The fact that the number is listed as the compressed average for both?
The fact that the number is listed as the compressed average for both?
Thats incorrect, those numbers are using the hardware decompression.We already know that XSX seems to have slightly better compression, hence why their 2.4GB/s drive can push 4.8GB/s decompressed average, while PS5's 5.5GB/s drive only pushes 9GB/s decompressed average. These numbers are already taking into account any compression done through Kraken, BCPack, etc.
That's my point, those numbers are what the decompressors for each console can handle. Those decompressors are specifically designed to handle certain formats, which for XSX is zlib and BCPack, and PS5 is Kraken. The reason XSX's number is so much higher (percentage) is due to BCPack compressing the data further than Kraken.Thats incorrect, those numbers are using the hardware decompression.
We already know that XSX seems to have slightly better compression, hence why their 2.4GB/s drive can push 4.8GB/s decompressed average, while PS5's 5.5GB/s drive only pushes 9GB/s decompressed average. These numbers are already taking into account any compression done through Kraken, BCPack, etc.
We already know that XSX seems to have slightly better compression, hence why their 2.4GB/s drive can push 4.8GB/s decompressed average, while PS5's 5.5GB/s drive only pushes 9GB/s decompressed average. These numbers are already taking into account any compression done through Kraken, BCPack, etc.
That's my point, those numbers are what the decompressors for each console can handle. Those decompressors are specifically designed to handle certain formats, which for XSX is zlib and BCPack, and PS5 is Kraken. The reason XSX's number is so much higher (percentage) is due to BCPack compressing the data further than Kraken.
If that were true, neither console would have a separate peak decompression rate (6GB/s for XSX, 22GB/s for PS5).No those speeds are what the hardware is rated. The compression software is different. Kraken isn't as good with texture data as MS solution. And texture data is what makes the majority of the data to be moved
Exactly, I added some info about this in my above post.Bear in mind the PS5's 8-9 GB/s compressed figure was typical bandwidth, not peak. Cerny clarified that peak compressed data transfer is actually over 22 GB/s.
If that were true, neither console would have a separate peak decompression rate (6GB/s for XSX, 22GB/s for PS5).
Exactly, I added some info about this in my above post.
And who is the best?Microsoft learned a lot from the best.
Cant wait for Series X.
Truly next gen 🤤
He's just guessing though, he even says he himself doesn't know. Wishful thinking of enthusiasts aside, none of us (outside of developers working on the consoles) really know the specific details of either the PS5 or XSX's full compression specifics, and how they compare to one another. All we have to go by are the compression figures, which presumably are going to be best case scenarios factoring in compression features, because why wouldn't you want to show off a better figure for PR purposes?
On the compression figures at least, XSX has a small advantage, but I don't know if the XSX figure is typical or theoretical peak etc.
Also, the 22 GB/s figure.
That 4.8GB/s figure is typical, they say in an interview the peak is over 6GB/s. See the edit on my above post.
The 22GB/s is from the PS5 deep dive.
I'm not sure what you're saying from that tweet? There's only two options, the 4.8GB/s is a hardware limit (in which case my point is still valid because it wouldn't matter what format is used if it could only decompress 4.8GB/s), or the 4.8GB/s is the average they're expecting based on their chosen compression formats. I know I saw a 6GB/s peak speed for the decompression hardware in the XSX somewhere but I can't find it now unfortunately.
I've been pointing out that you can already see evidence of BCPack being a better choice for texture data because XSX is able to double its throughput with compression vs PS5 only getting a 64% increase. That's pretty awesome, and the files should take up less space on disk as well. I just don't think we should expect higher than MS's published spec numbers based on tweets.
Edit: Found the quote: ""Our second component is a high-speed hardware decompression block that can deliver over 6GB/s," reveals Andrew Goossen. "This is a dedicated silicon block that offloads decompression work from the CPU and is matched to the SSD so that decompression is never a bottleneck. The decompression hardware supports Zlib for general data and a new compression [system] called BCPack that is tailored to the GPU textures that typically comprise the vast majority of a game's package size." That's from Andrew Goossen in the DF interview.
Yep, I ended up finding it finally through Google, thanks. :)
He's just guessing though, he even says he himself doesn't know. Wishful thinking of enthusiasts aside, none of us (outside of developers working on the consoles) really know the specific details of either the PS5 or XSX's full compression specifics, and how they compare to one another. All we have to go by are the compression figures, which presumably are going to be best case scenarios factoring in compression features, because why wouldn't you want to show off a better figure for PR purposes?
On the compression figures at least, XSX has a small advantage on typical. But I don't know how peak theoretical figures compare, as Microsoft just states over 6 GB/s, whilst Sony states 22 GB/s. Obviously based on the latter figure, the PS5 would have the big advantage, but typical bandwidth is realistically more important than theoretical peak anyway.
Also, the 22 GB/s figure.
He's just guessing though, he even says he himself doesn't know. Wishful thinking of enthusiasts aside, none of us (outside of developers working on the consoles) really know the specific details of either the PS5 or XSX's full compression specifics, and how they compare to one another. All we have to go by are the compression figures, which presumably are going to be best case scenarios factoring in compression features, because why wouldn't you want to show off a better figure for PR purposes?
On the compression figures at least, XSX has a small advantage on typical (even though the PS5's number is much higher due to the SSD speed advantage). But I don't know how peak theoretical figures compare, as Microsoft just states over 6 GB/s, whilst Sony states 22 GB/s. Obviously based on the latter figure, the PS5 would have the big advantage, but typical bandwidth is realistically more important than theoretical peak anyway.
Also, the 22 GB/s figure.
Really don't get how people say it will suck. Lockhart wont hold back next generation. Multiplatform games still have to run on mid tier pc's, most of which dont even have ssd's for games yet, so optimizing for lockheart wont be that much of an issue, especially with its rdna2, ssd, cpu, and ram. It just wont be at 4k.For some reason I can't convince myself that Lockhart will release. It's going to suck if it does but oh well.
I don't have any solid background in SSDs, but I am curious as to why MS went with 2.4GB/s for the SSD
They list using a custom PCI-e 4.0 NVMe drive, but PCI-e Gen3 can already push 3.5GB/s (granted these are sequential read speeds and that writes and random reads would be slower) and the current Gen4 drives on the market can aready push 5GB/s. I know there is the whole thing about consistent speeds, temperatures and costs. Gen4 probably also offers other features. And I have no idea how to compression thing factor in all of this.
Can anyone provide some insights?
Typo, should have been past.
It's because of heat. SSD's on PC throttle pretty fast because of temperature. MS wanted the drive to work at a steady pace at all times, so they had to use a lower speed that can be achieved 100% of the time.I don't have any solid background in SSDs, but I am curious as to why MS went with 2.4GB/s for the SSD
They list using a custom PCI-e 4.0 NVMe drive, but PCI-e Gen3 can already push 3.5GB/s (granted these are sequential read speeds and that writes and random reads would be slower) and the current Gen4 drives on the market can aready push 5GB/s. I know there is the whole thing about consistent speeds, temperatures and costs. Gen4 probably also offers other features. And I have no idea how to compression thing factor in all of this.
Can anyone provide some insights?
It's because of heat. SSD's on PC throttle pretty fast because of temperature. MS wanted the drive to work at a steady pace at all times, so they had to use a lower speed that can be achieved 100% of the time.
This guy gets it!Really don't get how people say it will suck. Lockhart wont hold back next generation. Multiplatform games still have to run on mid tier pc's, most of which dont even have ssd's for games yet, so optimizing for lockheart wont be that much of an issue, especially with its rdna2, ssd, cpu, and ram. It just wont be at 4k.
Really don't get how people say it will suck. Lockhart wont hold back next generation. Multiplatform games still have to run on mid tier pc's, most of which dont even have ssd's for games yet, so optimizing for lockheart wont be that much of an issue, especially with its rdna2, ssd, cpu, and ram. It just wont be at 4k.
Sony's memory bump was a much harder process but it was done over a year before launch. MS can do it very easily, but it will cost them a lot of money per console. It's a business decision.
I wonder how much BCPack can reduce the 130% gap in IO speed. Or am I totally wrong in how I'm thinking about it (I know jack shit about this stuff).
Thehehehe ... Nah, the narrative will change, for sure.It can't hold back a generation when TF's don't matter and SSD is the single largest improvement to next gen technology.
Really don't get how people say it will suck. Lockhart wont hold back next generation. Multiplatform games still have to run on mid tier pc's, most of which dont even have ssd's for games yet, so optimizing for lockheart wont be that much of an issue, especially with its rdna2, ssd, cpu, and ram. It just wont be at 4k.
consoles are not PCs. Games will be built from the ground up for Lockhart and everything will be based around that
All the MS studios will be pumping out graphical showcases, save for maybe Double Fine. That's not really their thing haha.I can't believe for a second that Xbox Game Studios aren't going to be targeting the XSX and scaling down. Microsoft are going to want graphical showcases to show off their new box.
I don't have any solid background in SSDs, but I am curious as to why MS went with 2.4GB/s for the SSD
They list using a custom PCI-e 4.0 NVMe drive, but PCI-e Gen3 can already push 3.5GB/s (granted these are sequential read speeds and that writes and random reads would be slower) and the current Gen4 drives on the market can aready push 5GB/s. I know there is the whole thing about consistent speeds, temperatures and costs. Gen4 probably also offers other features. And I have no idea how to compression thing factor in all of this.
Can anyone provide some insights?
That 4.8GB/s figure is typical, they say in an interview the peak is over 6GB/s. See the edit on my above post.
Edit: Comparing typical speeds is definitely the way to go, peak speeds would rarely be reached and typical speeds would account for any peak speeds anyway. XSX definitely has a decent advantage here, kudos to MS for including BCPack support.
It's because of heat. SSD's on PC throttle pretty fast because of temperature. MS wanted the drive to work at a steady pace at all times, so they had to use a lower speed that can be achieved 100% of the time.
I can't believe for a second that Xbox Game Studios aren't going to be targeting the XSX and scaling down. Microsoft are going to want graphical showcases to show off their new box.
I too am very curious a to how it's possible for PS5 to sustain any kind of peak throughput for long-term use with all the heat that the box will be generating. Heat is the death of electrical components, so Sony must really have something special for cooling.This is why I'm very interested to see what sustained throughput looks like on the PS5. Not only for the internal SSD, but for the external drives as well. If Sony isn't requiring external NVME SSDs to have a heatsink it's going to be very interesting to see whether the PS5's cooling solution can allow those drives to run at 5+ GB/s sustained throughput during an entire gaming session.
It's because of heat. SSD's on PC throttle pretty fast because of temperature. MS wanted the drive to work at a steady pace at all times, so they had to use a lower speed that can be achieved 100% of the time.
It would be fairly trivial for either console to have a built-in heatsink for the NVMe drive. But we'll have to wait for a teardown to see what they've done. MS's solution is simpler because they have their external add-on drives that need to generate a small enough amount of heat to not need active cooling, so the assumption could be made their internal drive doesn't need much cooling either.This is why I'm very interested to see what sustained throughput looks like on the PS5. Not only for the internal SSD, but for the external drives as well. If Sony isn't requiring external NVME SSDs to have a heatsink it's going to be very interesting to see whether the PS5's cooling solution can allow those drives to run at 5+ GB/s sustained throughput during an entire gaming session.
Resolution difference will likely be relatively minimal and won't really be too much of a deal, but the extra power can be used for additional graphics effects and steadier frame rates.
Would you say that XSX is more stable overall, and that PS5 isn't as green ?
I was asking around on Twitter, DF folks and other people in the know but got nothing.This is why I'm very interested to see what sustained throughput looks like on the PS5. Not only for the internal SSD, but for the external drives as well. If Sony isn't requiring external NVME SSDs to have a heatsink it's going to be very interesting to see whether the PS5's cooling solution can allow those drives to run at 5+ GB/s sustained throughput during an entire gaming session.
The TF difference won't be the main reason for the resolution difference. The real reason for the resolution difference will be the memory bandwidth. So don't be surprised to see some games go even lower than than because of the bandwidth. Depends on the engine and what the game is trying to achieve.4K vs 1800p requires 44% more pixel pushing power. XSX has a 18% advantage max over PS5 (actually less, that is only shading and RT). So to push 4K vs 1800p PS5 the XSX will actually have to make graphical sacrifices and/or run at worse frame rates than the PS5 version.
Which is why these consoles are the closest ever released - resolutions will largely be identical because the XSX doesn't have enough of a performance advantage to push a jump in resolution over PS5 without other sacrifices.
4K vs 1800p requires 44% more pixel pushing power. XSX has a 18% advantage max over PS5 (actually less, that is only shading and RT). So to push 4K vs 1800p PS5 the XSX will actually have to make graphical sacrifices and/or run at worse frame rates than the PS5 version.
Which is why these consoles are the closest ever released - resolutions will largely be identical because the XSX doesn't have enough of a performance advantage to push a jump in resolution over PS5 without other sacrifices.
Nah. Adaptive resolution means that they don't have to target 4K in all scenarios or have other graphical sacrifices. It's just that the Xbox will probably have the higher rendering resolution most of the time.
For some reason I can't convince myself that Lockhart will release. It's going to suck if it does but oh well.