Monday, February 24th 2020
Microsoft Confirms Xbox Series X Specs - 12 TFLOPs, Custom APU With Zen 2, RDNA 2, H/W Accelerated Raytracing
Microsoft has confirmed the official specs for the Xbox Series X games console, due Holiday 2020 (think November). The new specs announcement confirms the powerhouse of a console this will be, with its peak 12 TFLOPs compute being 8 times that of the original Xbox One, and twice that of the Xbox One X, which already quite capable of powering true 4K experiences. This 12 TFLOPs figure is a mighty impressive one - just consider that AMD's current highest-performance graphics card, Radeon VII, features a peak 13.4 TFLOPs of computing power - and that's a graphics card that was launched just a year ago.
The confirmation also mentions support for Hardware-Accelerated raytracing, something that all but confirms the feature being built into AMD's RDNA 2 microarchitecture (of which we are expecting news anytime now). this, alongside Variable Rate Shading (VRS) support, brings AMD to feature parity with NVIDIA's Turing, and should allow developers to optimize their performance and graphical targets without any discernible quality loss.Another very important metric, however, is still unknown: pricing. But with the new system featuring so many pieces of top-of-the-line technology, including SSD storage, this won't be a cheap endeavor. With Sony also keeping its cards close to its chest in regards to PS5 pricing (and the company even canceling their appearances at PAX East and GDC), we'll have to wait and see how interesting these systems really are from a value standpoint.
However, I have to throw my two cents in here: Microsoft's alleged approach towards releasing a top-tier (and top pricing) console in the Xbox Series X alongside a cheaper, more nimble system does paint the next-gen scenario as more positive for Microsoft than Sony, should the Japanese company choose to release a single, premium system (which some are saying hardware parts costs are set at $450).
Features of XBOX Series X:
Source:
Microsoft
The confirmation also mentions support for Hardware-Accelerated raytracing, something that all but confirms the feature being built into AMD's RDNA 2 microarchitecture (of which we are expecting news anytime now). this, alongside Variable Rate Shading (VRS) support, brings AMD to feature parity with NVIDIA's Turing, and should allow developers to optimize their performance and graphical targets without any discernible quality loss.Another very important metric, however, is still unknown: pricing. But with the new system featuring so many pieces of top-of-the-line technology, including SSD storage, this won't be a cheap endeavor. With Sony also keeping its cards close to its chest in regards to PS5 pricing (and the company even canceling their appearances at PAX East and GDC), we'll have to wait and see how interesting these systems really are from a value standpoint.
However, I have to throw my two cents in here: Microsoft's alleged approach towards releasing a top-tier (and top pricing) console in the Xbox Series X alongside a cheaper, more nimble system does paint the next-gen scenario as more positive for Microsoft than Sony, should the Japanese company choose to release a single, premium system (which some are saying hardware parts costs are set at $450).
Features of XBOX Series X:
- Next Generation Custom Processor: Xbox Series X is our most powerful console ever powered by our custom designed processor leveraging AMD's latest Zen 2 and RDNA 2 architectures. Delivering four times the processing power of an Xbox One and enabling developers to leverage 12 TFLOPS of GPU (Graphics Processing Unit) performance - twice that of an Xbox One X and more than eight times the original Xbox One. Xbox Series X delivers a true generational leap in processing and graphics power with cutting edge techniques resulting in higher framerates, larger, more sophisticated game worlds, and an immersive experience unlike anything seen in console gaming.
- Variable Rate Shading (VRS): Our patented form of VRS empowers developers to more efficiently utilize the full power of the Xbox Series X. Rather than spending GPU cycles uniformly to every single pixel on the screen, they can prioritize individual effects on specific game characters or important environmental objects. This technique results in more stable frame rates and higher resolution, with no impact on the final image quality.
- Hardware-accelerated DirectX Raytracing: You can expect more dynamic and realistic environments powered by hardware-accelerated DirectX Raytracing - a first for console gaming. This means true-to-life lighting, accurate reflections and realistic acoustics in real time as you explore the game world.
- SSD Storage: With our next-generation SSD, nearly every aspect of playing games is improved. Game worlds are larger, more dynamic and load in a flash and fast travel is just that - fast.
- Quick Resume: The new Quick Resume feature lets you continue multiple games from a suspended state almost instantly, returning you to where you were and what you were doing, without waiting through long loading screens.
- Dynamic Latency Input (DLI): We're optimizing latency in the player-to-console pipeline starting with our Xbox Wireless Controller, which leverages our high bandwidth, proprietary wireless communication protocol when connected to the console. With Dynamic Latency Input (DLI), a new feature which synchronizes input immediately with what is displayed, controls are even more precise and responsive.
- HDMI 2.1 Innovation: We've partnered with the HDMI forum and TV manufacturers to enable the best gaming experience through features such as Auto Low Latency Mode (ALLM) and Variable Refresh Rate (VRR). ALLM allows Xbox One and Xbox Series X to automatically set the connected display to its lowest latency mode. VRR synchronizes the display's refresh rate to the game's frame rate, maintaining smooth visuals without tearing. Ensuring minimal lag and the most responsive gaming experience.
- 120 fps Support: With support for up to 120 fps, Xbox Series X allows developers to exceed standard 60 fps output in favor of heightened realism or fast-paced action.
139 Comments on Microsoft Confirms Xbox Series X Specs - 12 TFLOPs, Custom APU With Zen 2, RDNA 2, H/W Accelerated Raytracing
Consoles = games you cannot get on PC.
Consoles = plays nicely in living room on your large TV
Consoles = comfy sofa gaming
PC has it's uses it doesn't need to be either or.
aka mid range gpus sold as high end consoles.
;) no,just no.
main thing is cost.
In fact, I don't know anyone who owns a console, but doesn't have a PC.
Consoles = a lot of comfort. PC is much more fiddling.
watch some yt comparisons.
"better cause tailored" is a myth.
1060 can outperform ps4pro a lot of times.
they're running 30 fps at ~1800p ~low-medium quality,I guess you did not know that.
I won't mention common sense as it doesn't work with strong bias applied, chuckle.
have consoles suddenly become workstations everyone has been waiting to drop +$500 on cause your beloved amd says they're 12 tflops + rt ?
It makes me chuckle how in 2018 pc enthusiast weren't ready for RT cards but now console users are ready to drop that much :roll: :roll:
Jeez, are you hurt? There is difference between vague "wallet firendlieness" of consoles and most console buyers buying it because they are poor.
Consoles are cheaper for a number of reasons:
1) Uh, hold on, average PCs of a typical gamer runs 1060/580 or worse. Yeah, let's get that straight first
2) Economy of scale, of course and better contracts on parts
3) Normal business model is to make money on games, not consoles (Nintendo is a notable exception)
It is curious that XSeX that is unlikely to cost beyond $550, will have GPU that is faster than $700-800 GPU from NV, but it's not usual. I can't make any sense of this statement,.
I assume there is some virtual war of yours in which you personally have achieved impressive victory and inflicted devastating blow to your enemies after Sony or Microsoft or AMD or Intel or NV did something, I just can't figure exactly which of those wars it was or exactly whom you are trying to adress in a thread about XSeX specs, chuckle.
lol.
this thread :rolleyes:
The only thing which is "tailored" for console games is the assets(model details, texture details) are tuned to a desired frame rate, but even that usually only applies to top games.
Amazing.
Oh, and look at the assessed effects of such "non-tailoring tailoring":
Chuckle.
Asset tailoring would be more than enough, but sometimes they don't stop there. Blizzard has mentioned they optimized for 6 cores when doing a console port, because, well, remember, Jaguar isn't really a monster CPU.
There are no magical fairy dust inside consoles. If you run the same code on comparable hardware, it will perform comparably, that's a fact. The only way to make the code faster on consoles is if they have unique and faster API features, which is becoming more and more rare. The majority of console games are mostly using off-the-shelf engines and have nothing close to optimal code at all, and most launch titles are rushed, so console games are not necessary more polished than games in general.
Console games today are developed on PCs, then tested and if needed debugged on devkits towards the end. Early titles are often developed largely without the help of devkits at all. Devkits running hardware comparable to the final product are only available a few months ahead of release of the console. Let's end this BS about console games performing better right now.
That's why much is speculated about a significantly cheaper "Series S". If Microsoft launches just one console in the $600 zone, it easily loses the generation, if Sony surprises again with the $399, even with inferior hardware.
Sony has already tried to have a single console at $600 on the market and has done extremely badly, only after a few years with many price cuts along the way, it started to recover in sales.
1. Processor;
2. Graphics;
3. SSD;
4. Main board;
5. Case;
6. Power supply and delivery circuit;
7. Etc related costs.
If Microsoft is going to be able to sell a 12TF console at $600 or slightly less, why Sony would not be able to sell a 9TF console for example, at $400?
Even though it´s $450, it´s a significant difference to $600, most people would not pay that premium.
I do expect $799 for the Microsoft top offer and not less than $550 for the corresponding Sony offer.
"No, consoles always perform way better than PC counterpart, because games are tailored for them, while PC gets abstract "scaling slider" that does "some things".
But feel free to ignore part marked red, and defeat the strawman.
The irony.
2: Same silicon as 1, no additional cost. Same R&D.
3: Flash is expensive, otherwise this is cheap, likely using off-the-shelf parts with semi-custom firmware.
4: Medium cost, but cheap in the long run due to mass production. Highly optimized for cost with few PCB layers and likely a single-sided board. Much cheaper than the cheapest PC mobo, and produced in >100-1000x the quantities for much lower R&D costs per board.
5: Cheap AF. Initial tooling is expensive (likely hundreds of thousands of dollars, possibly millions), and the design work and certifications isn't free by any means (though I guess the latter goes under point 7), but amortized over >10 000 000 consoles all of this amounts to a few dollars per console at most, and production costs are very low thanks to a simple stamped steel frame with injection-molded plastic for aesthetics.
6: very cheap, likely requires near zero design, just tweaking of specs and layout/form factor from an existing OEM solution. MS/Sony will just go to Delta/MeanWell/whoever and say "we need an internal PSU in roughly this form factor, at this efficiency level, rated for this temperature, at this level of output noise and ripple, with x Amps on the 12V rail and a 5VSB rail", and the OEM likely has a suitable solution already that just needs some layout/form factor tweaks.
7: FCC testing and other certifications do cost quite a lot, but again, amortized over millions of consoles it's next to nothing per unit.
That being said, $399 is unlikely due to the size and performance level of the SoC - as that's by far the most expensive component of the build.
As for people saying that consoles don't sell due to price: don't be silly. A basic off-the-shelf gaming PC is ~$1000, with deals down to ~$700 if you're lucky and know where to look. They can be built cheaper, but that requires knowledge that the average user isn't even close to. So cost is definitely one of the main reasons for consoles being popular. Simplicity is another - they're mostly plug-and-play, and don't require any real skill to configure, and no assembly. Using them is also dead simple, and the software is relatively easy to learn. A third reason is that you can buy any game for the platform and expect it to work (at least in theory ... these days, yeah ...), unlike on PC where you have to know if your PC is powerful enough and/or start tweaking settings for it to run properly. A fourth reason is the couch experience - they fit smoothly into a contemporary TV-centric living room. PCs can too, but most don't whatsoever, and the UX is poor. So let's stop trying to point at one reason why consoles are popular - as with anything the answer is complex and consists of many discrete parts. Break any one of them, though, and it becomes a lot less attractive - raise the price too much, complicate the software, make game compatibility complicated, or mess up the UX; any of that can turn users off a console.
Or is RDNA2 the big thing here?