Remember that the Xbox Series X SoC has more CUs on it than MS is enabling (56 in silicon, 52 enabled), which given the % area of the die dedicated to the GPU will mean that a
huge proportion of faulty dice will be perfectly usable for the full XSX by disabling whatever CU the error is in. The chances of a die having
more than four defective CUs yet no faults that make it useless otherwise (memory controllers, CPU cores, etc.) sound mind-bogglingly small.
I'm inclined to agree. I thought consoles were all about offering a simple, hassle-free device for your average Joe to play games on. Having multiple models at different performance levels muddles up the waters a bit. Sure, there were like 9 versions of the PS2, but they were all relatively minor changes with little impact to the end user. There are some competitive people I know with original PS4s that are put off by playing competitively because their PS4 isn't as good as some of the later ones, so they're already at a flat disadvantage. It looks like it's only going to get worse.
IMO, "pay X for full performance and all the features, or pay 3/5X for a lower performance version that still does all the same things and plays all the same games" is still a relatively simple proposition for end users, even if it adds a single layer of complexity (that is frankly already there with the X1X/X1S and PS4s/PS4p). Keeping the CPU the same across the board also means that (outside of draw calls increasing CPU load for the higher end SKU) the only relevant difference will be in graphical fidelity. Same responsiveness, same framerates (given that developers adjust for the less powerful GPU), same games, same disks, same UI, though likely smaller installations/downloads on the lower end SKU, and likely no RTRT.
The wafers they get from AMD will have defective CUs, AMD doesn't care about that, MS will pay for those anyway. So might as well use them in the cheaper console and by the way I don't actually think it will be a 4TF GPU, that seems way too weak. 6TF seems more reasonable.
See above. The chance of a die from one of these 360mm wafers being unusable for the XSX is very, very small. Which leads me to think any potential Lockhart would be a different die - after all, to reach 4 TFlops at the same clock as the XSX (1825MHz) they would just need 18 CUs. If a smaller die allowed them to clock higher they could get away with 16 or even 15. Make that into a 20 CU die for some redundancy, reduce the number of memory controllers and interfaces to match the 10GB of RAM, and you've got a relatively small die. Not Renoir size (150mm2), but likely ~200mm2. That would allow for dramatic increases in chip yields - a 13x16mm die (208mm2) run through the calculator
@THANATOS used above results in 244 good dice and 46 partials, nearly 2x the die count of the full Scarlett SoC. Also, as discussed above 4TF of RDNA compute won't lag much behind 6TF of GCN compute in gaming performance - and unlike the X1X this would be targeting lower resolutions than 4k, meaning 4TF ought to be perfectly fine as long as other parts of the SoC don't choke. Speaking of which:
I know of no game that uses 1GB at 1080p and over 4 GB at 4K, the difference in memory usage is much less stark than people believe. Everyone makes the trivial error that 4 times the pixels means 4 times the overall VRAM usage. It doesn't work like that, a lot of data stored in VRAM doesn't need to scale up and remains the same in size. All of these are modern games :
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See ? Are you all still not convinced games don't actually use that much more memory at 4K versus 1080p yet ? I know what's the next probably : "yeah but all those games just fill up all the available memory even if it wont use it all". No, it's not that, it's just not that big of a difference.
The being said I stand by my conclusion that 6GB is a huge chunk of memory which will act as as big constraint, forcing developer to simplify game logic and assets. And I wonder how much cheaper would this console really be, the SoC is the same, MS will pay the same for every wafer they get from AMD irrespective of where it will be used.
a) Those tests are all run on Nvidia GPUs with Nvidia drivers, which are known to (on average, though it depends on the title) have more VRAM labeled "in use" while gaming than equivalent AMD GPUs. Whether they actually
use or
need more VRAM or if this is just a difference in how the drivers work is another issue entirely, but the point nonetheless stands.
b) A lot of that data in VRAM is loaded "just in case", with a relatively small portion ever actually being used. Given that the new consoles are built around NVMe SSDs and superior-to-Windows storage architectures, it's not that much of a stretch to assume that they can do this less, relying on the SSD to stream in necessary data on the fly (to a certain extent, of course).
c) Those tests are run on Ultra settings. No console runs PC Ultra settings, as Ultra inevitably activates all the stupidly expensive stuff that you barely even notice. Most games have significant drops from Ultra to High.
d) It's entirely within reason to expect a lower-end console to use a lower tier of graphics settings too - likely something akin to PC "medium" settings, further lowering VRAM usage.