The streaming pool in that demo was 768MB
Although I don't think we could count how much bandwidth was used from that. Maybe it was 768MB per frame, every two frames or every second.
In the DF DeS interview with BluePoint
They say (at around the 17 minutes mark) that they are continuously streaming 3/4 GB worth of compressed data every second.
At 3/4 GB of compressed data per second as in Demon's Souls, how fast do you think your RAM pool would get filled? You could avoid the problem of transferring data from the SSD to RAM if you had a big enough pool but I can't see that as a mandatory requirement for UE5
Everything is limited by its memory pool u got to work with.
U can stream in 3-4gb of data per second, but where does this data go? when 16gb of memory is fully used in the screen u are looking at? it can't be stored ( so its high unlikely this is happening ). u can't drop the information that is visible in the screen etc. So what u do is you reserve memory that swaps this with the main game but that will result in a drop in quality as only half of the memory most likely will be used. The consoles have isssue's with this because they only got 1 memory pool that limits this. The SSD can't replace memory it can only fill the memory up and that's about it.
So how do you avoid having loading screens on the PS5? you reserve half of the memory and load and swap data in on the fly by simple having tiny delay mechanics in the game to make this happen that allows you to break the game world up. But that will absolutely lower the quality as most of your memory as i stated a second ago will be lost. So how to you make sure that u can use all your memory and not lose the quality, u make a EU5 demo where u walk through long delay cracks, slow walks, let the engine load stuff in and out without problems while your face one way etc and there is that ( or massively simplify the data by having only the same stuff in the screen ). And if the data u stream in is of such high texture level like the EU5 demo showcased it will just kill the verity of textures on the screen like u also see because the v-ram pool is limited. This is also why high quality textures like 8k aren't particular useful on the PS5 to aim for in real games.
This is also why people complain about the demo that its not a real game which means less memory again will be available and less performance will be available when u actually start to push out tons of extra stuff that needs to be dealt with. Which makes the tech demo nothing but a exactly that a tech demo.
So how will PC deal with this scenario?
Let's say the real scenario of 10gb of v-ram will be addressed for this streaming solution as more things happen. On PC u already got higher v-ram cards that can have overhead on the GPU to deal with the swapping, this often happens. a 4gb gpu can push that cod warzone to 4gb usage max on a 1080ti the usage is 10+gb. why? faster swapping data as the memory pool is exactly that faster.
[The PS5] puts a vast amount of flash memory very, very close to the processor,” says Sweeney. “So much that it really fundamentally changes the trade-offs that games can make and stream in. And that’s absolutely critical to this kind of demo,” Sweeney explained.
“This is not just a whole lot of polygons and memory. It’s also a lot of polygons being loaded every frame as you walk around through the environment and this sort of detail you don’t see in the world would absolutely not be possible at any scale without these breakthroughs that Sony’s made.”
The PlayStation 5 breakthroughs on SSD and storage are ahead of any PC alternatives.
www.ign.com
"It's an analogue to a computer science sort of approach of virtual memory," Karis says. "The concept is that not all of the data that you want to access needs to actually be in RAM, it can be in a much larger space where some of it is off on disk. And only when you access things does it need to bring it into memory and have that stuff be actually resident."
In other words, Unreal Engine 5 should eliminate the need for LODs (or multiple 'level of detail' versions of assets, 3D models manually made to varying degrees of complexity depending on how close the player is to the asset). Not only should it ensure that assets are always seen at maximum possible fidelity in every situation, it could save countless hours of developers' time. The tech goes far beyond backface culling (which detects which polygons are facing away from a viewer, and doesn't draw them, saving on processing power).
"It's in the form of textures," Karis explains. "It's actually like, what are the texels of that texture that are actually landing on pixels in your view? So it's in the frustum. It's stuff that you're actually seeing that's front-facing, it's stuff that's not occluded by something else. It's a very accurate algorithm, because when you're asking for it, it's requesting it. But because it's in that sort of paradigm, that means that as soon as you request it, we need to get that data in very quickly – there needs to be a very low latency between the ask and the receive or otherwise, you're going to see really bad pop-in."
Edge speaks to the wizards behind Epic Games' next-generation game engine
www.gamesradar.com
I wouldn't call SSD memory modules ms latency very low let alone that it also needs to be compressed and decompressed while we are at it which also adds time. I would call NS very low. That's the problem with those people, can they stop talking in simplistic manners and actually come to the chase when it comes to what is actually needed. Just give a example and numbers and people can work it out from there. But they never do. It's almost like they purposely don't wanna share those numbers. man i loved carmack talks back in the day dude was at least real about stuff.
Anyway even besides that, pc has memory and a lot of it that features very low latency so what's his point?
Also how would he stream data non stop into the memory and deload non stop while they are at it even in the same enviroment u sit in? that would heavily tank the v-ram pool on what u can push on the screen at all time. I guess fog the games are going to make a return.