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Xbox Velocity Architecture - 100 GB is instantly accessible by the developer through a custom hardware decompression block

oldergamer

Member
The Phison PS5019-E19T is rated at:

3.75GB/sec sequential reads and writes

if this was true the gap for peak performance is likely smaller then we've been lead to believe. We'll have to wait and see.
 

Tripolygon

Banned
where did the 22GB/s popped up, I missed that
Watch the road to PS5?
Another reason, Xbox Series X SSD is way faster than the specified raw speed
[EDIA=twitter]1261680303644512256[/MDIA
What you're seeing is PC overhead. Series X removes a lot of the overhead that PC has so it is able to exploit the speed of the SSD better than a PC can.
There is also the rumour of the SSD being based on Phison PS5019-E19T
It was in the LinkedIn profile page of a Phison software engineer who put it on his page that he worked on it. His profile is now private.
 
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K

Kise Ryota

Unconfirmed Member
I think the quick resume was a good demo to show the ssd read speeds. Basically it was ~6 seconds to save the current state (so writing speeds were also consistent) and then load the next state.

I believe that games were the one x enhanced version (which has 9GB available for games). They have possibly compressed and decompressed the state files (?), helping the raw speeds. I don't know.

With the quick resume feature there's no excuse because there's no need to games to be optimized for the ssd (and I think they showed they can delivery the speed they advertised). It was fast to write and read the different states and I think it was very consistent.
 
The Phison PS5019-E19T is rated at:

3.75GB/sec sequential reads and writes

if this was true the gap for peak performance is likely smaller then we've been lead to believe. We'll have to wait and see.

Here is the problem. The lanes, the bus it's on. That's the limiter here not the peak speed of the drive . For an example of this place an ssd into a console and watch how it improves things but runs up against the limit of the sata bus in the console.

Microsoft gave the storage spec. The spec of their full solution . It could be possible it ends up faster but not because the drive is rated higher. The whole system has to support that.
 
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Tripolygon

Banned
The Phison PS5019-E19T is rated at:

3.75GB/sec sequential reads and writes

if this was true the gap for peak performance is likely smaller then we've been lead to believe. We'll have to wait and see.
That is the max sequential read/write speed of the controller assuming you are using NAND modules capable of achieving those speed. Microsoft has stated their raw speed as 2.4GB/s so they are probably using 4 256GB NAND modules at ~800MT/s to achieve a theoretical 3.2GB/s and accounting for overhead and their sustainable throughput brings them down to 2.4GB/s.
Here is the problem. The lanes, the bus it's on. That's the limiter here not the peak speed of the drive . For an example of this place an ssd into a console and watch how it improves things but runs up against the limit of the sata bus in the console.
The bus is not the limiter, the NAND module is. The controller supports 1200MT/s per channel and they are using PCIE 4.0 which is really fast.
 

Bernkastel

Ask me about my fanboy energy!
The part about SSD is interesting
Google Translate
This SSD has been analyzed very thoroughly, and there is no special "black technology". Everything is the result of a special adaptation for the scene of the game console. In theory, the cost is not high, and it may even be better than The SSD cost of the Xbox Series X is even lower.

That's right, more than twice the speed, but in theory the cost is still low, why?

Because the SSD's main control is actually very cheap, the main function is to differentiate pricing for manufacturers. In fact, the high-end main control takes the price of the goods and the low-end main control is not much different. However, good horses and good saddles, high-end SSDs on PCs often have to be paired with a small DDR cache to store the address lookup table (LUT), and that's it.

If you want to use a pile of 64GB of flash memory to build a 1TB hard drive, you can use 16 channels, each channel put a piece of flash memory, so the fastest speed, 16x64GB = 1024GB, and then we can be regarded as 16X.

The PS5 is such a design, 12 channels, each channel 64GB, 12x64 = 768GB. Converted from 1024 to 1000 is 825G. The speed is regarded as 12X.

XSX has only 4 channels, but each channel can stack multiple chips, so 4x4x64GB = 1024GB, but only 4X speed. So if you look at the original speed, 5.5GB / s vs 2.4GB / s, which is about 2.3 times the gap. Why not 3 times? Because 64GB of flash memory does not run on a single channel, multiple chips will use the channel bandwidth more completely when stacked.

This is why the 8-channel E16 main control of the group can run to 5GB / s, while the 12-channel main control of the PS5 can only run to 5.5GB / s. In fact, the incomplete utilization of channel bandwidth by a single flash memory causes a certain amount of waste.

Of course, there is another possibility that the MT / s per channel value of the PS5 main control may be lower. In other words, the upper limit of the speed of each channel on the main control is lower, but this just saves money ...

===================================

The main control of PS5 is DRAM-LESS, which is also critical because it saves money.

Sony uses a large data block to reduce the total amount of block addresses, thereby reducing the size of the LUT table mentioned above from the usual GB level to the current KB level, so it can be installed in a small SRAM cache, which saves I lost 1GB of DRAM. Don't underestimate this 1GB DRAM, the total of zero zero is reflected in the total cost, and it can save almost a dozen dollars.

Memory access is simplified by address + offset. The map you use in your daily life will only show the XX building, not the XX room XX in the XX building, right? In the traditional PC SSD, the address table is equivalent to a map accurate to the XX floor, while the PS5 address table is equivalent to a map accurate to the XX cell. So obviously, the map of PS5 will be much smaller and easier to fit in your pocket.

Then, the rest is the offset. For ordinary PC, it is room XX, XX, and for PS5, it is room XX, XX building XX building ... However, this has little effect on the reading speed.

While writing, you can think of it as a fire drill. The writing of the PC is the fire drill by the people of "XX Building XX Building XX", while the writing of the PS5 is the fire drill by the people of "XX Community" In other words, the latter is more laborious. However, the impact on the game console scene is not great.

Therefore, a design like PS5 is not only more expensive than XSX, but it is also likely to be cheaper than XSX SSD. Because the capacity of the hard disk is smaller, you can spend less than 4 flash memory. Four 64GB flash memories are a lot of money, which is much more expensive than a higher-end SSD master ...

====================================

As for how to treat it? Quite simply, Sony's design goal is to save money, not (higher than competitors) high performance. High performance is just a matter of doing it. As mentioned earlier, you have saved 1/4 of the capacity, and the cost is much lower. If you don't add any more, won't you be killed by the player? So I did such a thing. It was more expensive to switch channels, but it wasn't much expensive. It wasn't the main control of the cost, and that's all.

The bandwidth required by the graphics card for page swapping is under the current GDDR6 bandwidth level. Unless it is deliberately forced, there cannot be a scenario where SSDs above 2GB / s cannot be satisfied. In the normal game scene, most things should be in video memory and memory. Only in extreme cases (such as spaceships performing jumps) will mass exchanges be required. However, even if it is a mass exchange, 5.5GB / s SSD can't open the gap with 2.4GB / s SSD, because the entire memory space used for the game is only about 13GB, and a large amount of it will be stored in memory There is no need to exchange the items in it. Actually, there will be at most swap GB. You can't design a scene for the player to jump back and forth in order to use this 5.5GB / s. Do you want the player to trigger photosensitive flicker epilepsy ((

In addition, Virtual Geometry and Virtual Texture are essentially materials in picture format (VG is a geometric model saved in picture format). There are a lot of very efficient compression algorithms that can be directly addressed. This is also for both Mao PS5 and XSX. A hardware decompression chip is added, which can not only release the CPU, but also realize ultra-low latency material exchange. What do you mean, usually you use WinRAR to decompress the 1024 younger sister files in a package are made with CPU, and now with hardware, not only high bandwidth but low latency (and the delay is estimated and predictable, which is stable The number of frames is very important!) In addition, you can also directly access the corresponding younger sister without having to fully decompress. So Sony said that this is revolutionary for console game development, because rounding this is the virtual memory used by the game royal friends. It can be directly addressed, and the delay can be expected, which means that developers with brains can directly access almost any material they need at any time, and they can do a lot of access in advance, which largely hides the delay (although Not all).

=====================================

Next, answer the specific questions of the subject:

Will the memory advancement of the next generation become a bottleneck if it is small?

meeting. This problem will be more obvious in the light chase scene. Whether it is light chase, 4K, 60-120fps or noise reduction, which one is not a big video memory owner? All are memory destroyers. 448GB / s, 560GB / s, to a certain extent, has already set the upper limit of the next generation game memory access capacity. The gain of SSD is only capacity, not bandwidth.

We know that streaming technologies such as megatexture and virtual texture can save a lot of memory, but the bottleneck is hard disk IO, so can hard disk IO with ps5 up to 8-9GB / s solve this bottleneck?

This depends on how you define the bottleneck. The original Mega Texture and the current virtual texture streaming were two dishes in one dish. The bottleneck can be said to be the hard disk IO, not to mention the 8-9GB / s hard disk, even the 1GB / s hard disk is enough. Even if you have a SATA 3 SSD, you wo n’t see anything you ca n’t load in most games. Because the biggest bottleneck of virtual texture streaming is [random read and write speed], this is why games with linear levels generally use virtual textures casually, and you ca n’t see the card loading. Because linear levels are rarely read randomly, and open world games are different, a large number of random reads will instantly drag the entire game. On the other hand, both PC and PS4 use the CPU to decompress and read, so a lot of reading will also drag the CPU and cause unstable frame generation.

Of course, the above-mentioned violence theory is for PC 1440P and the following scenes. When it reaches 4K, it will rise appropriately> 2 times. However, the next generation is starting at 2.4GB / s, and there is hardware decompression, which can be said to have solved the problem perfectly at a certain cost.

Can such a high-speed SSD help improve the performance of the picture, thereby making up for the shortcomings of 15% of the floating point performance of Microsoft's xsx?

No, the picture performance improvement depends on the bandwidth of the entire data path. On the surface, PS5 is only "2TFlops lower" in floating-point performance, but if you look at the essence:
  1. The memory bandwidth is 25% less, and the difference is 112GB / s, which is more scary than 9GB / s. Of course, I am just scaring you (escape
  2. WGP-level caches such as LDS and L0 are 44% less, and L2 is 25% less. L1 is uncertain but should be less (otherwise XSX will easily feed the CU). For scenes like GPUs, the size of the cache is far more important than the frequency. The RTX 2070 Super is 40 SMs, 1.77GHz, but it ’s still the same as lifting 40 CUs, 1.9GHz 5700XT (Of course, this is just an analogy used to scare you. In fact, Turing efficiency is the same as Teraflops There are many factors that are higher than RDNA1. One of the main factors is that the data path of the N card is actually more efficient, and the buffer size allocated to each stream processor is more solid than the RDNA1 graphics card.) In the words of lazy people, to a certain extent, the performance gain brought by the increase in cache capacity is much greater than the frequency increase. Because your cache at the same level is faster, at most twice as fast as others? However, the time overhead caused by each slow external access is more than ten times the normal cache access (
  3. Now you should be able to understand why the demo of UE5 can only run to 1440P 30FPS. Because whether it is Nanite or Lumen, it actually eats more video memory bandwidth (rather than video memory capacity), or more, the GPU's ability to use video memory.
Overall, the data path bandwidth of XSX from memory to CU is much higher (between 25-50%, depending on the specific scenario), but even then I do n’t think XSX can run UE5 ’s demo at 4K 60FPS. Because the essence of this Demo is to show "you can see that I can make such a thing without good optimization", not "you see me this thing is very good than other things. Especially Lumen, Lumen is actually SSGI + coarse mode reflection + sparse voxel tracking GI, Lumen's coarse mode reflection and voxel tracking part is not actually implemented with light chasing acceleration hardware, completely do not understand why, do not know API Not ready or Epic has personality, anyway, DXR can accelerate voxel tracking. Anyway, it's fascinating. Is it better to save the performance and improve the resolution?

Another example is that Nanite does not use Mesh Shader, of course, this is also expected, after all, PS5 is nothing like this. XSX's geometric performance is much higher than 2080Ti under good optimization. After using mesh, 2080Ti can actually render 50M + triangles and people still> 30fps. Nanite said in this demo that it actually renders triangles around 20M and still 30fps. It's embarrassing:
v2-1edbff2f8f7444d591c96ac3981d05e4_720w.jpg

Mesh Shader running at 2080Ti, 45fps, 48M real drawn triangle, 4K resolution

If it is reduced to 20M solid-drawn triangle like UE5 Demo, or to 1440P, it can save a lot of resources for pixel shading and improve performance. Rounding up> 60fps is no problem (

As I said before, I once again confirmed that PS5 does not support Mesh Shader. The geometric performance is still limited by Primitive Shader with insufficient parallelism.

So do n’t have too high expectations for things that save money as the main design purpose, so it is not good for fans or manufacturers. . . If in the end it's really 399, isn't it really fragrant ...
Microsoft Translate
This SSD has been thoroughly analyzed, and there is no particular "black tech", everything is specifically adapted to the console scene results, in theory, the cost is not high, or even more likely than the Xbox Series X SSD cost.

Yes, more than twice the speed, but in theory the cost is low, why?

Because SSD's main control is actually very cheap, the main role is to give manufacturers to distinguish pricing, in fact, high-end master take the price and low-end master control is not a few dollars. However, a good horse with a good saddle, the PC high-end SSD often with a small DDR cache to store the address finder table (LUT), and so is it.

If you want to build a 1TB hard drive with a pile of 64GB of flash memory, you can use 16 channels, one piece of flash per channel, so the fastest, 16x64GB s 1024GB, and then the speed we can put as 16X.

The PS5 is such a design, with 12 channels, 64GB per channel, 12x64 x 768GB. From 1024 to 1000 that is 825G. Speed is considered 12X.

XSX only has 4 channels, but each channel can be stacked with multiple chips, so it's 4x4x64GB . . . 1024GB, but only 4X speed. So if you look at the original speed, 5.5GB/s vs 2.4GB/s, about 2.3 times the difference. Why not three times? Because 64GB of flash running is not satisfied with a single channel, the channel bandwidth utilization is more complete when multiple chips are stacked.

This is also why the group's 8-channel E16 master can run to 5GB/s of reading, while the PS5's 12-channel master can only run to 5.5GB/s. In fact, incomplete utilization of channel bandwidth for a single flash resulted in a degree of waste.

Of course, there is another possibility that the MT/s per channel value of the PS5 master may be lower, in other words, the speed limit of each channel on the master is lower, but this saves money...

===================================

The PS5's masterised is DRAM-LESS, which is also critical because of the savings.

Sony uses large blocks of data to reduce the total block address size, thus reducing the size of the LUT table as mentioned earlier from the usual GB to the current KB level, so that it can be installed in a small SRAM cache, thus saving 1GB of DRAM money. Don't look down on this 1GB DRAM, zero total reflected in the total cost, almost can save a dozen knives.

The simplicity of the visit is through the address plus offset. The map you use in your daily life will show only XX Building, not XX Building XX Room XX, will it? Traditional PC SSD, address table is equivalent to a map accurate to the XX floor, and PS5 address table is equivalent to a map to xx district accurate. So obviously, the PS5 map will be much smaller and easier to put into the pocket.

The rest, then, is the offset. For ordinary PC is XX ROOM XX, AND FOR PS5 IS XX BUILDING XX FLOOR XX ROOM XX ... However, this has little effect on read speed.

While writing, you can think of it as a fire drill. PC's writing is "by XX District XX Building XX Building" people unified fire drills, and PS5 writing is "by XX District" people unified fire drills. In other words, the latter is more labor-conscious. But it's not a big influence on the console scene.

So the PS5's design is not more expensive than the XSX, but is likely to be a little cheaper than xSX's SSD. Because the hard drive is smaller, you can spend four less flash memory. Four 64GB flash memory is a big deal, much more expensive than a higher-end SSD master...

====================================

As for what to think? Quite simply, Sony's design goal is to save money, not to achieve higher performance than its competitors. High performance is just the way it is done. As said before, you have saved 1/4 of the capacity, the cost is also much lower, if not add edgy, will not be sprayed by the player? So did such a thing, change the channel more points but actually not much expensive and the root is not the main cost of the main control, that's all.

The bandwidth required for page switching of the graphics card is not possible to meet the situation of SSD s2GB/s unless it is deliberately forced. In a typical game scenario, most things should be in memory and memory, and only in extreme cases (such as a ship jumping) will require massive exchanges. But even if it is a massive exchange, 5.5GB/s SSD can not and 2.4GB/s SSD to open the gap, because the entire memory space used for the game is only about 13GB, which has a large number of things stored in memory do not need to exchange, the actual maximum swap will be a GB. Can't you design a scene to make the player jump back and forth in order to fill this 5.5GB/s, do you want the player to trigger the light-sensitive flashepilepsy (((

In addition, Virtual Geometry, Virtual Texture these things are essentially picture format footage (VG is a geometric model saved in the picture format), there are a large number of very efficient, and directly addressed compression algorithms, which also for the gross PS5 and XSX have added a hardware decompression chip, not only to release the CPU, but also to achieve ultra-low latency material exchange. What does it mean, usually you use WinRAR to unzip 1024 little sister files in a package are made with CPU, and now do with hardware not only high bandwidth and low latency (and the delay can be estimated, predictable, which is critical to the stable number of frames!) ), also can also go hand in direct access to the corresponding small sister, do not need to fully unzip. So Sony says it's revolutionary for console game development, because rounding it is game-free virtual memory ah friends. Direct addressing, and the latency can be expected, meaning that a braindeveloper can have direct access to almost any material they need at any time, and can pre-empt a large amount of access, largely hiding the delay (though not all).

=====================================

Next, answer the question's specific question:

Will the small progress of memory in the next generation be a bottleneck?

Yes. This problem is even more obvious in the light-chasing scene. Light chase is also good, 4K is also good, 60-120fps is also good, noise reduction is also good, which is not a large memory? It's all memory bandwidth destroyers. 448GB/s, 560GB/s, to some extent, has been set the upper limit of next-generation game access. The gain of the SSD is limited to capacity, not bandwidth.

We know that megatexture, virtual texture and other streaming technology can save a lot of memory, but the bottleneck lies in the hard disk IO, then the ps5 up to 8-9GB/s hard disk IO can solve this bottleneck?

It depends on how you define the bottleneck. Mega Texture and now the virtual texture streaming is a dish two, the bottleneck can be said to be the hard disk IO, not to mention 8-9GB/s hard drive, even if it is 1GB/s hard drive is enough. Even if you have a SSD for SATA 3, you won't see anything that can't be loaded in most games. Because the biggest bottleneck of virtual texture streaming is "random reading and writing speed", which is why the game of linear levels are generally casually used virtual texture, you can not see the card loading. Because linear levels are rarely read randomly, and open-world games are different, a large number of random reads instantly drags down the entire game. On the other hand, both the PC and PS4 use the CPU to extract the read, so a large number of reads can also drag the CPU to cause frame generation instability.

Of course, the above-mentioned tyrannical theory is directed at PC 1440P and the following scenarios. At 4K, it will be appropriate to float up to 2 times. However, the next generation is 2.4GB/s start, and hardware decompression, it can be said that has been at a certain cost to solve the problem perfectly.

Can such a high-speed SSD help improve picture performance and make up for microsoft's xsx 15% of floating-point performance?

No, the picture performance boosts the bandwidth that depends on the entire data path. On the face of it, the PS5 is only "2TFlops" lower in floating-point performance, but if you look at the essence:
  1. The memory bandwidth is 25% less, the difference is 112GB/s, this number can be more scary than 9GB/s, of course, I am just scare you (escape)
  2. WGP-level caches such as LDS and L0 are 44% less, L2 is 25%, and L1 is uncertain but should be less (otherwise XSX will easily feed the CU). For a GPU scenario, the size of the cache is far more important than frequency. The RTX 2070 Super is 40 SMs, 1.77GHz, not the same as lifting 40 Cu, 1.9GHz 5700XT hammer (which, of course, is just a analogy to scare you. In fact, Turing has a lot more of the higher rDNA1 factor than the RDNA1 in comparison to Teraflops, one of the main factors being that the N-card's data path is actually more efficient, with a cache size that is more solid for each stream processor than the RDNA1 graphics card). In lazy words, the performance gains from the increase in the size of the cache capacity are much greater than the frequency increases to a certain extent. Because you're faster at the same level, at most, twice the speed of someone else? But the time overhead of each reprieve is more than ten times that of access within a normal cache (
  3. Now you should be able to understand why UE5 this Demo can only run to 1440P 30FPS. Because whether it's Nanite or Lumen, it actually eats more memory bandwidth (rather than memory capacity) and more cpus use of memory.
Overall, XSX's data path bandwidth from memory to CU is too high (between 25-50%, depending on the scenario), but even then I don't think XSX can run UE5 demo 4K 60FPS. Because the essence of this Demo is to show that "you see I can make such a shy thing without good optimization" instead of "You see i'm more shy than anything else". In particular, Lumen, Lumen is actually SSGI and coarse-mode reflection and sparse-based carnitin tracking GI, Lumen's crude-mode reflection and carnouscan tracking part is not actually using light to speed up hardware to achieve, completely do not understand why, do not know is API is not ready or Epic has personality, anyway, DXR can accelerate the hormone tracking. In short, very crazy. It's not good to save point performance to improve point resolution (

Nanite, for example, is not mesh Shader, of course, this is also to be expected after all PS5 moed this thing. XSX's geometric performance is much higher than 2080Ti under the optimized condition, and 2080 Timesh can actually render the triangle of 50M plus and people are still 30fps, Nanite in this demo is actually rendering about 20M triangle sand and 30fps, which is very embarrassing:
v2-1edbff2f8f7444d591c96ac3981d05e4_720w.jpg


2080 Ti Run Mesh Shader, 45fps, 48M real-painted triangle, 4K resolution

If you drop down to a 20M painted triangle like the UE5 Demo, or down to 1440P, you can save a lot of resources for pixel shading, which can improve performance. Rounding 60fps is no problem (

As I've said before, this proves once again that PS5 does n'go of Mesh Shader. Geometric performance is still limited by The precision of parallelism, Primitive Shader.

So don't expect too much of what's the main design purpose of saving money, either for fans or for the manufacturer... In case the last real 399, is not really fragrant ...
 

Ascend

Member
This is why I use Microsoft Translate for East Asian Languages like Chinese/Japanese.
Yeah I saw that you posted both.

In any case, the amount of triangles etc, this guy is basically saying the same thing as what you posted (not everything though), and also using the same nVidia demo screenshot with the 2.7 trillion triangles.

 
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oldergamer

Member
"...8-channel E16 master can run to 5GB/s of reading, while the PS5's 12-channel master can only run to 5.5GB/s. In fact, incomplete utilization of channel bandwidth for a single flash resulted in a degree of waste."

This is interesting. If true ( not sure where they got this info ) each 64MB chip isn't using the full bandwidth of each channel. Less channels stacked gets you lessens the bottleneck and uses the available bandwidth more fully.
 

rntongo

Banned
The part about SSD is interesting

This is impressive. I always wondered if in the event that MSFT had the opportunity to increase SSD speed to 3.2-3.7GB or increase RAM by 2-4GB to 18-20GB what they would be smart to do and this proves that increasing memory bandwidth would be much smarter here.
 

jimbojim

Banned

What's the point of the shiny new Velocity, SFS or trying to prove how SSD is more effective than PS5 SSD when Matt said this to you :


f1Mxz47.jpg



Your posts here are pretty interensting from 14th page onwards. Later you have backpedalled.
 
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rntongo

Banned
What's the point of the shiny new Velocity, SFS or trying to prove how SSD is more effective than PS5 SSD when Matt said this to you :


f1Mxz47.jpg



Your posts here are pretty interensting from 14th page onwards. Later you have backpedalled.

What are you talking about?? Please explain clearly.
 

rntongo

Banned
The part about SSD is interesting


Thank you for the post it sheds a lot about the SSDs.
1.) I have a question, who is this person? They seem very credible in terms of what they are saying. I like how they explained the controller being cheaper than NAND flash. That should have been obvious but I never thought of it that way.

2.) How did you find out about them and whats this site?

3.) It also explains this chart from Bloomberg. The XSX SSD costs the same as the PS5 according to Bloomberg. I always wondered why but this sheds light.


EccobH7.jpg
 

ToadMan

Member
This is impressive. I always wondered if in the event that MSFT had the opportunity to increase SSD speed to 3.2-3.7GB or increase RAM by 2-4GB to 18-20GB what they would be smart to do and this proves that increasing memory bandwidth would be much smarter here.

MS are using a DRAM-less solution for their SSD. That’s fine - it helps keep costs down in exchange for reducing performance.

MS are also limiting DMA to 100gb and highlighting their XVA performance enhancing stuff - they have a bottleneck they’re working around in the SSD itself. Presumably directstorage is dealing with the data paging and with only 100Gb directly DMA addressable the cpu overhead is minimised.

From Cerny’s information, the PS5 can DMA the entire 825Gb of their SSD which is presumably why they’re so much faster on throughput across the board. Of course Sony has a specific custom DMA chip for that so they’re not using cpu power excessively either.

The 100gb page in the Xsex explains why the xsex isn’t achieving the load speeds expected with that SOD demo. The data has to be paged into the 100gbs first before shuttling across the dram-less architecture and into the system RAM. I think I read a suspended game state for an xb1 game is about 40gbs.

So what we’re seeing is 40gbs being copied into the 100gb virtual memory as MS called it, from there it can be used DMA by the system.

It’s no wonder MS have developed all kinds of memory performance optimisers and are gushing loudly about them. They’re necessary to try and get their SSD running efficiently.
 
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If fast ssd and high io through put is this important to you OP, u really need to get ps5 instead of creating false narrative and alternate realities. Everyone has praised ps5 ssd for a reason . Its head and shoulder above the rest.

Simple
 
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If fast ssd and high io through put is this important to you OP, u really need to get ps5 instead of creating false narrative and alternate realities. Everyone has praised ps5 ssd for a reason . Its head and shoulder above the rest.

Simple

-You should buy the XsX because it simply has 12 TFLOPS. 2 TFLOPS more than PS5. Simple.
-OP is not creating a false narrative and alternative reality. OP is simply stating that the SSD in XsX is fast enough with subsets of customizations that MSFT has implemented.
-Praising the SSD is the same as praising the XsX is has more TFLOPS, Compute Units, Raytracing implementation, CPU speed.
-No one has to validate their console purchase for any reason to anyone, because at the end of the day, each individual is going to have a preference on what they want out of that purchase. Enjoy your purchase.
 
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rntongo

Banned
MS are using a DRAM-less solution for their SSD. That’s fine - it helps keep costs down in exchange for reducing performance.

MS are also limiting DMA to 100gb and highlighting their XVA performance enhancing stuff - they have a bottleneck they’re working around in the SSD itself. Presumably directstorage is dealing with the data paging and with only 100Gb directly DMA addressable the cpu overhead is minimised.

From Cerny’s information, the PS5 can DMA the entire 825Gb of their SSD which is presumably why they’re so much faster on throughput across the board. Of course Sony has a specific custom DMA chip for that so they’re not using cpu power excessively either.

The 100gb page in the Xsex explains why the xsex isn’t achieving the load speeds expected with that SOD demo. The data has to be paged into the 100gbs first before shuttling across the dram-less architecture and into the system RAM. I think I read a suspended game state for an xb1 game is about 40gbs.

So what we’re seeing is 40gbs being copied into the 100gb virtual memory as MS called it, from there it can be used DMA by the system.

It’s no wonder MS have developed all kinds of memory performance optimisers and are gushing loudly about them. They’re necessary to try and get their SSD running efficiently.

1.) But the PS5 SSD is also DRAM less.

2.) And from Cerny the DMAC is for checkin management to the RAM right? Maybe you're talking about another DMA controller.

3.) How can a suspended game state be 40GB yet the amount of RAM in the Xbox One X is 12GB?

4.) The PS5 SSD is twice as fast as the XSX SSD but according to Bloomberg both cost roughly the same. A good article was posted here that it is partly because of the lower storage capacity.

5.) The 100GB of virtual RAM that is accessible is the game install on the SSD not a special part of the SSD that's been mapped to primary memory.
 

jimbojim

Banned
What are you talking about?? Please explain clearly.

Seeing your other posts in that thread, further explanations aren't needed.

-You should buy the XsX because it simply has 12 TFLOPS. 2 TFLOPS more than PS5. Simple.
-OP is not creating a false narrative and alternative reality. OP is simply stating that the SSD in XsX is fast enough with subsets of customizations that MSFT has implemented.
-Praising the SSD is the same as praising the XsX is has more TFLOPS, Compute Units, Raytracing implementation, CPU speed.
-No one has to validate their console purchase for any reason to anyone, because at the end of the day each individual is going to have a preference on what they want out of that purchase. Enjoy your purchase.

Nobody is denying that XSX is more powerful. But what i'm seeing here ( or in the thread which i have posted), there is a need also to overstating XSX SSD speed in any possible way to show how XSX SSD is more efficient than PS5 SSD. XsX SSD specs are what they are, nothing more or less.

Especially when this guy in that thread said that GPU capabilities in XSX are bit above PS5 and PS5 SSD is significantly faster than XSX SSD. Further explanation aren't needed.

f1Mxz47.jpg
 
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-You should buy the XsX because it simply has 12 TFLOPS. 2 TFLOPS more than PS5. Simple.
-OP is not creating a false narrative and alternative reality. OP is simply stating that the SSD in XsX is fast enough with subsets of customizations that MSFT has implemented.
-Praising the SSD is the same as praising the XsX is has more TFLOPS, Compute Units, Raytracing implementation, CPU speed.
-No one has to validate their console purchase for any reason to anyone, because at the end of the day each individual is going to have a preference on what they want out of that purchase. Enjoy your purchase.
If I create a thread saying ps5 is actually 11.98 tf and not 10.28 then u r allowed to tell me if TF is so important to me I should get xsx and I would agree.

Now coming back to this thread, Xsx ssd is maximum 4.8 gb/s compressed speed. Op is suggesting its more and MS didnt annouce it just because...

As explained its called creating false narratives .


Exhibit A: OP in this very page :

"Another reason, Xbox Series X SSD is way faster than the specified raw speed"

She/he has created an alternate false reality unfortunately which does not lead to an actual proper logical discussion.
 
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Kagey K

Banned
Seeing your other posts in that thread, further explanations aren't needed.



Nobody is denying that XSX is more powerful. But what i'm seeing here ( or in the thread which i have posted), there is a need also to overstating XSX SSD speed in any possible way to show how XSX SSD is more efficient than PS5 SSD. XsX SSD specs are what they are, nothing more or less.

Especially when this guy in that thread said that GPU capabilities in XSX are bit above PS5 and PS5 SSD is significantly faster than XSX SSD. Further explanation aren't needed.

f1Mxz47.jpg
Who gives a fuck what Matt says?

Using his posts as facts does not solidify your argument.
 
If I create a thread saying ps5 is actually 11.98 tf and not 10.28 then u r allowed to tell me if TF is so important to me I should get xsx and I would agree.

Now coming back to this thread, Xsx ssd is maximum 4.8 gb/s compressed speed. Op is suggesting its more and MS didnt annouce it just because...

As explained its called creating false narratives .

There is only 1 thread to appreciate the XsX SSD technology, while there are a fuck ton of Sony SSD threads on top of other threads that are already discussing the PS5 SSD. Every time a developer praises the Sony SSD, it has to have its own thread. Should I make 5 different threads on XsX 12 TFLOPS every time a game developer/publisher praises it?

The Next-Gen OT thread is already creating a false narrative that the 12 TFLOPS is XsX's theoretical max, in reality nobody is going to actually use the full 12 TFLOPS. Why aren't those Sony Ponys saying the same about PS5? Does it go all the way down to,....oh I dont know 9.2 TFLOPS? Naw Naw Naw it couldn't, now that would definitely be a false narrative.

Op is speculating that it could based on the available information and the way the data is handeled, because there are so many facets to the SSD which have to all work synergistically to create a noticeable technological advancement which has yet to be demonstrated on third party and 1st party games.
 
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rntongo

Banned
Seeing your other posts in that thread, further explanations aren't needed.



Nobody is denying that XSX is more powerful. But what i'm seeing here ( or in the thread which i have posted), there is a need also to overstating XSX SSD speed in any possible way to show how XSX SSD is more efficient than PS5 SSD. XsX SSD specs are what they are, nothing more or less.

Especially when this guy in that thread said that GPU capabilities in XSX are bit above PS5 and PS5 SSD is significantly faster than XSX SSD. Further explanation aren't needed.

f1Mxz47.jpg

First of all, I don't know who that guy is, although I agree with him that the PS5 SSD is much faster. But all my points in the picture you got after snooping through my post history stand.
 
There is only 1 thread to appreciate the XsX SSD technology, while there are a fuck ton of Sony SSD threads on top of other threads that are already discussing the PS5 SSD. Every time a developer praises the Sony SSD, it has to have its own thread. Should I make 5 different threads on XsX 12 TFLOPS every time a game developer/publisher praises it?

The Next-Gen OT thread is already creating a false narrative that the 12 TFLOPS is XsX's theoretical max, in reality nobody is going to actually use the full 12 TFLOPS. Why aren't those Sony Ponys saying the same about PS5? Does it go all the way down to,....oh I dont know 9.2 TFLOPS? Naw Naw Naw it couldn't, now that would definitely be a false narrative.

Op is speculating that it could based on the available information and the way the data is handeled, because there are so many facets to the SSD which have to all work synergistically to create a noticeable technological advancement which has yet to be demonstrated on third party and 1st party games.
Yikes.You sound like a fan boy urself so no wonder you like these baseless illogical discussions ."sony pony" . How old are you ?

Xsx gpu is 17% more powerful than ps5
Ps5 ssd is 127% faster than xsx

deal with it .


It is what it is.and you are ignored . Go to discord or gamefaq to post these" sony pony" posts of yours . Thanks
 

Bernkastel

Ask me about my fanboy energy!
If fast ssd and high io through put is this important to you OP, u really need to get ps5 instead of creating false narrative and alternate realities. Everyone has praised ps5 ssd for a reason .

Simple . Bye
Please tell me where in the OP I said What is important to me ? All it does explains the Xbox Velocity Architecture with statements from MS and quotes from devs.
If you cant add anything to the discussion, then stop expecting others to leave the thread or projecting your console war roles onto others. Now one will take your feelings into account when posting.
We dont know how loading times will compare as there are many things we dont know about these SSDs.
If I create a thread saying ps5 is actually 11.98 tf and not 10.28 then u r allowed to tell me if TF is so important to me I should get xsx and I would agree.

Now coming back to this thread, Xsx ssd is 4.8 gb/s compressed speed. Op is suggesting its more and MS didnt annouce it just because...

As explained its called creating false narratives .
MS literally said 6 GB/s, its in the OP.
Xsx gpu is 17% more powerful than ps5
Ps5 ssd is 127% faster than xsx

deal with it .
Here is the next gen thread console war template. Deal with it.
 
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Yikes.You sound like a fan boy urself so no wonder you like these baseless illogical discussions ."sony pony" . How old are you ?

Xsx gpu is 17% more powerful than ps5
Ps5 ssd is 127% faster than xsx

deal with it .


It is what it is.and you are ignored . Go to discord or gamefaq to post these" sony pony" posts of yours . Thanks

Yes so the PC master race buying future PC's must make sure its comparable to the PS5 SSD. If not, no deal, they have no choice but to go with the PS5 otherwise the graphics are not going to be as good especially at 1440p/30fps. Better hold off on NVIDA Ampere and AMD's own RDNA 3
:messenger_grinning_squinting::pie_roffles::pie_roffles:"pie_tears_joy:"pie_tears_joy:
 
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D

Deleted member 775630

Unconfirmed Member
Yikes.You sound like a fan boy urself so no wonder you like these baseless illogical discussions ."sony pony" . How old are you ?
The irony 😂

On-topic, it's clear the the PS5 SSD is faster, but at the moment no demo or game has been revealed to show us that this was a necessity to make the games look much better or more immersive (compared to XSX speed).
 

ToadMan

Member
1.) But the PS5 SSD is also DRAM less.

2.) And from Cerny the DMAC is for checkin management to the RAM right? Maybe you're talking about another DMA controller.

3.) How can a suspended game state be 40GB yet the amount of RAM in the Xbox One X is 12GB?

4.) The PS5 SSD is twice as fast as the XSX SSD but according to Bloomberg both cost roughly the same. A good article was posted here that it is partly because of the lower storage capacity.

5.) The 100GB of virtual RAM that is accessible is the game install on the SSD not a special part of the SSD that's been mapped to primary memory.

1) Not clear. The report I read said sony were struggling to source enough dram for their SSDs. But that was a report from a non Sony source and even said it had led Sony to make adjustments to their other products (cameras) so it could all be conflated.

2) DMAC = direct memory access controller. In addition PS5 includes 2 I/O Coprocessors one of which allows direct addressing to the SSD. Cerny said PS5 data in the SSD would be directly addressable. So data can be direct accessed on the SSD or shunted into RAM for faster access. No arbitrary limits on file size.

3) Games haven’t stored the entirety of their ”state” in RAM for about 15 years. Cerny refers to system memory holding data for the next 30 seconds of gameplay and SSD reducing that to memory holding the next 1 second. The rest is on bulk storage in some form - if you want low load times, that data will have to be stored in full with minimal compression.

4) They probably do cost similar to MS and Sony. - Sony hve used an off the shelf high end SSD and customised how it’s accessed. MS have taken a high end off the shelf SSD and not produced as much custom hardware, instead relying on software to optimise its use. Sony will eat the cost of their custom design components.

5) Indeed. So a game has a 100gb limit of high speed accessible bulk storage on Xsex. Something developers will need to be mindful of.
 
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Please tell me where in the OP I said What is important to me ? All it does explains the Xbox Velocity Architecture with statements from MS and quotes from devs.
If you cant add anything to the discussion, then stop expecting others to leave the thread or projecting your console war roles onto others. Now one will take your feelings into account when posting.
We dont know how loading times will compare as there are many things we dont know about these SSDs.

MS literally said 6 GB/s, its in the OP.

Here is the next gen thread console war template. Deal with it.
Thats the ceiling for hardware and ps5 ssd ceiling is 22gb/s and if I see a ps5 fan saying ps5 ssd is 22 gb/s I will call them out as well.

Hardware theoritical max =/= speed acheivable under normal gaming condition

Gaming achievable max are given

Xsx 4.8gb/s
Ps5 8-9 gb/s
 
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Bernkastel

Ask me about my fanboy energy!
Thank you for the post it sheds a lot about the SSDs.
1.) I have a question, who is this person? They seem very credible in terms of what they are saying. I like how they explained the controller being cheaper than NAND flash. That should have been obvious but I never thought of it that way.

2.) How did you find out about them and whats this site?

3.) It also explains this chart from Bloomberg. The XSX SSD costs the same as the PS5 according to Bloomberg. I always wondered why but this sheds light.


EccobH7.jpg
Zhihu is like Chinese Quora. I dont know him but he seems very knowledgeable about what he is talking.
 

Bernkastel

Ask me about my fanboy energy!
Theoretical, yes
Thats the ceiling for hardware and ps5 ssd ceiling is 22gb/s and if I see a ps5 fan saying ps5 ssd is 22 gb/s I will call them out as well.

Hardware theoritical max =/= speed acheivable under normal gaming condition
nope
"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."
I put this in the OP.
 
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jimbojim

Banned
nope

I put this in the OP.

Em....yes
XSX SSD spec is 4.8GB/s compressed ( BCPack within. Theoretical max is 6. YOU CAN'T CHANGE THE LOCKED numbers. That's it. XSX SSD compressed speed is below PS5 RAW. BCpack is texture ONLY decompression metho and lossy one, Kraken is for general decompression and lossless. That means EVERYTHING.
 

Bernkastel

Ask me about my fanboy energy!
Em....yes
XSX SSD spec is 4.8GB/s compressed ( BCPack within. Theoretical max is 6. YOU CAN'T CHANGE THE LOCKED numbers. That's it. XSX SSD compressed speed is below PS5 RAW. BCpack is texture ONLY decompression metho and lossy one, Kraken is for general decompression and lossless. That means EVERYTHING.
Theoretical max is 6.
Why are you making stuff up now ? Who said that ? 4.8 Gb/s compressed is for the SSD in general not the custom hardware decompression block. They never said anything about any locked numbers.
BCpack is texture ONLY decompression metho and lossy one, Kraken is for general decompression and lossless. That means EVERYTHING.
Next-gen speculation threads are one helluva drug.
 

Kagey K

Banned
Yikes.You sound like a fan boy urself so no wonder you like these baseless illogical discussions ."sony pony" . How old are you ?

Xsx gpu is 17% more powerful than ps5
Ps5 ssd is 127% faster than xsx

deal with it .


It is what it is.and you are ignored . Go to discord or gamefaq to post these" sony pony" posts of yours . Thanks
Lol I just spent an inordinate amount of time looking for it, but do you remember the DMC we almost beat 2 stages before the PS3 was installed video.

Even the devs said go make a sandwich while it installs.

I imagine trying to do the same on Series X with the SSD will be we tried to stand up and only got halfway there.

The difference in SSD drive time is going to be much smaller then it looks.m
 
Lol I just spent an inordinate amount of time looking for it, but do you remember the DMC we almost beat 2 stages before the PS3 was installed video.

Even the devs said go make a sandwich while it installs.

I imagine trying to do the same on Series X with the SSD will be we tried to stand up and only got halfway there.

The difference in SSD drive time is going to be much smaller then it looks.m
In my opinion will be much bigger than it looks . Time will tell. End of discussion for now. We come back to it after a year when we see how the ui and games work on each system.
Cheers
 
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Three

Member

Ok so the other random twitter user got it from there. Never is there a mention of custom hardware doing this though with the other MS engineer tweet. You linked the two regardless of the source. Again by avoiding loading the whole texture is the comparison. You are linking that to some other 'custom feature' mentioned by another twitter user so that you can get this 2x - 3x over another system when you blatantly know that's not the case.

You don't even ask how you think this is going to be achieved you just accept the 'secret sauce' without ridicule.
 
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longdi

Banned
The bottom line? 5.5GBs of bandwidth translates into an effective eight or nine gigabytes per second fed into the system

I thought the max PS5 can use to load data to be processed by APU, is 9gbs while SeX is 4.8gbs.
The decompression is happening before APU picks up the data.
 
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