the system on paper is undoubtedly well thought with no particularly apparent flaws.
On the other hand it's just about time to show what is really able to do in practice.
We're 9 days away lol
the system on paper is undoubtedly well thought with no particularly apparent flaws.
On the other hand it's just about time to show what is really able to do in practice.
It's def interesting approaches, the Sampler feedback is very interesting they seem to have a way to help with just in time loading of textures which they say can free up memory it sounds like a big deal there where effectively acts as a multiplier for available memory.Probably, but not to the same levels of awesomeness as the PS5.
No, the PS5 has hardware decompression as well (that would require 8 CPU cores to match).
I don't know one way or the other but if I recall correctly Cerny used peak figures for the GPU and CPU so it's not outlandish to believe be used peak figures for SSD. Couldn't find any concrete data one way or the other so you're guess is as good as mine.Seems to be a lot of focus written here about "sustained" speed, as if they're leaning on that angle for a reason. Do we know if Cerny touched on the PS5's I/O speed being sustained as opposed to peak figures?
Seems to be a lot of focus written here about "sustained" speed, as if they're leaning on that angle for a reason. Do we know if Cerny touched on the PS5's I/O speed being sustained as opposed to peak figures?
Is "Xbox Velocity Architecture" the new "Blast Processing?"
edit for clarification: I mean this as "kinda complicated technical feature given a cool name for marketing purposes where 99% of people seeing it won't understand it but damn it sure does sound cool"
I think they're just captializing on the confusion about PS5's variable clocks. Cerny didn't say anything about variable transfer speed that I can recall.Seems to be a lot of focus written here about "sustained" speed, as if they're leaning on that angle for a reason. Do we know if Cerny touched on the PS5's I/O speed being sustained as opposed to peak figures?
Nah, Cerny said 5.5 raw, 8-9 most of the time, 22 peak.I don't know one way or the other but if I recall correctly Cerny used peak figures for the GPU and CPU so it's not outlandish to believe be used peak figures for SSD. Couldn't find any concrete data one way or the other so you're guess is as good as mine.
Nice!ayyyeeee
SFS provides an effective multiplier on available system memory and I/O bandwidth, resulting in significantly more memory and I/O throughput available to make your game richer and more immersive.
:O
Traditional SSDs used in PCs often reduce performance as thermals increase or while performing drive maintenance. The custom NVME SSD in Xbox Series X is designed for consistent, sustained performance as opposed to peak performance. Developers have a guaranteed level of I/O performance at all times and they can reliably design and optimize their games removing the barriers and constraints they have to work around today. This same level of consistent, sustained performance also applies to the Seagate Expandable Storage Card ensuring you have the exact same gameplay experience regardless of where the game resides.
Probably, but not to the same levels of awesomeness as the PS5.
Nice to also have confirmation also that there is no secret sauce as people have speculated about for some reason.
I recently rewatched the Cerny presentation and this sounds pretty correct
Just to clarify, SFS is supported on current Nvidia GPU's along with RDNA2 GPU's and is not specific to XSX.ayyyeeee
SFS provides an effective multiplier on available system memory and I/O bandwidth, resulting in significantly more memory and I/O throughput available to make your game richer and more immersive.
:O
Traditional SSDs used in PCs often reduce performance as thermals increase or while performing drive maintenance. The custom NVME SSD in Xbox Series X is designed for consistent, sustained performance as opposed to peak performance. Developers have a guaranteed level of I/O performance at all times and they can reliably design and optimize their games removing the barriers and constraints they have to work around today. This same level of consistent, sustained performance also applies to the Seagate Expandable Storage Card ensuring you have the exact same gameplay experience regardless of where the game resides.
Even in quotes it's wrong
This exactly. I want to focus on this tooSeems to be a lot of focus written here about "sustained" speed, as if they're leaning on that angle for a reason. Do we know if Cerny touched on the PS5's I/O speed being sustained as opposed to peak figures?
Did you read the OP? The linked article? Watch the video?
I 100% guarantee you they're stressing sustained as a vs. PC thing, as PC SSD's have issues with sustaining their speeds currently. PS5 should also be able to sustain its speeds.
Neither. It's 2.5x the raw hardware speeds still. It doesn't compound with the compression speeds. This works in conjunction with that. You still need to decompress but with this they are saying you can be more selective thus needing to load less into the memory.
Ok, so what did I say?Even in quotes it's wrong
Cerny said 5.5, with 8-9 effective while factoring in the Kraken hwa decompressor.
he was referring to the compression ratio. In principle for data that compress at least 4:1 you can saturate the controller and reach the 22GB/s figure.
Sure. My pc's NVME does ok tho. I don't play a ton thoI 100% guarantee you they're stressing sustained as a vs. PC thing, as PC's have issues with sustaining their speeds especially while gaming. PS5 should also be able to sustain its speeds.
Sony's speeds are sustained as well. Cerny was upfront about their variable speeds on the gpu and cpu they wouldn't just leave out the memory being variable if it was.
I think they're just captializing on the confusion about PS5's variable clocks. Cerny didn't say anything about variable transfer speed that I can recall.
not sure of the relevancy to your reply? im just highlighting a feature that is coming to the series x that was noted in the article.Just to clarify, SFS is supported on current Nvidia GPU's along with RDNA2 GPU's and is not specific to XSX.
But 6 is 2.5x of 2.4.
Wrong, Sampler Feedback is in RDNA and Nvidia, SFS is specific to XSX and requires specific hardware.Just to clarify, SFS is supported on current Nvidia GPU's along with RDNA2 GPU's and is not specific to XSX.
This is the secret sauce. Using various new technologies to boost the overall performance of storage, memory and the entire I/O.
I was just adding clarification to anyone thinking this was an XSX specific feature, not necessarily directing it at you. You simply had already highlighted the relevant portion from the article so I piggybacked off your quote.not sure of the relevancy to your reply? im just highlighting a feature that is coming to the series x that was noted in the article.
The PS5 uses a derivative of RAD Tool's potent Kraken decompression technology, which offers 10% better compression--that's about 10% more installations or data on a Blu-ray disc. Without the dedicated decompressor, it would take 9 Zen 2 CPU cores to decompress Kraken-level data.
Read more: https://www.tweaktown.com/news/7134...ep-dive-into-next-gen-storage-tech/index.html
"By the way, in terms of performance, that custom decompressor equates to nine of our Zen 2 cores, that's what it would take to decompress the Kraken stream with a conventional CPU," Cerny reveals.