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Next-Gen PS5 & XSX |OT| Console tEch threaD

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Shmunter

Member
With nanite, triangle density will be associated with pixels so higher resolution more triangles. Am I getting this wrong?
That’s the idea apparently. But I’m not sure if there is anything preventing triangle per 4 pixels for example. Less detail, but the 4K crowd will give it a tick. Also other overlayed objects can be 4K then too etc.

But with smart upscaling it’s likely a moot point anyway.
 
A LOT of reminders about how the triangle density scales with the GPU though ;)
Actually if you have the same amount of geometry engines (and shader engines) in a GPU (like XSX and PS5), triangle density (particularly when there are a lot of small triangles) mainly scales with GPU frequency and outside the GPU obviously with the speed of the storage solution because triangles take up a lot of space (but compress very well).

Those are such glarant omissions in a supposedly technical article, they are not even trying to hide their bias anymore.
 
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Thirty7ven

Banned
That’s the idea apparently. But I’m not sure if there is anything preventing triangle per 4 pixels for example. Less detail, but the 4K crowd will give it a tick. Also other overlayed objects can be 4K then too etc.

But with smart upscaling it’s likely a moot point anyway.

The idea behind it seems to explain in practice what Cerny talked about, and a higher clock on paper also allows the PS5 to push more polys which seems perfect for this approach.
 
Don’t know about y’all but I’m binging Kitano and Kurosawa tonight.

giphy.gif

Is that the 7 Samurai?

I love that film.

Edit: My mistake. I'll have to watch this one as well.
 
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FeiRR

Banned
I'm not a 3D artist, but that to me sounds off by several orders of magnitude, especially when you consider models are also compressed in the SSD.

You should at minimum need 3 floating point numbers per vertex. I found for example in Maya models each of those floating points are 4 bytes, so in total 1 vertex costs 12 bytes.

Then you need to map faces (triangles) to the vertices, which should cost in the region of 6 bytes each as far as I could find.

Since the overwhelming majority of triangles reuse the same vertices, we might be talking about perhaps 1.5 billion vertices for a 1 billion-triangles model, or even closer to the number of triangles (is there a formula to generalize it)?

So you should have (1B x 6) + (1.5B x 12) = 6B + 18B = about 24B bytes, or 24GB

Again, this is all uncompressed. Tools like Draco and Open3GDC can easily reduce model sizes by a factor of 30-50, so we would really be talking about 800MB.
Thanks for clarification, I did go a few orders of magnitude too far :messenger_face_steam:
 
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Neo Blaster

Member
This is an opinion of a dev on the ps5 ssd speed :

"The SSDs are obviously the biggest change, although probably less important than some people who think they're black magic are making them out to be. They won't cure cancer, but they potentially make loading a thing of the past . You can instantly transport across the map through a portal in my game with no pop-in or anything, and that's at 60 FPS.

And that's while targeting generic SATA SSDs on PC for compatibility. I don't even wanna' know what you could *need* the PS5's SSD for"
Ecco ripoff's dev, is that you?
 
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Gamernyc78

Banned



NX Gamer chiming in.


Thanks, very informative and boom once again breaking down what many of us have said about ps5 better ssd solution and how it was incorporated and it's advantages in this demo.

Funny to see dictator on ree not able to minimize its effect outright but saying "we don't know what the memory print is" blah blah so we don't know if it cant be done elsewhere lol he is sure trying but being cautious.

Agendas and all, but you know ppl will still say some of these professionals don't have biases or agendas because you know "authority figures" are infallible 🤦‍♂️🤣🤣
 
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Ascend

Member
The point of Nanite is if you were to spend however many seconds it took to render a frame that literally contained billions of triangles from high quality source assets, and then fed those same assets into Nanite and let it losslessly crunch them down so they GPU only had to end up rendering a fraction of them, the resultant frames would be identical pixel for pixel

There’s no point having a thousand triangles hiding behind a single pixel that will eventually have that pixel be some one dimensional RGB value if you can crunch down the geometry before that stage to almost a single triangle that ends up giving you the same RGB value.

Nanite in UE5 means you can sling your highest quality assets in and have them rendered “as if” the GPU was crunching the whole lot in real time as far as the final frame is concerned.

That means for practical purposes there really are billions or triangles in that single frame (at least in a data-structure before Nanite goes to work) and the closer you move in to take a look, the more of them you’ll see from a given asset.

That’s incredible. It means practically infinite detail, infinite draw distance, zero pop-in, zero loading. Truly next-gen in a way that slapping higher resolution and even frame rate on what we already have just isn’t.

It’s the geometry side of adding detail just simply DONE.

Was this really what Cerny meant when he said “when triangles are small...”? Was he talking literally with this technology in mind?

A lot of trying to be done to cynically dismiss what Cerny and Sweeney are saying as just marketing or even somehow political in nature.
They are both proven and successful game engine engineers.
If they can be dismissed as just being clever at marketing and misleading the public with the UE5 demo (even at the expense of alienating all other platforms/customers in the case of Epic), then gaming journalists and technodabblers and babblers here can be dismissed as knowing far less about the subject than either of these two men.
Your post started out really well. Too bad the last paragraph had to show your preferences. The engine here is amazingly innovative, both for visual fidelity as for developers. The fact at this point is, that we do not know how it runs on the XSX. To attribute this achievement solely to the PS5 is premature.

And if you can't see the obvious partnership between Epic and Sony here, I don't know what to tell you. Epic is trying to make their own engine look as awesome as possible so that it gets wide adoption. Sony is trying to make the PS5 look as powerful as possible, so they sell more consoles and games.
If say Crytek would partner up with Microsoft and Xbox, the same thing would happen. Talk about the velocity architecture, the breakthroughs that MS made, advantages over PC, all of those would be brought to the forefront.

It's not that they are lying. They are using words in a way the emotionally hype up the masses. Look how many people think that billions of triangles are being rendered in the demo, while in reality it's around 30 million. People latch onto big numbers and big words without understanding, and then the false understanding spreads around, creating unrealistic hype. And that ultimately sells.
 

Thirty7ven

Banned
Get a load of this, NX Gamer UE5 thread on reerar.....

https://www.resetera.com/threads/nx...ts-to-come-tech-analysis.205554/post-34081008

We don’t know if the ssd plays a part in the engine so it’s best no to talk about it. Jesus Wept, even after everything Sweeney said with his own mouth. Wtf? This is officially twilight zone territory.


Love how he says it scales with compute power because Tim said so but doesn’t bother going into detail on what that means. It’s funny how in the post interview of the unveil one of the architects say the IO is one of the key aspects enabling the tech but let’s not mention that!

How come he doesn’t talk about how pixel rate and texel rate seem to be pretty important for nanite?



It's not that they are lying. They are using words in a way the emotionally hype up the masses. Look how many people think that billions of triangles are being rendered in the demo, while in reality it's around 30 million. People latch onto big numbers and big words without understanding, and then the false understanding spreads around, creating unrealistic hype. And that ultimately sells.


Sure but care to chime in on what aspects of the hardware might have a bigger impact?

Does pixel rate matter?
 
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Gamernyc78

Banned
These videos, and back and forth squabbles have me excited for head to head breakdowns in the future (something I rarely care about). Just want a few to see the advantages (or not) of having a way better and faster ssd solution like the PS5 has. Also what the marginally better gpu in next box might bring.

All interesting.
 

FranXico

Member
Get a load of this, NX Gamer UE5 thread on reerar.....

https://www.resetera.com/threads/nx...ts-to-come-tech-analysis.205554/post-34081008

We don’t know if the ssd plays a part in the engine so it’s best no to talk about it. Jesus Wept, even after everything Sweeney said with his own mouth. Wtf? This is officially twilight zone territory.
I take back what I said earlier. Obvious bias going on there. He wants absolute proof of any kind of usefulness of the IO system, but freely speculates about the impact of GPU parallel processing (as a given) every chance he gets and makes.
 
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Shmunter

Member
Your post started out really well. Too bad the last paragraph had to show your preferences. The engine here is amazingly innovative, both for visual fidelity as for developers. The fact at this point is, that we do not know how it runs on the XSX. To attribute this achievement solely to the PS5 is premature.

And if you can't see the obvious partnership between Epic and Sony here, I don't know what to tell you. Epic is trying to make their own engine look as awesome as possible so that it gets wide adoption. Sony is trying to make the PS5 look as powerful as possible, so they sell more consoles and games.
If say Crytek would partner up with Microsoft and Xbox, the same thing would happen. Talk about the velocity architecture, the breakthroughs that MS made, advantages over PC, all of those would be brought to the forefront.

It's not that they are lying. They are using words in a way the emotionally hype up the masses. Look how many people think that billions of triangles are being rendered in the demo, while in reality it's around 30 million. People latch onto big numbers and big words without understanding, and then the false understanding spreads around, creating unrealistic hype. And that ultimately sells.
Marketing double speak is indeed a perilous minefield. And It is upto us enthusiasts to scrutinise it and come to conclusion based on known info paired with critical thinking...

Facts
  • We know PS5 has double the streaming Capability of XsX
  • We do not know how far the PS5 streaming architecture was pushed for the demo, however;
Assumptions
  • We can assume Epic wanted to market their engine at its best and therefore not actively restrict their vision, why would they?
  • If the above is true, they would therefore push the stream as far as it can go, the high speed flyover at the end seemingly reenforces it
  • If the 5.5gig was then utilised, a system with less stream capability would require nips and tucks to fit the gameplay within its asset capability

i cannot see anything but the above to be the most plausible assessment of the presentation
 

TLZ

Banned
Not sure about how important VRR is, I've never had screen tearing in my whole life, and lately with my Sony tv HDMI 2.0. I only see screen tearing on youtube as they talk and show it. Maybe it's a problem with some tv's or monitors. I've played on open framerates on many games on PS4 Pro and never had an issue, and it's obvious that the performance is floating between 30-60fps and unstable yet looks clean.
I don't recall seeing tearing EVER, except when I played Haze on the PS3. There was this one level that I saw some of that. I've never seen this on the PS4 and since I upgraded to a Pro haven't seen it there either. I am pretty hyped for any kind of "boost mode" backwards compatibility though based on my experience from "regular" PS4 to the Pro model with Elite: Dangerous. With the PS4, there could be SOME SLIGHT slowdown in packed asteroid fields while combat was also happening. I don't see that at all on the Pro. Good times! I can't wait!
Screen tearing is mostly a Xbox thing. They don't go for Vsync while PS does. That's what I noticed from a lot of Eurogamer 360 v PS3 videos and showdowns.
 

DaGwaphics

Member
I take back what I said earlier. Obvious bias going on there. He wants absolute proof of any kind of usefulness of the IO system, but freely speculates about the impact of GPU parallel processing (as a given) every chance he gets and makes.

I his defense, pushing triangles is inherently parallel, regardless of the size of the triangles. LOL

I can guarantee that AMD and Nvidia will be bringing forward some of the widest designs ever seen in the GPU space in the short term, and they will perform just fine.

What has been demonstrated is one software approach that utilizes a lot of data movement over a wide pipe. I think next we'll see an approach based on achieving the same visual fidelity while using a lot less data. We'll need to compare the end results to see where things fall.
 

Thirty7ven

Banned
Marketing double speak is indeed a perilous minefield. And It is upto us enthusiasts to scrutinise it and come to conclusion based on known info paired with critical thinking...

Facts
  • We know PS5 has double the streaming Capability of XsX
  • We do not know how far the PS5 streaming architecture was pushed for the demo, however;
Assumptions
  • We can assume Epic wanted to market their engine at its best and therefore not actively restrict their vision, why would they?
  • If the above is true, they would therefore push the stream as far as it can go, the high speed flyover at the end seemingly reenforces it
  • If the 5.5gig was then utilised, a system with less stream capability would require nips and tucks to fit the gameplay within its asset capability

i cannot see anything but the above to be the most plausible assessment of the presentation

Otherwise why not show it running on a PC?

Whats there to gain by showing it on PS5?

It debuted on Geoffs show, not at a PlayStation event. It’s a multi platform engine that started on PC. The open platform is the PC. Epic has a much bigger presence on PC.

If all it needs is more compute, stands to reason that they would show it on PC. It’s the only platform where I can just download Unreal and start messing around. And why is Tim wasting his time talking about ssd/Io if it doesn’t matter?

It just doesn’t add up. And those saying Tim got paid, lol, this dude is rich Baby, he is fuck you rich.
 
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Shmunter

Member
Otherwise why not show it running on a PC?

Whats there to gain by showing it on PS5?

It debuted on Geoffs show, not at a PlayStation event. It’s a multi platform engine that started on PC. The open platform is the PC. Epic has a much bigger presence on PC.

If all it needs is more compute, stands to reason that they would show it on PC. It’s the only platform where I can just download Unreal and start messing around. And why is Tim wasting his time talking about ssd/Io if it doesn’t matter?

It just doesn’t add up. And those saying Tim got paid, lol, this dude is rich Baby, he is fuck you rich.
Not to mention his Epic store is on PC so it’s working against his interests In part.

The simple answer is he is a nerd that sees something really cool and it excites him. He knows it’s the future path and undoubtedly wants this to be a learning opportunity to push PC architecture in this direction.
 

Ascend

Member
Marketing double speak is indeed a perilous minefield. And It is upto us enthusiasts to scrutinise it and come to conclusion based on known info paired with critical thinking...

Facts
  • We know PS5 has double the streaming Capability of XsX
  • We do not know how far the PS5 streaming architecture was pushed for the demo, however;
Assumptions
  • We can assume Epic wanted to market their engine at its best and therefore not actively restrict their vision, why would they?
  • If the above is true, they would therefore push the stream as far as it can go, the high speed flyover at the end seemingly reenforces it
  • If the 5.5gig was then utilised, a system with less stream capability would require nips and tucks to fit the gameplay within its asset capability

i cannot see anything but the above to be the most plausible assessment of the presentation
At bold part; More RAM usage is a viable alternative...

And I'm going to throw something else out there that people are not thinking about. Maybe the demo indeed used the full 5.5 GB/s. But this will not be achievable for retail games. Why? Because the I/O has to handle more than just the game. It has to handle the OS for example. And what if you put a second drive in there? The OS works on one, and the game installed on the other SSD also has to go through the same I/O. What if you connect a bunch of hard drives with older games on your console?
The bottom line is that developers will have to pick a reasonable throughput that guarantees no conflict with anything else that is putting any sort of strain on the I/O. If you design your game for 5.4GB/s, and some other drive decides to use 0.2GB/s at any given moment, your game WILL stutter.

And yes, the same applies for the XSX too, so the PS5 advantage does not necessarily diminish. But no one will be using the max throughput at the risk of creating conflict with other software. For HDDs, it was the same. The HDD can transfer anywhere between 50 MB/s to 150MB/s, but games generally targeted at most 20MB/s for streaming. If you don't, you WILL get performance issues.

And here's the kicker... PlayStation has VR. The Xbox does not. I'll let you think about what the implication of that is.
 
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The thing is, none of SuckerPunch's games have been powered by middleware third party engines. They built theirs for the first Sly Cooper game and have been rolling with it ever since, making steady and meaningful improvements to it as new games were being developed. This is the state the engine is now with Ghost Of Tsushima and it's mighty impressive for a late gen showcase title!!!
To those of you who have been wondering what the engine SuckerPunch uses is called. It's SPACKLE(Sucker Punch Animation & Character Kinematics Life Engine).
 

Thirty7ven

Banned
At bold part; More RAM usage is a viable alternative...

And I'm going to throw something else out there that people are not thinking about. Maybe the demo indeed used the full 5.5 GB/s. But this will not be achievable for retail games. Why? Because the I/O has to handle more than just the game. It has to handle the OS for example. And what if you put a second drive in there? The OS works on one, and the game installed on the other SSD also has to go through the same I/O. What if you connect a bunch of hard drives with older games on your console?
The bottom line is that developers will have to pick a reasonable throughput that guarantees no conflict with anything else that is putting any sort of strain on the I/O. If you design your game for 5.4GB/s, and some other drive decides to use 0.2GB/s at any given moment, your game WILL stutter.

And yes, the same applies for the XSX too, so the PS5 advantage does not necessarily diminish. But no one will be using the max throughput at the risk of creating conflict with other software. For HDDs, it was the same. The HDD can transfer anywhere between 50 MB/s to 150MB/s, but games generally targeted at most 20MB/s for streaming. If you don't, you WILL get performance issues.

And here's the kicker... PlayStation has VR. The Xbox does not. I'll let you think about what the implication of that is.


You’re throwing tomatoes at the wall now, to see what sticks.

Sony first party doesn’t have to worry about slower drives. Any of the other constraints you said also apply elsewhere and doesn’t diminish a thing. And by the way, multi platform engines are scalable...

And PlayStation VR... man what? Yes VR games will also benefit from it. Or you’re trying to imply something else?

Please don’t speak in riddles, it adds nothing to the conversation.
 
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Assumptions
  • We can assume Epic wanted to market their engine at its best and therefore not actively restrict their vision, why would they?
  • If the above is true, they would therefore push the stream as far as it can go, the high speed flyover at the end seemingly reenforces it
  • If the 5.5gig was then utilised, a system with less stream capability would require nips and tucks to fit the gameplay within its asset capability

About that underlined part: Why not just reduce asset quality then or "simply" have some kind of configvalue at which resolution the asset has to be streamed.
Say you'll develop a game for pc masterrace xx.xxxx$ PC Setup. The assetquality streamd shall be 100% - now the games running on console x: Stream Asset at 80 % quality , console y: 75% quality.
Guess that could be possible? Maybe they'd have to reimport the assets and lower the quality for each asset manually but yeah something along those line should be doable.

There will probably be much smarter solutions to achive nearly same quality/performance by adjusting some things.
 

BGs

Industry Professional
Knowing that what was seen in the UE5 demo did not fit in RAM and should be sent directly by Streaming ... I think it should have been clear since the SSD (and all the IO) will be quite relevant. It matters little how much RAM XSX may have. The IO will make a difference. It is a different architecture, and there is nothing like it. Therefore, it cannot be compared with anything from the past, nor can it be programmed as in the past. Pretending to make any kind of comparison is rubbish. I understand the need, but it cannot be done.

Only the results can be compared (yes), and they can be better, the same or worse, but the way of doing it is totally different. The basis of both may seem the same, but at the same time it is not. Many will find it difficult to understand this, but they will realize it over the years. PS5 is already a benchmark in the creation of new architectures on PC. Too many bottlenecks are on PC today, and they are fated to go away. PS5 has none. Even the size of the SSD is designed for it. It is not chosen at random.

I hope Google has done a decent translation.
 

TBiddy

Member
Not to mention his Epic store is on PC so it’s working against his interests In part.

The simple answer is he is a nerd that sees something really cool and it excites him. He knows it’s the future path and undoubtedly wants this to be a learning opportunity to push PC architecture in this direction.

My theory is still that Sony promised Epic that Sonys upcoming games for PC will be exclusive to EGS.. or that Sony paid Epic a decent amount of money for this partnership.

I very much doubt Epic would spend thousands of hours producing a tech demo of this sort, just because the CEO is a "nerd" who gets "excited" about this stuff.
 

ethomaz

Banned
Get a load of this, NX Gamer UE5 thread on reerar.....

https://www.resetera.com/threads/nx...ts-to-come-tech-analysis.205554/post-34081008

We don’t know if the ssd plays a part in the engine so it’s best no to talk about it. Jesus Wept, even after everything Sweeney said with his own mouth. Wtf? This is officially twilight zone territory.
The denial there and here for some part of the users is real.

Epic was clear about storage streaming capabilities is the key big player of the tech they showed.... the level of detail is directly related with how much data you can stream from the storage.

BTW Director is doing that in all threads in ERA... damage control.

My theory is still that Sony promised Epic that Sonys upcoming games for PC will be exclusive to EGS.. or that Sony paid Epic a decent amount of money for this partnership.

I very much doubt Epic would spend thousands of hours producing a tech demo of this sort, just because the CEO is a "nerd" who gets "excited" about this stuff.
Nobody knows the reason except Epic themselves.

But there is another theory... Epic wanted to demo the best they can of the Nanite and PC today can't do that... so they choose PS5 due the storage tech allowing them today to demo what they wanted.
 
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Knowing that what was seen in the UE5 demo did not fit in RAM and should be sent directly by Streaming ... I think it should have been clear since the SSD (and all the IO) will be quite relevant. It matters little how much RAM XSX may have. The IO will make a difference. It is a different architecture, and there is nothing like it. Therefore, it cannot be compared with anything from the past, nor can it be programmed as in the past. Pretending to make any kind of comparison is rubbish. I understand the need, but it cannot be done.

Only the results can be compared (yes), and they can be better, the same or worse, but the way of doing it is totally different. The basis of both may seem the same, but at the same time it is not. Many will find it difficult to understand this, but they will realize it over the years. PS5 is already a benchmark in the creation of new architectures on PC. Too many bottlenecks are on PC today, and they are fated to go away. PS5 has none. Even the size of the SSD is designed for it. It is not chosen at random.

I hope Google has done a decent translation.
It has, don't worry.

Thanks.
 

Nickolaidas

Member
Knowing that what was seen in the UE5 demo did not fit in RAM and should be sent directly by Streaming ... I think it should have been clear since the SSD (and all the IO) will be quite relevant. It matters little how much RAM XSX may have. The IO will make a difference. It is a different architecture, and there is nothing like it. Therefore, it cannot be compared with anything from the past, nor can it be programmed as in the past. Pretending to make any kind of comparison is rubbish. I understand the need, but it cannot be done.

Only the results can be compared (yes), and they can be better, the same or worse, but the way of doing it is totally different. The basis of both may seem the same, but at the same time it is not. Many will find it difficult to understand this, but they will realize it over the years. PS5 is already a benchmark in the creation of new architectures on PC. Too many bottlenecks are on PC today, and they are fated to go away. PS5 has none. Even the size of the SSD is designed for it. It is not chosen at random.

I hope Google has done a decent translation.
Gotcha.

Still, I don't see multiplats take full advantage of this. We'll see.
 

juaco1993

Neo Member
Knowing that what was seen in the UE5 demo did not fit in RAM and should be sent directly by Streaming ... I think it should have been clear since the SSD (and all the IO) will be quite relevant. It matters little how much RAM XSX may have. The IO will make a difference. It is a different architecture, and there is nothing like it. Therefore, it cannot be compared with anything from the past, nor can it be programmed as in the past. Pretending to make any kind of comparison is rubbish. I understand the need, but it cannot be done.

Only the results can be compared (yes), and they can be better, the same or worse, but the way of doing it is totally different. The basis of both may seem the same, but at the same time it is not. Many will find it difficult to understand this, but they will realize it over the years. PS5 is already a benchmark in the creation of new architectures on PC. Too many bottlenecks are on PC today, and they are fated to go away. PS5 has none. Even the size of the SSD is designed for it. It is not chosen at random.

I hope Google has done a decent translation.

I agree with you. Altough XBSX makes for a more than spectacular number crunching machine it's based on the same paradigm as we have today. Sony's looking to change that altogether.
Regarding your SSD's size quote, you mean the 825GB because of the 12 chips or do you mean something else?
 

TLZ

Banned
Get a load of this, NX Gamer UE5 thread on reerar.....

https://www.resetera.com/threads/nx...ts-to-come-tech-analysis.205554/post-34081008

We don’t know if the ssd plays a part in the engine so it’s best no to talk about it. Jesus Wept, even after everything Sweeney said with his own mouth. Wtf? This is officially twilight zone territory.
Whenever Alex speaks:


giphy.gif




Dude, this guy is on another level of damage control, he is waiting for Phil to pet his head for damage controlling 🤦🤦


Yep add Ryan McCringy to the list too.
 
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Shmunter

Member
About that underlined part: Why not just reduce asset quality then or "simply" have some kind of configvalue at which resolution the asset has to be streamed.
Say you'll develop a game for pc masterrace xx.xxxx$ PC Setup. The assetquality streamd shall be 100% - now the games running on console x: Stream Asset at 80 % quality , console y: 75% quality.
Guess that could be possible? Maybe they'd have to reimport the assets and lower the quality for each asset manually but yeah something along those line should be doable.

There will probably be much smarter solutions to achive nearly same quality/performance by adjusting some things.
I think your right, no reason to have it more complicated than that. Except more finesse to where higher and lower assets get deployed in a scene to maximise visuals that count.
 

ethomaz

Banned
Dude, this guy is on another level of damage control, he is waiting for Phil to pet his head for damage controlling 🤦🤦


Talking in another thread yesterday most Xbox users expect/want MS to show the same demo.

I don’t believe that won’t happen because if Xbox can’t reach the same level of detail it will backfire to them.

MS will probably demo something that highlights the Xbox strengths like the GPU power.
 
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Edit: and here it is....lunacy that DF didn’t cover the ssd aspect and how it works with the engine. I mean Sweeney and co went on and on about how pivotal it is to all this. Lol, it’s conspiratorial but it’s as if there is a concerted effort to take focus off the ssd, I mean seriously.

The biggest upgrade from current gen to next gen is the storage medium. We are talking about an upgrade from around 50MB/s to over 2.4 GB/s. The difference is massive and Digital Foundry really should talk about in depth. Especially when Tim Sweeney talks about how much an improvement the new I/O systems are compared to the old ones. The engine from Epic games will be used by many developers and it appears to be designed to take advantage of the new I/O solution.

Digital Foundry needs to talk about the SSDs more since it's a huge huge compared compared to last gen and extremely important for PC gaming as well.
 
T

Three Jackdaws

Unconfirmed Member
"Nanite allowed the artists to build a scene with geometric complexity that would have been impossible before, there are tens of billions of triangles in that scene and we couldn't simply have them all in memory at once and what we end up needing to do is streaming in triangles as the camera moves around the environment and the I/O capabilities of the PS5 are what allow us to achieve that level of realism."
Still an overlooked quote of the interview imo, I remember Cerny saying the exact same thing during GDC about how they could have an SSD so fast that it would stream data as the character is turning/moving and after that GDC talk some tech youtubers like DF doubted it because “cmon, it can’t be that fast”. Not a dig at them because we didn’t see an actual application of it at the time.
 
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