync - which at
               | least for GOAL was done by implementing special support
               | for writing the assembly code in line with rest of the
               | code (because IIRC not all assembly involved was executed
               | from the same instruction stream)
               | 
               | As for GOOL, it was the way more classic approach (used
               | by ND on PS3 and newer consoles too) of core engine in C
               | and "scripting" language on top to drive gameplay.
        
               | deaddodo wrote:
               | > The quote I recall reading about long ago summarized
               | the semi-official guidance as "write C like you write
               | ASM".
               | 
               | You could read that in pretty much any book about C,
               | until the mid-00s. C was called "portable assembler" for
               | the longest time because it went against the grain of
               | ALGOL, Fortran, Pascal, etc by encouraging use of
               | pointers and being direct to the machine. Thus why it
               | only holds a viability in embedded development these
               | days.
               | 
               | I've written C on the PSX, using contemporaneous SDKs and
               | tooling, and I've reviewed source code from games at the
               | time. There's nothing assembler about it, at least not
               | more so than any systems development done then or today.
               | If you don't believe me, there are plenty of retail PSX
               | games that accidentally released their own source code
               | that you can review yourself:
               | 
               | https://www.retroreversing.com/source-code/retail-
               | console-so...
               | 
               | You're just arguing for the sake of arguing at this point
               | and, I feel, being intellectually dishonest. Believe what
               | you'd like to believe, or massage the facts how you like;
               | I'm not interested in chasing goal (heh) posts.
        
             | imtringued wrote:
             | >I suspect if it wasn't for that we'd have vastly cheaper
             | and vastly faster gaming GPUs
             | 
             | This feels very out of touch since AMD's latest GPU series
             | is specialized in gaming only, to the point where they sell
             | variants with 8GB, which is becoming a bit tight if you
             | want to play modern games.
        
               | martinald wrote:
               | Yes but AMD also has an enterprise line of AI cards to
               | protect. And regardless, if NVidia wasn't also making
               | bank selling AI GPUs then we'd have seen them add more
               | performance on gaming, which would have forced AMD to,
               | etc.
        
           | 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.
        
               | rtpg wrote:
               | Given the N64-PS1 era is filled with first party games
               | that run at like 20 fps, I'm having a hard time saying
               | things are worse now.
               | 
               | I am a bit uncomfortable with the performance/quality
               | stuff that people have set up but I personally feel that
               | the quality floor for perf is way higher than it used to
               | be. Though there seem to be less people parking
               | themselves at "60fps locked", which felt like a thing for
               | a while
        
         | 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
        
           | Vilian wrote:
           | Nanite is actively hurting performance
        
             | teamonkey wrote:
             | Nanite has a performance overhead for simple scenes but
             | will render large, complex scenes with high-quality models
             | much more efficiently, providing a faster and more stable
             | framerate.
             | 
             | It's also completely optional in Unreal 5. You use it if
             | it's better. Many published UE5 games don't use it.
        
             | CoolGuySteve wrote:
             | Well yeah, features that push the graphics card typically
             | incur performance hits.
        
         | 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).
        
           | timschmidt wrote:
           | Jim Keller disagrees:
           | https://www.youtube.com/watch?v=oIG9ztQw2Gc
        
             | pjmlp wrote:
             | Hardware improvements only matter to the extent software is
             | actually able to make use of them.
        
               | timschmidt wrote:
               | And? Software is getting more sophisticated and capable
               | too. First time I switched an iter to a par_iter in Rust
               | and saw the loop spawn as many threads as I have logical
               | cores felt like magic. Writing multi-threaded code used
               | to be challenging.
        
               | pjmlp wrote:
               | Now make that multi-threaded code exhaust a 32 core
               | desktop system, all the time, not only at peak execution.
               | 
               | As brownie points, keep the GPU busy as well, beyond
               | twirling its fingers while keeping the GUI desktop going.
               | 
               | Even more points if the CPU happens to have a NPU or
               | integrated FPGA, and you manage to also keep them going
               | alongside those 32 cores, and GPU.
        
               | timschmidt wrote:
               | > Now make that multi-threaded code exhaust a 32 core
               | desktop system
               | 
               | Switching an iter to par_iter does this. So long as there
               | are enough iterations to work through, it'll exhaust 1024
               | cores or more.
               | 
               | > all the time, not only at peak execution.
               | 
               | What are you doing that keeps a desktop or phone at 100%
               | utilization? That kind of workload exists in datacenters,
               | but end user devices are inherently bursty. Idle when not
               | in use, race to idle while in use.
               | 
               | > As brownie points, keep the GPU busy as well... Even
               | more points if the CPU happens to have a NPU or
               | integrated FPGA
               | 
               | In a recent project I serve a WASM binary from an ESP32
               | via Wifi / HTTP, which makes use of the GPU via WebGL to
               | draw the GUI, perform CSG, calculate toolpaths, and drip
               | feed motion control commands back to the ESP. This took
               | about 12k lines of Rust including the multithreaded CAD
               | library I wrote for the project, only a couple hundred
               | lines of which are gated behind the "parallel" feature
               | flag. It was way less work than the inferior C++ version
               | I wrote as part of the RepRap project 20 years ago. Hence
               | my stance that software has become increasingly
               | sophisticated.
               | 
               | https://github.com/timschmidt/alumina-firmware
               | 
               | https://github.com/timschmidt/alumina-ui
               | 
               | https://github.com/timschmidt/csgrs
               | 
               | What's your point?
        
               | pjmlp wrote:
               | The point being those are very niche cases that still
               | don't keep the hardware busy as it should 24h around the
               | clock.
               | 
               | Most consumer software even less, hence why anyone will
               | hardly see a computer on the shopping mall with higher
               | than 16 core count, and on average most shops will have
               | something between 4 and 8.
               | 
               | Also a reason why systems with built-in FPGAs failed in
               | the consumer market, specialised tools without consumer
               | software to help sell them.
        
               | timschmidt wrote:
               | > don't keep the hardware busy as it should 24h around
               | the clock.
               | 
               | If your workload demands 24/7 100% CPU usage, Epyc and
               | Xeon are for you. There you can have multiple sockets
               | with 256 or more cores each.
               | 
               | > Most consumer software even less
               | 
               | And yet, even in consumer gear which is built to a
               | minimum spec budget, core counts, memory capacity, pcie
               | lanes, bus bandwidth, IPC, cache sizes, GPU shaders, NPU
               | TOPS, all increasing year over year.
               | 
               | > systems with built-in FPGAs failed in the consumer
               | market
               | 
               | Talk about niche. I've never met an end user with a use
               | for an FPGA or the willingness to learn what one is. I'd
               | say that has more to do with it. Write a killer app that
               | regular folks want to use that requires one, and they'll
               | become popular. Rooting for you.
        
             | ryao wrote:
             | That talk predates the death of SRAM scaling. I will not
             | bother wasting my time watching a video that is out of
             | date.
             | 
             | That said, you should read that I did not say Moore's Law
             | was entirely dead. It is dead for SRAM and IO logic, but is
             | still around for compute logic. However, pricing is
             | shooting upward with each die shrink far faster than it did
             | in the past.
        
         | Izikiel43 wrote:
         | The big jump between 4 and 5 was the NVME SSD and hardware
         | decompression IMO. Load times in a regular PS5 are non existent
         | compared to a PS4, that's the big generational jump.
         | 
         | For graphics, I agree it looks like diminishing returns.
        
       | 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.
        
         | martinald wrote:
         | Take this with a pinch of salt, but the most recent ROCm
         | release installed out of the box on my WSL2 machine and worked
         | first time with llama.cpp. I even compiled llama.cpp from
         | source with 0 issues. That has never happened ever in my 5+
         | years of having AMD GPUs. Every other time I've tried this it's
         | either failed and required arcane workarounds, or just not
         | worked entirely (including running on 'real' Linux).
         | 
         | I feel like finally they are turning the corner on software and
         | drivers.
        
           | jakogut wrote:
           | Llama.cpp also has a Vulkan backend that is portable and
           | performant, you don't need to mess with ROCm at all.
        
             | martinald wrote:
             | Oh yes I know, but "can i compile llama.cpp with rocm" has
             | been my yardstick for how good AMD drivers are for some
             | time.
        
       | phkahler wrote:
       | Why not link to the original article here:
       | 
       | https://www.tomsguide.com/gaming/playstation/sonys-mark-cern...
        
         | rfl890 wrote:
         | This was published after TFA, how is it the original?
        
           | high_na_euv wrote:
           | Wdym?
           | 
           | 2 vs 1 days
        
             | rfl890 wrote:
             | Nevermind, I was confused.
        
       | 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.
        
               | MBCook wrote:
               | Why would Vulkan, as opposed to a custom solution
               | designed to target that hardware and games specifically,
               | be a better solution?
               | 
               | If you're making a PS game you're already doing tons of
               | bespoke PS stuff. If you don't want to deal with it there
               | are plenty of pieces of middleware out there to help.
               | 
               | Honestly these "where's Vulkan" posts on every bit of 3D
               | capable hardware feel like a stupid meme at this point as
               | opposed to a rational question.
               | 
               | Maybe they should just ship DX12. That's multi-platform
               | too.
        
               | shmerl wrote:
               | Because it won't tax developers with the need to learn
               | yet another NIH. Same reason any standard exists and
               | makes things easier for those who use it.
               | 
               | Honestly any idea that defends NIH like this belongs with
               | dinosaurs. NIH is a stupid meme, not the opposite of it.
        
               | soulbadguy wrote:
               | And most of the standard we have now starts with
               | something similar to NIH. Vulkan itself is an offshoot of
               | mantel from AMD. There are valid reason to have a custom
               | api. Especially in domain like game console with hardware
               | with long release cycle, tight performance requirement
               | and legacy (ps4) code to support.
        
               | shmerl wrote:
               | Good, but if it's actually a standard - that's the
               | benefit. If it's not - it's just NIH as in lock-in.
        
               | pjmlp wrote:
               | Vulkan is a mess as bad as OpenGL, to the point Khronos
               | has been forced to public admit it didn't went out as
               | planned, is yet again an extension spaghetti, and they
               | are now trying to clean the house with the Vulkan Roadmap
               | introduced at Vulkanised 2025.
               | 
               | That is how good Khronos "design by commitee APIs" end up
               | being.
        
               | shmerl wrote:
               | This comment is just a bunch of bunk, but regardless,
               | Vulkan is the only thing that's a collaborative effort,
               | whether it's a mess or not. NIH proponents have nothing
               | to offer as an alternative.
        
               | pjmlp wrote:
               | Market and tooling, industry has usually ignored Khronos
               | APIs when multiple APIs are available to chose from, e.g.
               | Nintendo Switch.
        
               | MindSpunk wrote:
               | Vulkan's extension story is a mess. Not surprising from
               | the people that brought you OpenGL.
               | 
               | However please don't undersell what they got right.
               | Because what they got right, they got _very_ right.
               | 
               | Barriers. Vulkan got barriers so absolutely right that
               | every competing API has now adopted a clone of Vulkan's
               | barrier API. The API is cumbersome but brutally
               | unambiguous compared to DirectX's resource states or
               | Metal's hazard tracking. DirectX has a rats nest of
               | special cases in the resource state API because of how
               | inexpressive it is, and just straight up forgot to
               | consider COPY->COPY barriers.
               | 
               | We also have SPIR-V. Again, D3D12 plans to dump DXIL and
               | adopt SPIR-V.
               | 
               | The fundamentals Vulkan got very right IMO. It's a shame
               | it gets shackled to the extension mess.
        
               | pjmlp wrote:
               | SPIR-V only exists to reaction of Khronos losing to CUDA
               | and PTX, it is the evolution of SPIR, created when they
               | realised industry didn't really want to write OpenCL in a
               | textual form of C99 dialect, rather bytecode formats
               | targeted by multiple compiler backends, including Fortran
               | ignored by Khronos.
               | 
               | Microsoft adopting SPIR-V as DXIL replacement is most
               | likely a matter of convenience, the format got messy to
               | maintain, is tied to an old fork of LLVM, and HLSL has
               | gotten the industy weight, even favoured over GLSL for
               | Vulkan (which Khronos acknowledge at Vulkanised 2024 not
               | doing any work at all, zero, nada), so why redo DXIL from
               | scratch, when they could capitalize on existing work to
               | target SPIR-V from HLSL.
        
               | MindSpunk wrote:
               | DXIL has other issues beyond being an orphaned fork of
               | LLVM-IR. LLVM is ill-equipped to represents shaders, and
               | there have been real bugs in the wild because of how not-
               | a-shader-language LLVM-IR is. See this [0] post under the
               | 'The classic subgroup breakage - maximal convergence gone
               | awry' section. Read the whole series really if you
               | haven't, it's a fantastic dive into how awful this stuff
               | is.
               | 
               | DXIL is also a useless intermediate representation
               | because parsing it is so bloody difficult nobody could
               | actually do anything with it. DXIL was, and still is,
               | functionally opaque bytes. You can't introspect it, you
               | can't modify it or do anything of use with it. SPIR-V is
               | dead-simple to parse and has an array of tools built
               | around it because it's so easy to work with.
               | 
               | I don't really see how the OpenCL history is relevant to
               | Vulkan either. Khronos losing the OpenCL game to Nvidia,
               | certainly no thanks to Nvidia's sabotage either, doesn't
               | change that SPIR-V is a much more successful format.
               | 
               | [0] https://themaister.net/blog/2022/04/24/my-personal-
               | hell-of-t...
        
               | pjmlp wrote:
               | DXIL has the DirectX SDK tooling.
               | 
               | OpenCL history is more than relevant, without SPIR, there
               | would not exist SPIR-V.
               | 
               | People love to blame NVidia for AMD and Intel failures
               | pushing OpenCL into the industry, and Google completly
               | ignoring it for mobile devices, pushing their own
               | RenderScript dialect instead, even if Apple would have
               | behave differently regarding their platforms, the other
               | 80% market has completly ignored it.
        
               | webdevver wrote:
               | > Khronos losing the OpenCL game to Nvidia, certainly no
               | thanks to Nvidia's sabotage either, doesn't change that
               | SPIR-V is a much more successful format.
               | 
               | could you elaborate more on this? sounds interesting
        
               | Keyframe wrote:
               | _Why would Vulkan, as opposed to a custom solution
               | designed to target that hardware and games specifically,
               | be a better solution?_
               | 
               | Vulkan came to be as a low-overhead rendering API
               | targeted at 3D video games made originally, as Mantle, by
               | both AMD and DICE.
               | 
               | If anything, I'd see any console or game people involved
               | with this as a bad signal, considering what a travesty
               | Vulkan came to be and that one originated from such a
               | group.
        
             | MindSpunk wrote:
             | Sony's low level APIs for PS4 and PS5 (it doesn't use GNM)
             | is almost a direct mapping to the hardware with very little
             | abstraction compared to Vulkan/DX12. Vulkan is still very
             | high level compared to what's going on inside the driver.
             | There's no point paying the cost of Vulkan's abstractions
             | when half the point of a game console is to have a fixed
             | hardware target, hence GNM.
        
       | 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?
        
           | brcmthrowaway wrote:
           | Probably Vision Pro?
        
       | georgeecollins wrote:
       | I had the pleasure to spend some time with Mark Cerny many years
       | ago. He was honestly one of the most impressive people I have
       | ever met. Down to earth and so, so smart. I also think it speaks
       | volumes for Sony as a company that an American born video game
       | developer (engineer not mba) has such an influential position.
       | They are not insular and respect the craft.
        
         | Voultapher wrote:
         | There are colleagues of mines that called me the smartest
         | person they ever met and I feel so stupid, how do you make the
         | most of what you are given?
        
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