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DF talking about PS5 vs Xbox Series X
The question is, why do PS5 games often fun better than the inarguably more powerful Series X? The standard answer is "PS5 is the primary and more optimized platform." The long and the short of it is that's basically true, but DF has some more insight from talking to developers.
The primary reason seems to be DirectX. The DirectX API on Xbox resembles the PC DirectX sufficiently close that you can "just" run DX12 code unchanged on Xbox. This makes cross-platform development for Xbox very easy, but at a cost of using the PC's higher level, "run on any hardware" API.
Xbox has support for deeper, lower level optimizations, but that work can't be shared with the PC version. If Microsoft were "winning" the console generation in terms of install base, perhaps more games would take advantage of this lower level API. But as it stands, many games essentially start with the PC code, with PS5 equivalent settings, and tune from there.
The toolchain appears to be a separate issue. According to John, multiple developers have cited the Playstation's shader compiler as generating higher quality output. This is deeply interesting to me, because I'm surprised that AMD isn't providing the shader compiler to both companies. If I had to guess, I would bet this is a benefit to Sony's approach of maintaining compute unit parity between the PS4/PS4 Pro/PS5 GPU designs - Sony's compiler has had years to optimize for scheduling warps over a fixed number of compute units.
Finally, Alex speculates that PS5's design favors older engine technology. Sony has preserved the PS4 Pro's GPU layout in the PS5, and the Pro itself was a doubling of the PS4's GPU layout. In order to make the PS5 faster than last generation, the clock speed was pushed higher. Microsoft instead took the strategy of adding many more compute units, and leaving the clock speed relatively low.
This means despite the fact that Series X has a bigger GPU overall, they have the same number of rasterization blocks. And because Sony pushed power by increasing clock speeds, the PS5 runs that older rasterization pipeline faster than Series X. Ironically, the Xbox Series X, which had no exclusives at launch, is much better built for next-gen-only engines.
The question is, why do PS5 games often fun better than the inarguably more powerful Series X? The standard answer is "PS5 is the primary and more optimized platform." The long and the short of it is that's basically true, but DF has some more insight from talking to developers.
The primary reason seems to be DirectX. The DirectX API on Xbox resembles the PC DirectX sufficiently close that you can "just" run DX12 code unchanged on Xbox. This makes cross-platform development for Xbox very easy, but at a cost of using the PC's higher level, "run on any hardware" API.
Xbox has support for deeper, lower level optimizations, but that work can't be shared with the PC version. If Microsoft were "winning" the console generation in terms of install base, perhaps more games would take advantage of this lower level API. But as it stands, many games essentially start with the PC code, with PS5 equivalent settings, and tune from there.
The toolchain appears to be a separate issue. According to John, multiple developers have cited the Playstation's shader compiler as generating higher quality output. This is deeply interesting to me, because I'm surprised that AMD isn't providing the shader compiler to both companies. If I had to guess, I would bet this is a benefit to Sony's approach of maintaining compute unit parity between the PS4/PS4 Pro/PS5 GPU designs - Sony's compiler has had years to optimize for scheduling warps over a fixed number of compute units.
Finally, Alex speculates that PS5's design favors older engine technology. Sony has preserved the PS4 Pro's GPU layout in the PS5, and the Pro itself was a doubling of the PS4's GPU layout. In order to make the PS5 faster than last generation, the clock speed was pushed higher. Microsoft instead took the strategy of adding many more compute units, and leaving the clock speed relatively low.
This means despite the fact that Series X has a bigger GPU overall, they have the same number of rasterization blocks. And because Sony pushed power by increasing clock speeds, the PS5 runs that older rasterization pipeline faster than Series X. Ironically, the Xbox Series X, which had no exclusives at launch, is much better built for next-gen-only engines.