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enforce 3:1 compression that already native on 12_x since XSX, with unfied GDK=unreal 6-7 workgraph is enforced it means 3:1 compression will be enforced, it is only Sony that headache because PS5/pro RDNA1-2 dont support proper compression co-op vector with workgraph (Shading)
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Replying to @Eldword
XSX will always carried on to helix too in fact on unified GDK slide we see Helix next to XSX , what also important is not just ML, but workgraph now is part of unfied GDK, XSX has workgraph where even PS5 pro is not
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Nvidia Spark AMD Ryzen AI, and later RDNA5 all designed for splitted memory reservation design where all this copied from? same where Workgraph originated from? all is DirectXbox for a reason, even DF/Kepler deep dive into this, they wont poke this kind of fact
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not just HW but decade prepared you cant slap GPU CPU like Cerny & called optimized Cloud compute, it is also SW foundation like workgraph and so on, AI is one kind of workload model in this Hybrid compute, it is reason Nvidia/RDNA5 wait all DX12 from Xbox standarize on PC 1st.
since XSX 4 bit ML ism and MSFP all new HW & RDNA5 will be all into FP4, FP4=int4 with new HW to close to floating point accuracy & all this new thing is basically hybrid compute, AI that can extend the workload local to cloud in Xbox they called as Hybrid compute
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Xbox already demo this 1 decade ago the workgraph gpu driven is one part of the puzzle you can't do hybrid compute without make Silicon is with cloud in mind, that means SFS and streaming workload and stay compressed also needed too
Replying to @BradWardFight
everyone is gonna use that all that compute thing need some foundation to control the workload that where workgraph is needed you can't brute force the accelelator without fix and push developer to use proper engine which workgraph aware.
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Replying to @BradWardFight
everyone is gonna use that all that compute thing need some foundation to control the workload that where workgraph is needed you can't brute force the accelelator without fix and push developer to use proper engine which workgraph aware.
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can' be done without workgraph as backbone silicon feat for true gpu driven is adopted, Xbox RD since X1 need 1 decade before goes to PC, and from that the other workload (Neural) can be efficient with shading, Sony Unprep for this not for PS6 but PS5/pro(cpu driven).
and this closing session from AMD which said AI optimized execution for Windows and Xbox
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the blue and green is co-op vector all of this then need true gpu driven (Xbox RD since almost 14 years ago on X1) gpu driven std = workgraph is back bone of all this to happen, Helix is basically co-op shading and ML, or dual pipe, driven by workgraph
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Replying to @GregFX32
it is not , GPU is not CPU btw. Cerny wont said Complicarted like that if that the case they will choose RDNA3 over RDNA2 some highend feat like workgraph is not even possible on RDNA2 thats my point, Xbox using 12_x to do that not part of RDNA2,
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Cerny said disaster complicated if choose RDNA3 vs RDNA2 for pro, remember the workgraph only on RDNA start with RDNA3 and people expect RDNA4.5 PS6 - PS5 RDNA1 wont posses a problem, Jason already beta workgraph since X1, XSX has native of it=as Xbox IP 12_x not from RDNA2.
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Helix XSX RDNA5 using Unified GDK then Jason listed Workgraph and dont forget for the past 3 years MS AMD Unreal team tested XSX workgraph and PC RDNA3-4 workgraph, Sony must prep the emulation layer on PS5 RDNA1 and PS5pro RDNA2 potentially reduce the compute reservation
they will, infact the reason why NG Unreal (6 ) listed on Unified GDK Helix XSX PC (RDNA5) and dont forget the 😎workgraph this time is necessity , reason why Sony PS6 still no clear plan, the problem is not the PS6 but the PS5/pro that dont support WG, XSX/XSS support it
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they will, infact the reason why NG Unreal (6 ) listed on Unified GDK Helix XSX PC (RDNA5) and dont forget the 😎workgraph this time is necessity , reason why Sony PS6 still no clear plan, the problem is not the PS6 but the PS5/pro that dont support WG, XSX/XSS support it
When will XBOX Game Studios start migrating from Unreal Engine 5, over to Unreal Engine 6.
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GM CT🌄 Tired of losing your entire workflow every time you close a tab? @TheARCTERMINAL just changed the game with Work Graph — your true second brain. Every research thread, draft, file, decision, citation, and context stays perfectly connected. No more chaotic copy-pasting or forgetting what you were building yesterday. ANIMA — ARC’s autonomous reasoning computer — picks up exactly where you left off the next day. This is what a living workspace actually looks like. Not a dead dashboard. Not a one-way chat. This is a workspace that remembers, evolves, and grows with you. Built for serious builders, researchers, traders, and power users working with AI. Work Graph doesn’t just store what you did — it understands what you’re building. #ARCTerminal #WorkGraph #AICoWorking
@TheARCTERMINAL – A Standout Player in AI Onchain The AI Onchain space is heating up with major players: Bittensor (TAO): The leading decentralized machine learning network where AI models compete and learn peer-to-peer. NEAR & Render (RNDR): Powering decentralized compute and autonomous AI Agents. But ARC Terminal with ANIMA plays in a unique lane: It’s a full onchain AI Operating System that runs directly in your browser. Maximum privacy (ZK-proof, no chat history stored, no data selling), long-term memory, and autonomous execution of complex onchain workflows. If Bittensor is the “decentralized brain” and NEAR/RNDR is the “compute muscle,” then ARC Terminal is your personal onchain workspace — where you truly own and control your AI. The perfect trio for the Agentic era! Which direction excites you most: Decentralized ML, Compute, or Privacy-first Workspace? #ARCTerminal #ANIMA #Bittensor #NEAR #Render #AIOChain #CryptoAI
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it is similar X1 has GPU driven, but not until XSX they have as workgraph PS5/pro dont, but Cerny and media and tuber hold back because even cerny can not lie and said, front end incompatibility make them choose RDNA2 for PS5pro, Xbox had advanced F/E since X1/X
Jason and team possibly think because helix will enforced this neural compression aka bcpack 2.0 and also as core RDNA5 feat, then they better focused to bring that for nextgen, but XSX carried it on, it is reason XSX also on NG Unfied GDK slide, 12_x=ready for NG compression
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reducing the amount of discarded data. The Workgraph Scheduler is a possible(and probably likely) way to use this technology where you might have producers execute on say WGP Number 0, and then have the consumer execute on say WGP Number 1, you could transfer threads between WGPs
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Hello everyone, I build WorkGraph for the problem I was facing with Vibe Coding using codex or claude. You know, when you are vibe coding, giving prompts, steering your agent, a lots of good thing that just go into oblivion in the long chat sessions. It is also possible that a lots of time, you have fixed a particular thing, it could be UI, or a hard engineering problem and you want to re-utilize it at another project, you will probably have to start from scratch (Forgive me if there are better tools?) So I built Workgraph. I wanted to have a trail of how coding Agent worked through my problems. I wanted to understand the journey, I wanted to understand the traps and reuse proven patterns. I embedded all of this into Workgraph. I have tried to make it simpler to use and install. npm install -g agent-workgraph Then inside any project folder, run: workgraph start codex or for Claude: workgraph start claude It starts listening to that project session and opens the local UI From there, you can see the WorkGraph for that repo: what happened, what was learned, what should be reused, and what future agents should avoid repeating. The bigger idea is simple: if we are going to spend hundreds or thousands of prompts working with coding agents, those sessions should not be disposable chats. They should become a memory layer for our projects. This is still early and would love your feedback or bugs that I can fix. You can try it today at github.com/ranausmanai/agent… PS: This post is 100% written by me (human).
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Replying to @MrMPFR
Xbox BC=NDA and 12.x the 12.x also had some custom CPU possibly in ARM that assist workgraph and also help emulation it is hinted this custom CPU help BC on ex Xbox director of silicon linkedin Xbox BC to PowerPC partly helped by this on the fly recompilation by this NDA CPU
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the ex Ubisoft Gfx lead complaint that UE5 nanite still can't do PSO switch where X1 can, because X1 pso switch is feat from 12_x not from GCN/RDNA then later of course RDNA3-4 support pso switch as part of workgraph feat that Xbox already beta since X1, and 3rd Gen on XSX
seems many still confused by the slide the DX12 already from 2015 and the slide is 2022 the DX11 already more than 10 years from 2022 even on DX12 pso switch feat is not supported in 2022 otoh X1 12_x feat support it since 2013 12_x forward looking feat is not part of GCN/RDNA
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because it is slowly UE5 and soon UE6 will also become workgraph enabled engine and vector co-operate feat it is listed as Unified GDK main engine for Helix and XSX otoh Sony only have 0.47 slide on GDC so far there is no clear words about PS6 officially
Unreal Engine 5 Implementation of Microsoft's DirectX 12 Advanced Shader Delivery is "In Progress" wccftech.com/unreal-engine-5… wccftech.com/unreal-engine-5…
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AMD called as New era (when GPU is CPU like) workgraph is early from PC persepective but beta 12.x since X1 era reason AMD adopt 12.x, we see title workgraph but if people see GDK leak, there is more than 1000 feat of 12.x, workgraph coop vector is just part of larger 12.x feat.
Replying to @MrMPFR
workgraph is not only about optimization but the mainly benefit is Developer can make GPU to work like CPU, nested and recursive can be actually applied to gpu core without needed back and forth to CPU, thats the actual reason.
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