And what is that pipeline chain going to bring exactly? go enlighten me? And why would a SSD ever need to be connected straight to a GPU on PC? just why? And why would a game need to be entirely loaded into ram to compete with PS5 setup?
I honestly want to see you stumble on those questions.
A GPU with it's own storage solution would drastically reduce latency and deliver blazing fast bandwidth to data.
This way it could also be "freed" from the constraints of having to be compatible with existing interfaces, so the GPU vendor could finetune their own i/o logic as they see fit.
A PS5 can sustain an effective 9GB/s data throughput, PC's are nowhere near that today. Remember we are talking about effective speeds here, not theoretical.
For a PC to achieve something similar it would actually need to be a bit faster than that since it also has to decompress data (except textures) and then move everything to GPU memory.
I will explain u how PC works.
No need, but if you say so.
Data sits on a SSD, goes into RAM ( which is a super SSD ) and feeds it into the V-ram. And the ram > v-ram communication is done in nano seconds not milliseconds what the PS5 SSD sits at. it could hop up and down 500 times and still be faster then what PS5 delivers.
So RAM is a super SSD now?
The
theoretical bandwith of a 16x PCIe 5.0 is around 50GB/s, wich is fine, but you still need to get the data off the SSD first.
The process of moving data from system ram to video ram is not the bottleneck here, it's the process of getting the compressed data from SSD into system memory. That's the slowest part.
Still, , using CPU cycles to decompress that data. (see above)
While that PS5 is walking through a crack to swap data in and out of its memory from the SSD in milliseconds, PC will already have that data ready to be served ages ago and loads it into the v-ram pool in nana seconds ( practically instantly ) because its not limited by a choking 16gb of v-ram pool as it has its own v-ram pool and memory pool that both can store far larger amount of data and swap quicker.
That was the old way of getting around the fact that loading assets was slow. It's not needed anymore on next-gen.
For your statement to be somewhat correct, that data you talk about would be required to already be uncompressed in PC's system memory (not from ssd)
While that PS5 is dropping data from its memory pool and loading in from its SSD, PC already has all those rooms in the demo ready to be served in spare v-ram and memory and the SSD will load in the next demo in even more ram at the same time while the PS5 has to crawl through endless of cutscenes.
This is probably the point most don't get. PS5 don't need the extra ram since with 9GB/s you don't need to pre-load stuff anymore.
Like Cerny said, They only need data for the next 1 second of gameplay. That's effectively just your framebuffer.
This opens up a new way of designing games, where you don't have to pre-load a lot of data wich would needed to be ditched anyways after player input. (Like in a crossroad for instance, you would have to -pre-load data for all four paths, and then ditch the other three pathways as soon as the player makes their choice. This is what it means that the storage is "closer" to the GPU.
The "closer" it is the less unvanted data you need to pre-load.
I probably don't have to lecture u how much memory and what memory performance a PC has access towards and what SSD performance a SSD solution can deliver on PC, it's far faster than PS5 has on every front.
No you don't.
So how are you planning to deliver 9GB of uncompressed data from a storage device, redily available for the GPU to work with in 1 second sustained? (and don't start with striping)
I honestly want to see you stumble on that one.
But keep believing mate, u sound exactly like those APU people that thought it was the future of PC gaming because PC's could not ever compete with such a architecture. Yet reality hitted them the moment games came out and realized the hardware is kinda shit already for its day.
I'm not one of those, if at all they exists?
Want to know the performance of that PS5, go watch some 4k 5700xt benchmarks.
That's quite a naive claim, and you should know that. I'd leave it at that.
Wonder why that demo was partly scripted from EU5? and wonder why it only ram at 1440p and 30 fps? even while they walk around the area in a serious slow pace with barely anything going on? there you go.
UE5 is a multiplatform engine, that probably has some bespoke paths for PS5 optimizations, but the 1st party engine(s) will be even a more "tight fit" for the PS5's hardware and thus achieving even better results.