Yes really interesting That why this next gen is really excited on both sides because the architecture is so different.
I think Microsoft has adapted its Raw Speed according to their new Velocity architecture.
Because of the comments from third party devs Jason Schrier has been relaying?You know why suddenly it's such an important topic and why it will be the hottest keyword on here for months.
At least initially, I feel like Microsoft's first party experiences will be held back a bit because of their stance on supporting their older consoles. We won't see anything that's truly designed from the ground up from them for a few years.
They might look crisper/play at higher frame rates and sustained resolutions on the Series X, but we'll still get games with black loading screens, limited fast travel, forced walking sections/elevators and worlds designed around limited draw distances/low lod to support HDDs from their first parties.
They're not requiring 3rd parties to also be cross gen right?
Yeah I think the simplicity in understanding Sonys raw speed accomplishment has lead to MS' claim sort of being overlooked.
But they are talking about 2x-3x gains in SSD and RAM utilization by only loading pertinent portions of a asset instead of only loading.
On paper, it sounds like they can counter Sony's raw speed by being more efficient with the load they carry.
"On paper, it sounds like they can counter Sony's raw speed by being more efficient with the load they carry."
look like it is.
I don't think PS5 games will have loading times at all.Third party and Xbox games will require sluggish 1.1 second loading times, whereas PS5 first party will be a blistering .85 seconds.
Physics says that's not true.
Seemed like DX12 Ultimate features - but thats not to say sony doesnt have the ability to implement it, so.... (unless it relies on some hardware to do the trick, that is)
He is still right about game design following the lowest denominator. At least for third parties.
That guy is one of the worst Xbox fanboys on Youtube.
"On paper, it sounds like they can counter Sony's raw speed by being more efficient with the load they carry."
look like it is.
I'm sorry, I mean no load screens.
This is, uhh, a take. I'm not going to finish the video because he's pulling numbers out of his ass, but his main point is that the PS5 SSD is too fast, claiming that "99.9% of people" on PC won't ever have drives that fast so developers will never make games for it because the audience is non-existent.
I still don't understand why people on the PC side (not all, just to make that clear) are so against upgrading their storage.
"On paper, it sounds like they can counter Sony's raw speed by being more efficient with the load they carry."
look like it is.
I think that Cerny actual talked about something like this when he said they can make it up to 20+ gigs of data. At the end of the day none of these features stop smart programming. it only helps them.
"On paper, it sounds like they can counter Sony's raw speed by being more efficient with the load they carry."
look like it is.
Oh, yeah, thats probably correct for the most part
Sounds amazing in theory. I wonder how much more difficult it will be for devs to use. The thing with Sony's approach is it's simple: it's so damn fast, they don't have to think about efficiencies.
How many lanes of PCIe is the SSD or the decompressor in the ps5 using? 8GB/s is the normal limit on pcie4I think that Cerny actual talked about something like this when he said they can make it up to 20+ gigs of data. At the end of the day none of these features stop smart programming. it only helps them.
I don't think that's true at all. Everyone I know who builds their own PCs would recommend an SSD.I still don't understand why people on the PC side (not all, just to make that clear) are so against upgrading their storage.
I don't think that's true at all. Everyone I know who builds their own PCs would recommend an SSD.
The issue had been previously M.2 drives weren't worth the price difference because most games weren't designed to take advantage of the extra speed, and often had the exact same performance as a typical SSD. Once newer games take advantage of these drive speeds (largely in part to them being in the new consoles) folks will definitely be all about getting the fastest drives available.
How many lanes of PCIe is the SSD or the decompressor in the ps5 using? 8GB/s is the normal limit on pcie4
I've seen it, and I just beat the game once. Move faster bruv.I've never seen this in my 200hrs. How are you moving "too fast"?
use the master cycle zero and enter a town.I've never seen this in my 200hrs. How are you moving "too fast"?
The math when saying TF don't make a difference and there isn't much in it is roundly repeated but in real world terms I'm pretty sure that you're right. The load times will be marginal at best.Third party and Xbox games will require sluggish 1.1 second loading times, whereas PS5 first party will be a blistering .85 seconds.
Thank you for that, hopefully this won't be an issue when it's time for a new pc.PC basically has no SSD on the market right now as fast as PS5 SSD but that will be rectified before years end. However, it will require new motherboards with PCI Express 4.0 (and 5.0 is coming), only AMD Ryzen X570 motherboards currently have PCI Express 4.0 support. Current PC maxes out at 5000 MB/s while Sony PS5 is 5500 MB/s and up to 9000 using compressed data.
Most PCs can only meet at best Xbox Series X SSD speeds (2500 MB/s) but even that requires a M2 NVMe slot and a relatively fast SSD. High end PC NVMe drives on PCI Express 3.0 (Intel motherboards) top out at around 3500 MB/s. But all those cheap $100 1 TB NVMe drives on pc are all around 1750-2000 MB/s which isn't even as fast as Xbox. Then you have allot of pc users who don't even have NVMe slots, their SATA based SSD (SATA connection is what PS4 used) top out at 550 MB/s.
Xbox Series X Raw SSD Power is over 2x faster than SSD and M.2 NVME in Game Loading Speed.
This is without even taking into account all the unique features of Velocity Architecture.
This is for those who think the fastest off the shelf NVME will match the speed of console SSDs.
Unmodified State of Decay 2
Xbox Series X (9 seconds)
PC SSD ( 20 seconds)
The difference between SSD and M.2 NVME in tests are less than 1 second.
You might as well say no load times, because it's probably gonna feel that way.Yes and sony approach will also benefit for faster Loading times with ultra fast Raw speed. But really smart approach from MS too.
The math when saying TF don't make a difference and there isn't much in it is roundly repeated but in real world terms I'm pretty sure that you're right. The load times will be marginal at best.
How many PC users are on SSD now? Do the steam stats show that number?
People acting like SSD couldn't become a minimum requirement on PC, like higher ram did this gen.
Force people to upgrade. It's time. It isn't 10 years ago when you'd be paying hundreds for a 64gb SSD, you can get 1TB for 100$. Ganted slower than what's in these consoles, but faster than HD.
Which Switch ports has altered level design?Insofar as game design is concerned, what is less concerning is PS5's SSD bandwidth advantage and much more the bandwidth constrained current gen systems which will feature cross gen titles from both MS's FP and TP.
It will be interesting to see whether developers will adopt the Nintendo Switch approach which entailed porting certain performance taxing current gen games and altering their level design to alleviate the issues.
I'm sure there will be cool tech demo shit that 1st party studios can pull. It'll be fun to see how it translates into the big titles that everyone buys, especially as we know that game loads are going to be almost killed dead by the multi game resumes on Xbox, you could in theory only ever need to do a long load (which is where any perceived difference would be ) once
That's the one I do remember and the example I do remember was putting a big obstacle to block a vista at one point.The only one I can remember atm is Wolfenstein the new colossus. I recall DF's analysis showing parts of levels being slightly altered so that render and memory budgets could be brought inline with what Switch's HW could handle whilst running at steady 30fps.
I mean, what's a perceived difference...
Assuming for a moment, that both support swapping between multiple suspended game states.
If I'm swapping from an active game to a suspended session of another game on XSX, that may be
(Time to write out the current game state to ssd) + ~3 seconds (time to fill 13.5GB, to restore a ram-full game state from the ssd assuming 2:1 compression)
On PS5 under the same compression assumptions and ram utilisation assumption it may be
(Time to write out the current game state to ssd) + ~1.5 seconds state restore time
This is maybe a simplification - maybe you can do fancy things so there's overlaps between reads and writes when RAM becomes 'safe' to fill with new data.
But I think we're probably not in the threshold of 'instantaneous', at least in the general case, for games whose state uses all of RAM i.e. not in the realm of diminishing returns.
Not a big deal for many people I'm sure, but depending on the write speeds for each drive, this process could be quite noticeably faster on PS5 than XSX if it's a case of several seconds vs half that, rather than '0.1 seconds vs 0.05 seconds'.
That's the one I do remember and the example I do remember was putting a big obstacle to block a vista at one point.
It's a really good point, the biggest saving is going to come from skipping logos and such, not the loading/vs resuming
Correct me if I'm wrong, but didn't they talk about the UI letting you skip all the intro stuff and go directly to the game? I assumed you hit the button and it starts loading your save/putting you in multiplayer session instead of a suspend/resume style solution. Not that it wouldn't work (PSP Go of all things had something like that).
Another example I can cite is MK11, well particularly that Crypt thing with its N64 level fog, but I don't thank too many resources were put into that part of the port anyway. They also simplified... the character select screen.Yes! That's the one. You've good memory.
So yea, I do wonder if current gen renditions of next gen games will feature design elements like those or introduce the prevalent "Squeeze through here please" interactive loading screens.