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Epic sheds light on the data streaming requirements of the Unreal Engine 5 demo

jigglet

Banned
True, except it's forced to render in 4K as oppose to most people's 1080p monitors. So the odds are even, if it's not the PCs that have an advantage.

this is a good point. Even 1440 is relatively rare outside the hardcore circles.
 

bitbydeath

Gold Member
I think the point here is, that they don't exactly need to "scale down" since the streaming from SSD that's happening in that demo isn't that spectacular to begin with that it would exclude the Series X.

On the contrary, it's more like they can "scale up" to the Series X GPU power.

Epic themselves said that were the case. People are just trying to twist it. Plenty here have called out how the OP is misinterpreting the data.
 

Dontero

Banned
5.5GB/s is a speed given in seconds, not a per-frame max capacity.
If we go by that raw number it can load the 768 MB of data from drive in about 768/5500 seconds, so a bit more than a 10th of a second, so let's say 100 ms.
For 60 FPS, which is 16 ms per frame, it means it would take about 6 frames to load in those 768 MB. And remember this is also theoretical, with several showstoppers along the way.

5,5GB is SEQUENTIAL read when you know everything that will happen like in movie. Game do not operate like this, especially open world games.
Rate of transfer rate for 4k reandom read which is how games usually operate is about 100-200mb/s depending on how new SSD is. Naturally there can be mixed sequential with random read but like i said if sequantial read was so easy to use everyone would be doing this even for HDD let alone SSD because HDD has random 4k read of 0.5-5MB depending on "newness". While sequential transfer rate is about max 60MB/s.

People aren't really dumb to sit on for such "hack" for decades when they literally spend bilions of $$$ trying to get 1% faster something.
 
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Snake29

RSI Employee of the Year
True, OP reminded me of that famous quote by Bill Gates that said nobody ever needs more than 640k of Ram (I think he denied it later)

But my point is, in technology never say never to having bigger numbers. It might be overkill today but it sure will be outclassed tomorrow.

This is one of the use cases and we don't know how other devs will utilize this. And OP doesn't seem to remember that Unreal Engine is not the only graphics engine in the world that needs to run on these new consoles.
 
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People here really think that Sony and even Microsoft would waste money on SSDs many times faster than what's needed?
If that's not possible then why did Xbox go with an SSD thats nearly half the speed? Just curious if they were so exact on what they needed, how did the end up on two completely different spec'd SSD's?

That leaves us with either Xbox being completely under spec'd when it comes to i/o and or Sony being way over spec'd... surely theres an ideal middle ground?
 
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TriSuit666

Banned
Not really - at least in the video the OP linked to me. Time stamp for the data stream breakdown and I/O requirements for the demo?

You may have confused a breakdown of the Engine's asset pipe line, and the third speaker explaining the methodology that Nanite uses, for a breakdown of the streaming pool figure of 700-ish mb. That info only explains that a streaming pool is used - it doesn't describe the fundamentals of how it is used in relation to the specific demo shown on the PS5. They didn't break down what, when, and where streaming occurred in the demo, or the raw data I/O requirements necessary to use Nanite in the demo. The requirements for this feature in the Engine aren't "xgb/s" but asset dependent, so it follows they wouldn't break down a tech demo for their third party engine in the specific way we'd need to better understand Sony's bespoke I/O hardware.

Happy for someone with more knowledge to fill in the gaps for me.

You're the one assuming, I made no link to the '700-ish mb' issue at hand, but I largely think the issue of it being shown on PS5 is a red herring considering the rest of the video talks about how they're aiming to make UE5 platform agnostic.
 
This much SSD speed is not required for conventional level traversal that demo had.

Doesn't mean we can't have some cool scenarios using it.

Imagine instant flashback scenes. Will take storytelling to new level.
 

geordiemp

Member
Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that.

In the absence of that I'm not about to take your pro-Sony interpretation at face value. i know how marketing deals work, what they haven't said may be equally important in this case.

kuFKZzY.png
 

Aceofspades

Banned
All this bickering and fanboying over bloody SSD's, that probably will be used for nothing more than loading speed in 90% of next gen ganes overall.

This statement can be applied to GPU or any differences between the PS5 and XsX. The thing is SSD has the biggest gap between the two specs wise, otherwise they are pretty similar and both are plenty capable machines.
 

bitbydeath

Gold Member
Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that.

In the absence of that I'm not about to take your pro-Sony interpretation at face value. i know how marketing deals work, what they haven't said may be equally important in this case.

“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.”

Sweeney says that Sony’s storage architecture is far ahead of “the best SSD solution you can buy on PC today. And so it’s really exciting to be seeing the console market push forward the high-end PC market in this way.”

 

Stuart360

Member
I love how some of the radicals were accusing Dynamite of fanboying with this, even though its from Epic themselves. We have had 3 or 4 months of the most ludicrous SSD talk on here, with some things said that is beyond bizaare, but now prrof that its all bullshit, from Epic themselves, is 'fanboying and trolling'.
 

bitbydeath

Gold Member
I love how some of the radicals were accusing Dynamite of fanboying with this, even though its from Epic themselves. We have had 3 or 4 months of the most ludicrous SSD talk on here, with some things said that is beyond bizaare, but now prrof that its all bullshit, from Epic themselves, is 'fanboying and trolling'.

Just wait for MS’s demos. People can then praise or laugh at them then.
 

ZehDon

Member
You're the one assuming, I made no link to the '700-ish mb' issue at hand, but I largely think the issue of it being shown on PS5 is a red herring considering the rest of the video talks about how they're aiming to make UE5 platform agnostic.
What?

You’re posting in a thread that posits that the video you’re describing expressly proves that you only need 700mb/S I/O streaming to run the PS5 demo.
You’re replying to my post where I explain how they don’t describe that in the video, where you said “Watch the whole video, they absolutely do”.
To which I explained that they don’t... and now you’re talking about making “UE5 platform agnostic”... when it has been since the PlayStation 3 era.

Sorry, I’m just not following your posts. Did I miss something?
 

Stuart360

Member
Its like i have said for months, wait for the comparison vids at launch, there will be plenty of them and tech analasys. All this marketing schpeel, that people always suck up like clockwork, means nothing compared to actual results.
 
According to DynamiteCop, PS5’s SSD is way too FAST. Imagine if the SSD basically was DDR6 RAM. It would be so fast... SO SO fast. That it would be practically useless. What even is the point of memory improvements.
 

Clear

CliffyB's Cock Holster
If it was burning through huge amounts of data that fast it wouldn't be much of a solution to anything! Also there's the issue that if you wanted to push those sort of numbers keeping the data to be streamed laid out to minimize seek-times and other access latencies inflates the size (stored on disc) even further.

The point of the system Sony have put in place is to allow data stored at any arbitrary position on the SSD to be picked, transferred and unpacked into ram as fast as possible. Its about achieving transfer-rates equivalent to serialized raw data, with packed, scattered fragments and at minimal overhead to cpu/gpu cost.
 
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John Wick

Member
It's going to be a shocker for some and for others like me not so much, because I've been saying this for months now. I hate to break it to some of you but that demo's data streaming could be handled by a 5 year old SATA SSD.

8wl1rua.png


768MB is the in view streaming requirement on the hardware to handle that demo, 768 MEGABYTES... COMPRESSED. And what was the cost of this on the rendering end?

Well, this is the result...

dQOnqne.png


This confirms everything I've said, not that these SSD's are useless, because they're 100% not. That data streaming would be impossible with mechanical drives, however, and this is a big however. That amount of visual data and asset streaming is already bottlenecking the renderer, it's bringing that GPU to its knees. There's very little cost to the CPU as you will see below, but as noted about 100 different times on this website and scoffed at constantly by detractors; the GPU will always be the limiting factor..

lNv2lKl.png


I've maintained this since square one, Microsoft and Sony both went overkill on their SSD's. That amount of I/O increase is not capable of aligning with the rendering pipeline in terms of the on demand volume of data streaming these SSD allow.

So what's the point here? You've got two systems with SSD's far more capable than their usefulness, but one came at a particularly high cost everywhere else in the system. I'll let you figure out which one that is and where.

deadest.png

Sony and Microsoft engineers must be stupid? Developers were requesting a fast SSD as the number one priority. I guess they stupid too.
So what is it you do? Obviously you should be advising Sony and Microsoft because they clueless. I'm always amazed when Neogaf engineers think they know better than actual engineers.
 

TriSuit666

Banned
Sorry, I’m just not following your posts. Did I miss something?

Yes, I think you're confusing things, best just to ignore my posts, as I'm acutally not interested in the the SSD fanboy-ism, I'm more excited at the toolchain improvments that UE5 may offer.
 

Redlight

Member
I asked "Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that."

So you link me to an article that says this...
"While Epic wouldn’t comment on any potential performance differences between the PS5 and Xbox Series X"

and Geordiemp posts un unhelpful twitter exchange...


Where the 'no' either refers to there not being a large tech difference between the two, or that there is no deal with Sony. Well, we know at least one of those things isn't true.

Either way you two have failed (twice) to supply a direct quote from Epic saying that the UE5 demo wouldn't run just as well on the Series X.
 
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RoadHazard

Gold Member
Sure, that demo didn't show super impressive streaming. The last part with the flying looks cool, but probably doesn't require insane IO speeds.

Now try doing the R&C demo on some old PC SSD. Yes, it could be done, but loading each new world when warping would take 10x as long.

Or something else that actual loads environment data in real time as you're turning around, like Cerny talked about.

We haven't seen anything REALLY take advantage of the full potential of the PS5 SSD yet. That will come. Doesn't mean it's "overkill".
 

bitbydeath

Gold Member
I asked "Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that."

So you link me to an article that says this...
"While Epic wouldn’t comment on any potential performance differences between the PS5 and Xbox Series X"

and Geordiemp posts un unhelpful twitter exchange...



Where the 'no' either refers to there not being a large tech difference between the two, or that there is no deal with Sony. Well, we know at least one of those things isn't true.

Either way you two have failed (twice) to supply a direct quote from Epic saying that the UE5 demo wouldn't run just as well on the Series X.

Yes. The article I linked refers to PC but XSX isn’t better than PC.
 
It's going to be a shocker for some and for others like me not so much, because I've been saying this for months now. I hate to break it to some of you but that demo's data streaming could be handled by a 5 year old SATA SSD.

8wl1rua.png


768MB is the in view streaming requirement on the hardware to handle that demo, 768 MEGABYTES... COMPRESSED. And what was the cost of this on the rendering end?

Well, this is the result...

dQOnqne.png


This confirms everything I've said, not that these SSD's are useless, because they're 100% not. That data streaming would be impossible with mechanical drives, however, and this is a big however. That amount of visual data and asset streaming is already bottlenecking the renderer, it's bringing that GPU to its knees. There's very little cost to the CPU as you will see below, but as noted about 100 different times on this website and scoffed at constantly by detractors; the GPU will always be the limiting factor..

lNv2lKl.png


I've maintained this since square one, Microsoft and Sony both went overkill on their SSD's. That amount of I/O increase is not capable of aligning with the rendering pipeline in terms of the on demand volume of data streaming these SSD allow.

So what's the point here? You've got two systems with SSD's far more capable than their usefulness, but one came at a particularly high cost everywhere else in the system. I'll let you figure out which one that is and where.

deadest.png

Pure ignorance.

The 768MB working set of RAM dedicated to nanite streaming is so small, precisely because the I/O bandwidth is so high + they could leverage dedicated hardware compression.

What this means is you have a shit ton of headroom for everything else:

- Lumen acceleration structures, shaders, materials, BDRFs
- Non-nanite assets (mirror-reflective or translucent assets, skinned assets etc)
- Animation data, collision data, auxiliary physics data
- Audio data, gameplay scripts
- Niagra data, scripts, materials, anim data
- Everything else a modern game may need

Without the kind of I/O bandwidth next gen consoles provide that 768MB would likely be something like ~12-18GB to make up for the extreme latency, in-order to ensure you can stream the data to make available for rendering.
 
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Ascend

Member
Ok ok... Just throwing this out there... The streaming pool is the amount of textures that you are keeping in RAM, to stream to the GPU. The streaming pool size of 768MB is specifically for nanite, which means all the rest leaves your RAM free to load a bunch of other stuff into RAM. The slower your storage, the larger your streaming pool needs to be. If they are working to lower this size further, it means they can still squeeze more out of the storage transfer speeds.

The real amount of streaming from SSD to RAM can unfortunately not be derived from this. At least, not without some calculations to estimate it, and as of now, I don't have time to do this estimation.
 
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Darius87

Member
It's going to be a shocker for some and for others like me not so much, because I've been saying this for months now. I hate to break it to some of you but that demo's data streaming could be handled by a 5 year old SATA SSD.

8wl1rua.png


768MB is the in view streaming requirement on the hardware to handle that demo, 768 MEGABYTES... COMPRESSED. And what was the cost of this on the rendering end?

Well, this is the result...

dQOnqne.png


This confirms everything I've said, not that these SSD's are useless, because they're 100% not. That data streaming would be impossible with mechanical drives, however, and this is a big however. That amount of visual data and asset streaming is already bottlenecking the renderer, it's bringing that GPU to its knees. There's very little cost to the CPU as you will see below, but as noted about 100 different times on this website and scoffed at constantly by detractors; the GPU will always be the limiting factor..

lNv2lKl.png


I've maintained this since square one, Microsoft and Sony both went overkill on their SSD's. That amount of I/O increase is not capable of aligning with the rendering pipeline in terms of the on demand volume of data streaming these SSD allow.

So what's the point here? You've got two systems with SSD's far more capable than their usefulness, but one came at a particularly high cost everywhere else in the system. I'll let you figure out which one that is and where.

deadest.png
This thread is all wrong because streaming in the picture says NANITE that's just for 1 type of assets which is NANITE which is geometry and geometry is meshes(triangles) which takes 768mb per POV to stream if you include textures, audio anything else data for streaming would be much higher.
 

kraspkibble

Permabanned.
The whole SSD thing is just marketing bullshit that people have fell for.

SSD is great and I'm happy consoles are gonna use it but it's not a "game changer" in the slightest. It will allow better performance in games, of course, in terms of faster loading times and quicker asset streaming but that's it.

I blame Sony for this. Everyone thinks the SSD will be some magical thing that will make games a mind blowing experience. As good as SSDs are...they will just make things feel a bit snappier and smoother.

It was no wonder developers asked for SSD but Sony, it seems, took that and fucking ran with it. They put in a beefed up SSD and skimped on the rest. There really was no need for it. Microsoft has the more balanced specs. Instead of going crazy with SSD they put in a reasonable one and managed to get a better GPU, faster cpu, and of course a more efficient cooling system.
 

JeloSWE

Member
Voxel GI is demanding, part of the reason we didn't see it used on consoles this gen. Sadly I expect most developers to just bake lighting like they've been doing even when using UE5.
You clearly don't understand how Lumen works. It' only uses low resolution Voxels for far away geometry, closer up and medium sized ones uses Signed Distance Fields and the the finer details uses Screen Space GI. Also the GI has infinite bounces by doing a new bounce each frame and constantly accumulating over time. This solution will require little to NO effort on the artists side and will just work. They are aiming for 60fps on next gen and is very likely an achievable target.
 
Xbox fans just love to hear their machine choice is slightly more graphically capable. Any bit of news that confirms what we already know makes them orgasm.

While a faster ssd might improve other aspects, the ps5 will never match series x graphically regardless of the secret sauce drive.

Only mongoloids would care about native 4K over 1440p or 1800p. As time and time again we see how much of a waste 4K is in terms of resources.
 

01011001

Banned
so with no compression at all, the Series X could load the required data per second ~3.5 times and about 6 times or more when actually using compression.

BUT WE ALL KNOW THAT ONLY THE PS5 CAN DO THAT! 🙃
 

Psykodad

Banned
Pure ignorance.

The 768MB working set of RAM dedicated to nanite streaming is so small, precisely because the I/O bandwidth is so high + they could leverage dedicated hardware compression.

What this means is you have a shit ton of headroom for everything else:

- Lumen acceleration structures, shaders, materials, BDRFs
- Non-nanite assets (mirror-reflective or translucent assets, skinned assets etc)
- Animation data, collision data, auxiliary physics data
- Audio data, gameplay scripts
- Niagra data, scripts, materials, anim data
- Everything else a modern game may need

Without the kind of I/O bandwidth next gen consoles provide that 768MB would likely be something like ~12-18GB to make up for the extreme latency, in-order to ensure you can stream the data to make available for rendering.
Ok ok... Just throwing this out there... The streaming pool is the amount of textures that you are keeping in RAM, to stream to the GPU. The streaming pool size of 768MB is specifically for nanite, which means all the rest leaves your RAM free to load a bunch of other stuff into RAM. The slower your storage, the larger your streaming pool needs to be. If they are working to lower this size further, it means they can still squeeze more out of the storage transfer speeds.



The real amount of streaming from SSD to RAM can unfortunately not be derived from this. At least, not without some calculations to estimate it, and as of now, I don't have time to do this estimation.
As far as I can follow all the tech discussions, these two posts are the only ones that seem to make sense (compared to OP) and seem to fall in line with what Cerny explained during Road to PS5:
That PS5 architecture (specifically the SSD) is designed to reduce the need for RAM keep a pool reserved. Freeing up RAM for all other tasks.

Also, nobody said the tech-demo can't run on other platforms. The entire point of UE5 is to make it scale automatically to match the hardware capabilities.
 
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Do we need to disprove his hot take claim based on a video he watched and rushed to post a castle of his own claims built on top to do some more console warring with (let’s not joke about with the pretence of console fairness his argument would actually say that both consoles are obscenely overspecced and both PS5 and XSX’s XVA are a waste of money and resources and source of false hype, if we took his argument as is, and I somehow do not see him fighting with the hordes of people hyped up in the XVA threads?)? Nah, not how it works mate.

So if I am the first to say something about you it is now your duty to prove me wrong beyond any reasonable doubt? Again, not how it works.
Several people, myself included, already discussed his interpretation, the data he presented and the conclusion he took: he identified the size of one of the video memory pools UE5 allocates and decided that it was not a transient pool meant to have data move in and out.
Well Mate that's how discussion works. One side brings up a point supported by something, then the other side disputes it with points supported by something.

Throwing insults without substance comes off as fanboyism. Guys like you are the ones who have hyped up the PS5 SSD system and act like the MS SSD system is a mouse on a wheel with cheese. He presents facts from a video by Epic, one that has new information, and you presented none.
 

JeloSWE

Member
As far as I can follow all the tech discussions, these two posts are the only ones that seem to make sense (compared to OP) and seem to fall in line with what Cerny explained during Road to PS5:
That PS5 architecture (specifically the SSD) is designed to reduce the need for RAM keep a pool reserved. Freeing up RAM for all other tasks.

Also, nobody said the tech-demo can't run on other platforms. The entire point of UE5 is to make it scale automatically to match the hardware capabilities.
You are double quoting the sama post
 

Faithless83

Banned
Wasn't the 768mb value the ram usage due to the SSD stream being so fast?
Am I the only one that understood it that way? Can we have one of the "tech guys" to clarify this?

EDIT: looks like @ archangelmorph archangelmorph saw it too.
 
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Well Mate that's how discussion works. One side brings up a point supported by something, then the other side disputes it with points supported by something.

Throwing insults without substance comes off as fanboyism. Guys like you are the ones who have hyped up the PS5 SSD system and act like the MS SSD system is a mouse on a wheel with cheese. He presents facts from a video by Epic, one that has new information, and you presented none.
No, it works like this.

Someone "matter of factly" misrepresents the "facts" as you say, while fanboys quote it and +1 it. It's terrible.

I especially love the "Ha, just as I predicted" overtones. As if anyone cares
 
Wasn't the 768mb value the ram usage due to the SSD stream being so fast?
Am I the only one that understood it that way? Can we have one of the "tech guys" to clarify this?
Generally having a smaller pool of any resource is a Good Thing. Whether that is a pre-allocated resource, or a enumeration of things like, connections and so forth. The idea is you use them up as quickly as possible and return them to / reuse the pool. It conserves the underlying resource.
 
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