Power vs. Speed: The Xbox Series X And PS5 are different animals
forbes.com
forbes.com
The Xbox has a higher tflops rating because of more compute units, but it has the same number of raster units. Because the PS5 clocks higher, its ROP throughput will be greater. In a rendering workload like games this will make a difference. Whether or not this offsets the fewer compute units remains to be seen, but I’d wager the consoles are going to come out pretty much on par. There’s not going to be a big discrepancy like PS4 and Xbone.
Since compute shaders can write out directly into memory you don’t need to use the ROPs to write the result into a buffer / texture like in the early days of GPGPU.
If you assume 20-30% or even more of your frame GPU budget is spent on compute you can reduce the number of ROPs to match.
Unless you have other bottlenecks you really only need as many ROPs as the fill rate you’ll be targeting which will be dependent on the resolution and targeted frame rate.
10-15 years ago ROPs and TMUs scaled 1:1 with GPU “power” the more you moved the load into shaders and then compute the less meaningful those figures are.
Even with identical hardware, I'd place my money on a small Xbox edge.
The PS3 was on paper significantly more powerful than the Xbox 360, however it didn't result in significantly better performance or graphics. In some games in some cases yes, in others not really.
CPU wise PS4 is weaker and slower, no matter how you frame it. Maybe on the GPU side you could make an argument for that difference, but still.
Either way, seems like a strong move forward for gaming.
Most console gamers now probably have a Switch and a PS4 in this generation.
It's all about the exclusives, regardless of what outsiders like to think about gamers. If you play a wide variety of games, you are more likely to have a PS4 though. They just have a bigger slate of exclusives.
I know it's a small sample size, and not representative it's just a interesting.
I personally have both, and I prefer the Xbox One. We actually have two so I can game with my wife. The UI feels less like a toy, setting up groups and games is still much easier with Xbox Live than anything PlayStation has ever offered.
Both Microsoft and Sony are pushing for backwards compatibility which will give users a strong incentive not to switch since they can maintain a large part of their library.
I'm thinking of going back to console after years of PC (mostly due to space constraints and not having time to mess with fancy builds again) but 60 Hz is the single biggest deal breaker for me. Switching to a lower refresh rate even for a few minutes now gives me a headache
In the end it's still the graphics what sells and not the FPS for most people and definitely for most people buying game consoles. In the current gen, lot of games are still running 1080p@30FPS: https://www.ign.com/wikis/xbox-one/PS4_vs._Xbox_One_Native_R...
PS5 too: https://www.laptopmag.com/news/ps5-specs-price-vs-gaming-lap...
But even in this ideal scenario, there would already big sacrifices involved in just offloading this stuff to GPUs: Sacrifices in SW complexity and development time moving from programmer-friendly CPU code to hard-to-program GPU interfaces.
The reality is in fact a CPU+GPU juggling setup where interacting CPU and GPU computations must be carefully coordinated and performance-tuned.
If the CPU bottleneck didn't exist and we could do without today's GPUs, we could make better graphics applications (games) given the same investment and technical engineering competence, and game developer life would be much more pleasant.
(There's an alternate history of more programmer friendly GPUs of course too, see eg the Larrabee story)