Hello everybody over time I will collect a master thread of everything I write up for convenience. I do take suggestions, so either dm me or reply to me asking me.
@HarmadiJosh
@janbartvanbeek
Vectors are just directional lines. Where for example a vector of (1,3,5) travels from (0,0,0) to (1,3,5). Vector Displacement is where you use a vector to move a point. Water is usually flat Polygons, or basic predefined Displacement. In Forbidden West they are computing...
(1/57)Hello everybody, for this inaguaral post I will be making a massive post breaking down everything we know from Hot Chips and in general for the Xbox Series X. This will be a massive 57 tweet thread.
(1/53)Hi everybody, for my 2nd major post I will be focusing on the complete memory hierarchy today, how games utilize RAM, and how it applies to consoles specifically Xbox today.
Hello everybody. Just a quick update on all current plans for myself. Going forward, I will no longer be directly engaging people from spreading misinformation. The amount of energy requirrd is not good for my health. Instead I will be answering questions only.
Hi everybody. Here is a quick little writeup on how game devs have tried to more efficiently render games and what this means for next generation. There will be some brief history that motivated modern GPU design decisions.(1/35)
Today's topic is going to be a bit more serious. We are going to be discussing the state of gaming twitter. This impacts a lot more people then just the technology behind gaming. To be quite frank, gaming twitter has been poisoned by console wars. (1/14)
(1/18)Hi Guys. Here is a quick writeup on the difference between Screen Space Reflections(SSR)/Screen Space Global Illumination(SSGI) vs their ray tracing(RT) counterparts. I have been seeing some confusion with regards to this. Ask questions if anything is confusing.
@KemoKidd
@prm1492
@Colteastwood
@RedGamingTech
@Dealer_Gaming
Well RDNA3 functional blocks were being prototyped and programmed in 2017/2018. It is perfectly reasonable that a feature could exist on the PS5. I don't like the PS5 RDNA3 or RDNA1.5 circus that keeps happening. This is coming from someone who designs HW. It is tiring to watch.
@JoeMiller101
I can't tell if this is trolling or not, so I am going to reply assuming this is serious. There is several key details left out of the comparison you are not considering: A)PS4 Pro is Checkerboarding with the Series S shading 50% more pixels than the PS4 Pro here...
This Wednesday, March 3rd, at 8PM GMT,
@madzgamingpl
and I will be discussing the next generation of gaming technology on his channel. I will be taking Q and A style questions. Hope to see you then.
@JoeMiller101
B) the Series S does not have frame dips like the PS4 Pro version does especially in later sequences C)the Series S is running substantially higher settings than the Pro here and based off the data would be a 25% performance impact to the PS4 Pro version to run those.
Hi guys, so I have seen large growth in traffic. As the next week for me is pretty busy, I will be spending less time answering questions on twitter. I have found a large amount of responses are redundant and could better be served by being aksed as a reply to this tweet. Thanks.
Hey guys I am participating in this podcast on a regular basis. Our goal is to focus on the technical aspects of game development and to avoid the trap of most podcasts that are generic and interchangeable. First big topic is how are Cross gen games designed.
OMG ITS HAPPENING!!!! 👀🔥
The official launch of The Company Of Gamers' Podcast is here!!!! 8pm Est, 1am UK... don't miss it!!! We have an incredible panel, and we cannot wait to dive in with you! 👊🏼❤
Hi everybody,
Today this is two revived writeups that I axed because both was formerly unfinished and not of value individually. Due to recent events, I decided to bring both of these back alive in one combined. Sorry this will be very dry reading. (1/28)
@Colteastwood
@RedGamingTech
@Dealer_Gaming
Once again easier to code is different from easier to port. Xbox is easier to port. PS5 is easier to code for. What is your background in C programming?
As much as it pains me to do it, I am finding myself holding too much responsibility over the gaming community on twitter and would much rather teach you guys how things work, so you can debunk this misinformation yourselves and not need to rely on me doing it.
@alexandertyler
@Optimus_Code
RIP man. Code helped me so much with trying to be myself again after being a shell for so long. He inspired me to remember who I was and my love of technology and teaching about it. Only wish I had more time.
As always if you have questions please ask. I know this was a long one and I would recommend taking notes of this stuff to help with memory retention. Thanks.(35/35)
For the PS5, culling can occur to polygons on the SSD as well thanks to the low seek times. For some, it might be a good time to rewatch the UE5 trailer with your newfound knowledge.(34/35)
As a result I will only allow people in that I have a good standing with and expressed interest. Usually I try to follow people that I do, but I know I have missed some people. Simply just make a request. Thanks for your time. That is all for today.
Hi guys. For today I am going to be discussing skill based matchmaking. I already know a lot of people will be heated topic and I am going to be defending it. If that makes you irrationally angry I don't recommend reading. Here we go:(1/27)
This Thursday at 9PM EST, I will be going on the DPS Podcast with
@Gaming_Forte
and
@SloMoBackSlap
. We will be discussing Halo Infinite and the Slipspace Engine, next gen consoles tech, and the rumored Switch Pro. Hope to see you guys there.
Due to my passion for teaching with regards to Hardware, I will be making twitter group chats for lessons based off the "class" knowledge. This will be upcoming roughly scheduled for the start of May currently. It will be for those passionate about tech that want to learn more.
3D Computer Graphics are built by taking objects and representing them using polygons. The basic principles of this process can be learned in a geometry class. There are many different polygon types you can build your games out of,(2/35)
(2/53)As like last time, I don't own the specific hardware and merely making an analysis. At this point, please leave toxic fanboying behind. Everybody needs a break from it. Take time to sit back and appreciate the hardware design process.
Also because my friends have requested I do this for my own sanity, I will be more regularly muting threads and will start muting people. I will not be blocking people unless they harass me directly. Thank you, now onto my upcoming plans.
As 2020 is starting to wrap up, I will give a quick update on my plans for 2021. I have taken several suggestions for future write ups and here are some of the topics people wanted: how CPUs function, how processors are designed, how electricity and clock speeds work,
Hi everybody, so I am still currently on a mental health break still for the most part, but I would like to get my thoughts on how 343 can improve Halo Infinite's multiplayer component. Here are 10 things that I think could go a long way to making the game much better: (1/14)
@Optimus_Code
Both have fundamentally different gameplay mechanics and game design. It would be utterly embarrassing for Guerilla if Infinite was as graphically impressive.
RDNA took Vega's new Geometry Engines and unified them for improved performance. It will take some time for developers to gain access to these benefits. I would look out for these 3 in the coming years: Unreal Engine 5, Frostbite(Battlefield), and Sony's 1st Party.(31/35)
@JoeMiller101
@dark1x
The difference is Oodle. They have a slightly higher compression ratio leading to a slightly different texture set. Look at 11:54 of the credits:
but triangles are normally used because they have the least number of points making them more efficient. In CGI films, they are not restricted by these limits and end up using rectangles for their objects. This is the first of many differences between the two.(3/35)
I will still be doing my writeups on Twitter with regards to aspects of game design and hardware. The current to do list is: Backwards Compatibility, PS5 Hardware, Basic Overview of how Processors are designed, and the abstraction layers for gaming.
So some people have asked my thoughts on Halo Infinite's latest technical test, so here are the 5 positive and 5 cautious things to talk about:
1. Movement: It has been totally reworked compared to previous Halo games, but yet doesn't compromise Halo's formula in doing so.
(2/18)The first misconception I have been seeing a lot is people are sharing that SSR is pre-baked RT. If you see anybody saying, they are clearly wrong and should be educated or ignored. All lighting techniques described today are real time and are not pre-baked.
@xboxnintendo221
@JakeAGame
@JamesStevenson
@JoeMiller101
No it isn't. Cinematic is commonly used indudtry term for non-interactive cutscenes. They contrast this with gameplay. Basically, they are stating the trailer has gameplay and cutscenes. All of which are real time.
UE5 uses a new micropolygon solution similar to CGI movies where it only rendere polygons in view. UE5 is supporting the old Compute Shader solution for GPUs without Primitive/Mesh Shader support.(32/35)
Now EA DICE wanted to push what 3D graphics could be on the(at that time) current gen consoles. So instead of relying on the limited fixed function HW, they built a SW occlusion technique for their latest Frostbite Engine and released in Battlefield 3.(17/35)
(49/53)Attack someone's ideas, but never attack the people. If you think they are biased, being a toxic fanboy is not going to make them like your brand more. I have seen a bunch of devs attacked this week. Everybody just chill.
This Saturday, March 6th at 11am EST, I will be going on
@BRAP_Podcast
along with
@Optimus_Code
to talk the next generation of gaming. The next gen content is just getting started for me. I am excited for you guys to see it.
I have seen some confusion caused because some people are saying the PS5 has radial culling because it can remove triangles that are offscreen. This has been a thing already for over 25 years and that person does not know what they are talking about.(7/35)
I am fully willing to vet who you believe to be a reliable source as I can pretty quickly tell someone's experience based off what they say. I will leave it off with this: enjoy gaming for what it offers and stop caring about winning console wars and reign in your biases. (14/14)
This led to Primitive/Mesh Shaders. The goal was to take the Compute Shader capabilities and integrate it with the graphics pipeline and not rely heavily on CPU/RAM to complete what the GPU/cache could do. AMD's Vega architecture introduced this groundbreaking feature.(29/35)
Another element real time graphics has to worry about is polygon budgets. CGI can use as many polygons as needed and if one is not visible, simply cull it. Geometric Culling is whenever you remove polygons from the graphics pipeline.(4/35)
How Compute Shaders are implemented is important to how they perform. The GPU can input 2 types of workloads Graphics(Command Processor) and Compute(Asynch Compute Engine/ACE). These 2 pipelines don't directly communicate and rely on the CPU.(24/35)
A big difference between the current gen and next gen versions of UE5 games will be on how polygons are stored. HDDs have seek times over 500 times larger than SSDs limiting streaming of polygons. All polygons on the PS4 will need to be culled from RAM.(33/35)
The problem for Vega was the lack of SW support. There is a general philosophy in silicon design to make the right bets years in advance. AMD has been incredibly successful recently because of this. RDNA is their new architecture built for the future of gaming.(30/35)
Compute tasks are math heavy or rely heavily on Arithmetic Logic Units(ALUs inside the SPs). Mantle eventually got cancelled and replaced by 3 APIs: PS4's API, DirectX12, and Vulkan. AMD built GCN around this focus which led to the PS4/X1 being compute machines.(22/35)
Battlefield 3 was one of the few games that looked better on the PS3. At the time, Battlefield 3 was one of the most visually impressive games on the market, and as a result it completely reshaped the next generation of video games.(19/35)
Now I said that games were underutilizing GCN right? Well some of these more recent titles are favoring this functionality. You can see how much better AMD GPUs are doing compared to the GTX 10 Series. Both AMD/Nvidia seeked to further improve performance.(28/35)
DICE found that a GPU task was more efficient performed on the CPU than the GPU. AMD consulted with DICE heavily on their new Graphics Core Next(GCN) Architecture. They also influenced the Mantle API.(20/35)
Now just removing triangles off screen is simply not enough for real time graphics in a lot of cases. This led to Level of Detail(LOD) models. Depending on distance from the camera an object is(already calculated for frustum culling), you can choose a LOD.(8/35)
Battlefield 3 uses the CPU to cull triangles in boxes and only feeds the remaining triangles to the GPU. This strategy worked well on the Xbox 360 CPU, but worked way better on the PS3 Cell CPU which usually was underutilized.(18/35)
I am going to be using the Playstation ecosystem as it better represents the full evolution of how 3D HW runs(Xbox released 7 years later) and I have focused on Xbox more in previous writeups. I could go in depth for both, but it would be redundant.(11/35)
Nvidia's Turing/Ampere architecture has inproved their compute capability to mitigate the fact that games are starting to utilize this. Other big titles using this recently are Death Stranding, Red Dead Redemption 2, COD:MW, and Doom Eternal.(27/35)
Back in the day before GPUs were used for consumers, CPUs had to produce 3D Graphics. Demanding a CPU to perform the entire pipeline while culling individual triangles was impossible. This created strict polygon budgets. A different form of culling was needed.(5/35)
A common technique to increase triangle count is tesselation. Tesselation involves subdividing triangles. Basically, 1 triangle is converted to 2 and than 4 and so on. This adds geometric complexity, but does take more performance. Now on to HW.(10/35)
Mantle was focused on improving GPU utilization. One way was emphasis on Compute Shaders. Each Compute Unit would have 64 Stream Processors(SP) that can perform that many operations per clock. They could be used for any general purpose compute task.(21/35)
@Optimus_Code
@JoeMiller101
This is mixed info. Xbox previously stated only 2.5GB for OS. 6GB for CPU. Also I don't know how they could boost the OS RAM requirements by 3GB over Xbox One. Also PS5 has to have less than 16GB otherwise you can overwrite the OS and hack in online games.
Nvidia's GPU architectures were not oriented this way which led to GCN largely being underutilized. However, some games did take advantage of this. Frostbite Engine(which the architecture was built for), used Compute Shaders for culling.(23/35)
Modern games use multiple LODs for objects, so that the closer objects are higher detailed and the further away ones are lower detailed. This saves huge amounts of performance and can keep high fidelity games within polygon budget.(9/35)
(57/57)This is everything I have to discuss for today. This is a "brief" summary(My original outline had over 100 tweets, so I optimized). Obviously, people will still have questions and don't be afraid to ask them. Thanks for the read.
The PS1 performed the pixel/texture side of 3D graphics in fixed function HW. Then it used a secondary CPU core called the Geometry Transformation Engine(GTE) for the geometry side of games. It proved to be incredibly successful and hard for CPUs on PC to beat.(13/35)
Here was their math for code performance required. What they did was bundle triangles in a meshlets. These meshlets could then be removed by the mesh or subdivison of the mesh. This is how modern Frostbite games work.(26/35)
The HW still exists to this day. For example, in RDNA1 there is 4 primitive units which each can produce 4 triangles per clock. This is starting to become a GPU bottleneck in the PS3 era. The PS3 has this fixed function HW in its Nvidia GPU.(16/35)
(48/53)At this point I would like to do a PSA: programmers have a lot of stress in their lives and this problem extends into game dev culture. If a dev disagrees with your opinion, attacking them with toxicity is not a good argument.
(17/18)Typically on PC, the lower RT settings run at a lower resolution to save on work. Another thing is RT reflections get swapped for SSR at a set distance. The next gen consoles are using lower settings on these in order to maintain performance. They also limit objects in BVH
Around this time a new culling technique called occlusion culling was gaining traction going into the PS3 era. Occlusion culling works by removing objects occluded(blocked from player view) from rendering. This is when the fixed function HW started to lose effectiveness.(15/35)
As well as doing this, I will be on various podcasts to talk hardware and potentially game design. Today at 5PM EST, I will be on Doomsayer's podcast for example:
Today we will be discussing next generation rendering technologies and what Unreal engine 5 is actually doing to achieve its level of detail. We will be live at 4PM EST.
(20/53)I have been seeing a lot of misinformation about the XSS. Let us just dispel the first big claim I have seen. No the XSS is not a reskinned X1X. They have completely different architectural structures.
This led to view frustum culling. Based off what was in view of the player, you would remove triangles outside of that area. Objects too close were removed and object too far as well. This led to games having objects pop in which still happens today.(6/35)
(21/53)Next rumor I have seen is about the XSS being weaker than the X1X or that the XSS will hold back next gen games. Let us break down why both of these arguments don't have evidence. We will focus on CPU first.
Up until this point, 3D Graphics are incredibly limited in games as they are run on the CPU in SW rendering. One of the main reasons for the Playstation ecosystem to grow so large was them gambling on 3D Graphics HW.(12/35)
@AblazaLuis
People are overly dramatic and go extreme on topics like these. "This game does not look worth $70 to me" becomes "Playstation exclusives at $70 is bad". "Xbox has no new interesting 1st Party exclusives" becomes "Xbox has no games". Repeat to Infinity.
This means many graphics functions are restricted from CS use and they can't share cache with graphics. This does degrade their pure performance, but Frostbite found a use. A net benefit would be if they could beat the fixed function HW.(25/35)
@iamalitayyeb
There are two main sub-genres of RPGs and only Demon's Souls/Project Awakening are distinctly WRPG. And that isn't inherently a bad thing as I prefer JRPGs, but unfortunately only FF7RI and FF7P2 are pure old school JRPGs, and that is being optimistic at that.
@JustAnLED
@dark1x
Replacing CMOS batteries are pretty common with consoles, but what is unique to the Playstation problem is that it restricts access to your games until the clock is synced again with PSN. You could jailbreak the OS to fix this, but I would recommend Sony patch this...
(3/18)So what defines ray tracing? Well it is a very blurry line of what is or isn't. The simplest definition is that at each pixel a series of rays are cast into the game world and the path alters the lighting of the objects. This is incredibly broad.
(3/53)So the first thing we will do is to define the full memory hierarchy. In a processor, register files are the smallest level. They are designed to take a clock cycle before they can be used.
Now the PS2 kept a similar design structure with textures/pixels handled by their "GPU" and then used 2 Vector Processing Units to handle the geometry side of the equation. This differed from GameCube/Xbox which now had dedicated fixed function HW for its geometry pipeline.(14/35
Gaming has become less about Video games and more about console wars looking for victories. It sucks to watch such a creative artform tarnished by some zealots, but this is Gaming Twitter 2021. It has bled into harassing devs. (9/14)