• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Status
Not open for further replies.

pasterpl

Member
I laugh when I read stuff like this. The Xbox Series X has just as many solutions in their box and somehow the PS has been over engineered. Lol. The biggest two differentiators being fix clocks vs. variable, and SSD Speeds.

Other than that, they’ve taken different approaches to things and have code names for them. Velocity, Kraken, ...etc.

didn’t you hear that xbsex is just a brute force power machine, basically pc in smaller form factor?


/s
 
Last edited:

Lort

Banned
Are you sure?




And another bit that might be of interest:



"And of course, it all works incredibly with the PS5's built-in hardware Kraken decoder. "

What brilliant selective quoting to misrepresent the truth to stoke fanboy dreams .. the literal tweets before your first then straigh after your second .



7YaLaiX.jpg


notice here his talking about consoles then says you can choose CPU decoding to .. seems to me to imply in some cases even when you have hardware decompress youd have to ( it is a little unclear) use CPU.

Either way his absolutly clear that to keep up with a console SSD you would need to use GPU decode ( NOT hardware decode) and it would take 10 % GPU. ( which he avoids admitting but is easy to work out given what he says)
 

Lort

Banned
Initial load time in BC game is comparable to PC SDD 500MB/s, because XSX cant use VA componnents and therefore must decompress evertything with software (like PC). There's really no surprise here.

When game is unpacked XSX I/O can move data really fast if you havent noticed it. Quick resume video on YT shows XSX was able to save entire RAM dump (Xbox One X has 12GB, so memory dump can be up to 12GB) and loaded a new one in just a few seconds. XSX has transfered around 24GB data in just a few seconds and you want to tell me that's not impressive? You cant load news games so quckly on PC currently, so even 5-6 seconds is very impressive to me. I doubt XSX compress game data with BCpack (XSX has only HW decompression, and it would take long a time to compress textures with BCpack), so real games compressed with BCpack should fill entire 13.5 GB in just 3 seconds exactly as MS claims and that's not even accounting for SFS savings.

i cant see how sfs would provide savings for a back compat game.. the game will be forcibly loading textures in before hand... they could use page fault style virtual mempry but give the machine has more ram than all requested textures theres seems to be no point. Also at system restore state the whole image is loaded in..
 

pawel86ck

Banned
The point is your misunderstanding what jason is saying
Ronald has said SFS is a new feature and an effective multiplier on available system memory and I/O bandwidth, resulting in significantly more memory and I/O throughput. These are not my words, I'm just quoting Jason Ronald.

There's also James Stanard (MS engine architect) further confirming what SFS does. According to him compression and SFS gains stack.
JTdFJfn.jpg


It's not hard to understand what MS engineers have said. The implications are obvious but I guess some people dont like to hear what MS engineers have to say, because it's already established here XSX is bottlenecked like PC (and lets not forget about bruteforce🙆‍♂️), while PS5 is more efficient and better engineered in every way. SFS suggest the otherwise, so now you guys are trying to tell me SFS will not work like Ronald has said, or SFS is nothing new.

PS5 / XSX launch is not long from now, so we will know how performance looks in real games without any biased interpretations of PS5 / XSX architectures. Personally I expect both consoles to be extremely close. Maybe even digital foundry will be not so sure who is the clear winner. I guess sony fans dont want such scenario, because some of you (like for example FieRR) have already visualized a reality, where PS5 games looks like next gen games compared to XSX thanks to SSD 🙂🤣👌.
 
Last edited:

Lort

Banned
5GB/s raw (at least) was the target, it's sustained.

71340_233_understanding-the-ps5s-ssd-deep-dive-into-next-gen-storage-tech_full.png

he said peak or average .. you said sustained .. they are three different metrics.

peak maximum and sustained ( often the same under ideal situations) .. he asked for average .. which is what a game will usually get when all overheads are included.
average might be the most useful metric but only if both consoles were selective and the consistant in their method of measurement ( like standardized fuel economy in cars) . Microsoft says theres is average and it can go faster than their quote .. but they never say what the peak or sustainable peak is.
 
Last edited:
he said peak or average .. you said sustained .. they are three different metrics.

peak maximum, sustained ( often the same under idea situations) .. he asked for average .. which is what a game will usually get when all overheads are included.
average might be the most useful metric but only if both consoles were selective and the consistant in their method of measurement ( like standardized fuel economy in cars) . Microsoft says theres is average and it can go faster than their quote .. but they never say what the peak or sustainable peak is.
Actually, if you look at the image, on the 5GB/s, it says "at least" in parenthesis. So what do you think it means?
 

kyliethicc

Member
What you said seems reasonable but I disagree with Microsoft leaving out an expansion slot for the memory. I don't think it will break the BoM if they include it in the system. Plus people will worry less about space if they have that option.

Just my opinion.
Yeah I was just trying to come up with ways they‘d cut cost. If it has a 1 TB SSD and can use external USB hard drives, I doubt causal gamers would need more storage than that, and those SSD expansion cards will be pricey. Just a guess, but you’re probably right.
 

Hairsplash

Member
I think it is a bit cheeky from Microsoft.

They’re happy for people to assume it’s Series X footage, cos of the XBox logo (for Game Pass) and ‘captured in real-time 4K’ text, but as someone else mentioned it is very likely to be PC footage.

How many PC players play at 4K?

i do.
sorry, OT rant on pc 4k game playing...
BUT DAMN, the frame rate is “stupid” play at 1440p and get “perfect” frame rate... (4K playing is an endless adjustment of game settings... “what do i need to adjust to keep the frame rate above 40fps, because that is the minimum frame rate my monitor gsync/adaptive range is.... and if the frame frate is above 60, the vsync does not work because the limit is set to 63, just enough to f**k up the smoothness.
who said pc gameing is PCMR . easy? right.... give me a console the does 60fps all the time, (perferably a sony console) and i will no longer have a “boat” computer lol (ok, the joke is “a boat is a hole in the water, that you throw money into“)
 
Last edited:

Bo_Hazem

Banned
he said peak or average .. you said sustained .. they are three different metrics.

peak maximum and sustained ( often the same under ideal situations) .. he asked for average .. which is what a game will usually get when all overheads are included.
average might be the most useful metric but only if both consoles were selective and the consistant in their method of measurement ( like standardized fuel economy in cars) . Microsoft says theres is average and it can go faster than their quote .. but they never say what the peak or sustainable peak is.

The extreme bottom is 5GB/s RAW.
 

Hairsplash

Member
I'm still standing by my prediction of $349.99 diskless
$449.99 disk version ps5 dominates regardless but at these prices it will be totally annihilation.
sorry no chance (IMO ) .... at that price “side hustlers” buy them, and then sell them for hundred dollars more, on amazon and ebay...

SONY therefore leaves money on the table... . i think it will be 450us for the digital version (sold online (only) at amazon, bestbuy etc... why sell a digital version in store?... the store does not sell digital games... maybe “money cards”)
and 500 for the disk version, (the extra 50 dollars is the stores profit)
 
Last edited:
Yeah I was just trying to come up with ways they‘d cut cost. If it has a 1 TB SSD and can use external USB hard drives, I doubt causal gamers would need more storage than that, and those SSD expansion cards will be pricey. Just a guess, but you’re probably right.

I always had the theory that while the SSD speed will be the same the size of the drive could be smaller. Like maybe 500GBs for the SSD and then have the option to expand it like with the XSX.

It seems pretty logical to me.
 

Bo_Hazem

Banned
It means in worst case peak throughput ... i would guess? ( which could easily be higher than average depending on you calculate it)
The method of calculating average is vitally important.

Can you source your claim there? It's a very obvious concern trolling effort.
 
Last edited:

Lort

Banned
Just out of interest, how can SFS "stack" with zlib-esq RDO'd texture compression? I get that SFS can work with BCn - the textures are random access addressable - but how does SFS save SSD IO bandwidth while trying to randomly access subsets of BCn textures that are using non-random access compression?

If you have to decompress the BCpack textures to RAM first, then benefit with SFS by only keeping the subset you are using, you won't get any IO benefit from SFS - only GPU processing saved and RAM residency saved. But yet again, the PS5 can do all of this too, just with a hardware based IO complex that is more effective and more Raw SSD throughput, so it seems like the Microsoft Engineer is being co-oped to spreading misinformation, or correct information in the wrong context to deceive - will be really interested if SFS can make savings by accessing the subset data without having to decompress the BCn textures to RAM first.

When compressing data, you choose a block size and potentially a number of other blocks which contain relevant require data.

think key frames in video compression...

yes you will have to have decompressed the key frame and likely one whole block.. but that might be very small depending on how the codec is configured. There is nothing stopping you knowing which blocks need to be decoded and only choose those ...

every codec has the same balancing issues... including of course ps5 ...
 

Hairsplash

Member
What’s elegant or over engineered about the PS4 and PS4pro? Sound to me like they fell short on that regard in order to reduce cost.

thing i love about the ps4pro, is that i t can go topless. no exposed surfaces, etc for the fan hole. so an easy way to cool the ps4pro is remove the top cover... or cut a hole in the top just above the fan hole... (the intel HSF fan is non-functional, it is just a “fan grill” to prevent things from covering the hole)

i would include a photo but the inserting of photos on an ipad doubles them...
 
Last edited:

Lort

Banned
I think they've said that the SSD is 2.4GB/s raw and 4.8GB/s compressed (on average). :messenger_tears_of_joy:

ANYTHING they do to try and lower the amount of data they need to fetch when rendering a frame does not increase the actual transfer rates. PS5 has superior IO.

a reduction in required data does not increase the throughput it reduces the required data .. are you new here?

not only does SFS increase the efficiency of disk IO is reduces the in mem footprint..
 

Lort

Banned
Ok, but no need to guess when it's officially confirmed to be at least 5GB/s raw, not compressed.

i have always said the RAW speed of ps5 SSD faster ..ive even pointed out the cases that Is better for .. try reading what i post before claiming to quote me saying something i never said ...

I know your a poster not a reader ...
 

Entroyp

Member
he said peak or average .. you said sustained .. they are three different metrics.

peak maximum and sustained ( often the same under ideal situations) .. he asked for average .. which is what a game will usually get when all overheads are included.
average might be the most useful metric but only if both consoles were selective and the consistant in their method of measurement ( like standardized fuel economy in cars) . Microsoft says theres is average and it can go faster than their quote .. but they never say what the peak or sustainable peak is.

Do you think that the SSD speed on both XsX and PS5 can’t maintain its maximum throughout?
 

GRIEVEZ

Member
he said peak or average .. you said sustained .. they are three different metrics.

peak maximum and sustained ( often the same under ideal situations) .. he asked for average .. which is what a game will usually get when all overheads are included.
average might be the most useful metric but only if both consoles were selective and the consistant in their method of measurement ( like standardized fuel economy in cars) . Microsoft says theres is average and it can go faster than their quote .. but they never say what the peak or sustainable peak is.
Theoretical (peak) is 22GB/s, 5.5GB/s is raw sustained, compressed without Oodle Texture is 8-9GB/s which is also sustained on average.

We don't know what throughput is with Oodle Texture. But im sure someone can extrapolate, without going wild.

To me it's pretty clear who focused on I/O more, evident by fixed function hardware, choice of SSD and Kraken license (you dont buy a license for every dev, for shits and giggles).

Sony wanted to close the gap between real performance and theoretical max. That's a hard sell and they most likely have a reason for this. (Horizon and Demon Souls, look to have pretty insane geometry).
 
Last edited:

Bo_Hazem

Banned
i have always said the RAW speed of ps5 SSD faster ..ive even pointed out the cases that Is better for .. try reading what i post before claiming to quote me saying something i never said ...

I know your a poster not a reader ...

What about XSX SSD being only 0.2-0.25GB/s in practice due to the State of Decay 2 loading? Which is officially said by xbox themselves that it's 4x faster than Xbox one?

 
Last edited:

FranXico

Member
What about XSX SSD being only 0.2-0.25GB/s in practice due to the State of Decay 2 loading? Which is officially said by xbox themselves that it's 4x faster than Xbox one?

That's because games need to use new APIs to reach optimal IO speed. As such, BC games only benefit from "brute force" load times improvements.

Don't expect PS4 games to load as fast as PS5 ones on the PS5 either.
 

Bo_Hazem

Banned
Compared to current gen, it is quite an improvement.

Why an old, slow PS5 pre-devkit did 0.8sec vs 10-15sec spider-man? Don't say it's been optimized, no proof is there.

To demonstrate, Cerny fires up a PS4 Pro playing Spider-Man, a 2018 PS4 exclusive that he worked on alongside Insomniac Games. (He’s not just an systems architect; Cerny created arcade classic Marble Madness when he was all of 19 and was heavily involved with PlayStation and PS2 franchises like Crash Bandicoot, Spyro the Dragon, and Ratchet and Clank.) On the TV, Spidey stands in a small plaza. Cerny presses a button on the controller, initiating a fast-travel interstitial screen. When Spidey reappears in a totally different spot in Manhattan, 15 seconds have elapsed. Then Cerny does the same thing on a next-gen devkit connected to a different TV. (The devkit, an early “low-speed” version, is concealed in a big silver tower, with no visible componentry.) What took 15 seconds now takes less than one: 0.8 seconds, to be exact.

 
Last edited:

geordiemp

Member
What brilliant selective quoting to misrepresent the truth to stoke fanboy dreams .. the literal tweets before your first then straigh after your second .



7YaLaiX.jpg


notice here his talking about consoles then says you can choose CPU decoding to .. seems to me to imply in some cases even when you have hardware decompress youd have to ( it is a little unclear) use CPU.

Either way his absolutly clear that to keep up with a console SSD you would need to use GPU decode ( NOT hardware decode) and it would take 10 % GPU. ( which he avoids admitting but is easy to work out given what he says)


No.

Oodle texture works on all consoles, pC and all textures to create BCn (1 to 7). It does the same thing as BcPack, just 2 different suppliers MS or Sony can buy data tools from. Thats all.

BCn is the native format a GPU reads, and oodle (Or Bcpack) before creating the BCn is like a RDO Jpeg so the Bcn format is smaller - thats all it is.

Bc7 can be compressed EVEN futher using Bc7prep but requires a CPU decode. Its OPTIONAL. I doubt it will be used as it takes more resources but its there if anyone wants a little bit more just for Bc7 .

There is nothing console specific here, no unique benefits for Ps5 or XSX, they can both use or not use any of above. PC can also use oodle or BCPack BCn created data. So can Ps4, Xb1, apple mac, Switch.....maybe i am getting there....

People should at least read up on things they post about, and at minimum have some idea what it is or are they so desperate to win the war they get excited at almost anything :messenger_beaming:.
 
Last edited:

pawel86ck

Banned
Last edited:

geordiemp

Member
a reduction in required data does not increase the throughput it reduces the required data .. are you new here?

not only does SFS increase the efficiency of disk IO is reduces the in mem footprint..

Its quite amusing, you keep preaching about SFS, and you dont really understand its just a filter in hardware that blends in a higher res texture for a LOD (Mipmap) if it arrives LATE.

You do realise the choosing of how much you prefetch and decide if its in view or not is a software thing - its not secret sauce you seem to think.

You do realise that Nanite does this for the traingles and voxels it uses in UE5 and does this in teh demo but on more complex geometry so its not as simple as SFS, and adds to the streaming pool only what the camera sees already ?
 
Its quite amusing, you keep preaching about SFS, and you dont really understand its just a filter in hardware that blends in a higher res texture for a LOD (Mipmap) if it arrives LATE.

You do realise the choosing of how much you prefetch and decide if its in view or not is a software thing - its not secret sauce you seem to think.

You do realise that Nanite does this for the traingles and voxels it uses in UE5 and does this in teh demo but on more complex geometry so its not as simple as SFS, and adds to the streaming pool only what the camera sees already ?

Quick question.

What do you mean by arriving late?
 
Status
Not open for further replies.
Top Bottom