Nice.Wanted to come back to this fun thread with my newly assembled system. GEN5 nvme and 5090.
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Devs just use new tech as an excuse for bad optimization, so in the end we end up gaining almost nothing from the new tech being used.There's lots to be frustrated about in how game development went this gen, but I'm still surprised how little we've gotten out of the switch to SSDs and rapid IO.
Of course, we've greatly enjoyed how little loadtime there's been, that part has been great and alone has been well worth the upgrade.
But otherwise, games have not been revolutionized by this generational SSD upgrade as promised/expected. Games still have relatively similar asset density (and when they do have a lot of "stuff" in them, the procedural gen does a lot of work,) patches are still massive, only a few novelty concepts of "rifting" have been attempted, and just nothing brand new in game design seems to have come yet or been shown coming from this sea change in drive speed and bandwidth.
Devs just use new tech as an excuse for bad optimization...
.... so in the end we end up gaining almost nothing from the new tech being used.
The drives capacity and internet speeds stagnated.I think it's a shame DirectStorage/GDeflate isn't being used more...
Just found out God of War Ragnarok is 190GB on PC vs 100GB on PS5.
With my slow ADSL connection and the fact I got the disc PS5 version a bit cheaper in BF sales vs the cost of the PC/Steam version, I find it hard to justify a purchase.
I've heard GDeflate is worse than PS5's Kraken decompression... I think PC GPUs (and maybe CPUs too) need to standardize a common decompression algorithm.
Add an ASIC block to perform decompression on-the-fly on both GPUs and CPUs. Kinda like H.264/HEVC/VP9/AV1 for video or SHA extensions in CPUs.
It's crazy we have jumped from 5GB (PS360 era) to 200GB games, but the jump in quality is nowhere near 40 times higher.
Stuff like these make me wish the physical medium should stay a bit longer.
DirectStorage reads on NVMe drives aren't reported by Windows' disk counters on Win11 due to BypassIO. If you want to test it without then you can disable it in the registry by searching for StorageSupportedFeatures for your drive and setting it to zero.Any idea why read speed is 0 MB/s? It should have been 6-7GB/s.
Technology is useless if nobody uses it.
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The overwhelming majority of games don't need it. So most developers see little point in retooling for the API.Technology is useless if nobody uses it.
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There's a company called Sonic in California that offers 10gbps for 50 bucks a month. I used to work for them and wanna KMS every time I pay Comcast 45 for 350mbpsThe drives capacity and internet speeds stagnated.
I've had 1-2tb drives for past 10 years at least. Before that it was growing each year or two yet we don't all run 512tb drives nowadays.
And the interned speed also capped in my city. 600mb is what I had for past…. 8 years and best they offer today if I wanted an upgrade is 900.
That's not changing that much when you are downloading 200gb game.
I was under the impression that this feature would be great for open world games (no more pop in, one giant map without loading screens).FS2020 could sure use it.
Load times are in the minutes for that.
Not sure if 2024 uses it as I went back to 2020 as the performance in vr took a major hit so I uninstalled it.
May swap the 4090 across into the new rig and retry 2024 as I seem to remember it having direct storage.
That's not what this says at all.My results. The PS3's peak VRAM throughput was 22GB/s, so it seems that GEN4 NVMe bandwidth is already faster than that.
"8.63 GB loaded in 0.36 seconds" already takes into account decompressed bandwidth. My RAW NVMe bandwidth is 7GB per second.That's not what this says at all.
NVMe bandwidth in your example is 8GB/s, the decompressed bandwidth is in memory, not disc I/O.
PC ports need it though, but not every PC gamer has NVMe. Many people still use SATA SSD or even HDD as their primary boot disk.The overwhelming majority of games don't need it. So most developers see little point in retooling for the API.
Interesting, but we lack 10 Gbps Ethernet + 10 Gbps switches. Even high-end mobos support up to 2.5 Gbps.There's a company called Sonic in California that offers 10gbps for 50 bucks a month. I used to work for them and wanna KMS every time I pay Comcast 45 for 350mbps
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You're not wrong, this gen is full of open-world games.I was under the impression that this feature would be great for open world games (no more pop in, one giant map without loading screens).
The dataset in the test is compressed 3.5:1, so yes, you load around 2.4GB of actual data from NVMe."8.63 GB loaded in 0.36 seconds" already takes into account decompressed bandwidth. My RAW NVMe bandwidth is 7GB per second.
Not sure that game is even compressed by Kraken on PS5. The game is not compressed at all on PC (which is why it's running without I/O stutters as there is no textures to decompress).I think it's a shame DirectStorage/GDeflate isn't being used more...
Just found out God of War Ragnarok is 190GB on PC vs 100GB on PS5.
With my slow ADSL connection and the fact I got the disc PS5 version a bit cheaper in BF sales vs the cost of the PC/Steam version, I find it hard to justify a purchase.
I've heard GDeflate is worse than PS5's Kraken decompression... I think PC GPUs (and maybe CPUs too) need to standardize a common decompression algorithm.
Add an ASIC block to perform decompression on-the-fly on both GPUs and CPUs. Kinda like H.264/HEVC/VP9/AV1 for video or SHA extensions in CPUs.
It's crazy we have jumped from 5GB (PS360 era) to 200GB games, but the jump in quality is nowhere near 40 times higher.
Stuff like these make me wish the physical medium should stay a bit longer.
God of War Ragnarok being only 100GB on PS5 (a single BDXL disc) indicates it uses Kraken compression. No?Not sure that game is even compressed by Kraken on PS5. The game is not compressed at all on PC (which is why it's running without I/O stutters as there is no textures to decompress).
The compressed game on PC would have caused a sea of I/O stutters like Spider-man or TLOU ports, all blaimed by "it's a bad port" excuse when the main problem is the lack of dedicated I/O hardware (and the low latency APIs) on PC.
There are very few games that load any slower than what happens on console. DirectStorage without GPU compression doesn't offer that much better performance and GPU DirectStorage is highly limiting in what compression algorithm can be used.PC ports need it though, but not every PC gamer has NVMe. Many people still use SATA SSD or even HDD as their primary boot disk.
PC game devs would rather brute force the problem (more RAM for caching, more storage space needed)...
DirectStorage and sampler feedback streaming should reduce VRAM requirements a lot (not to mention NTC):
Of course it is compressed on PC, It's only 57GB larger when not including the various language packs. And "it's a bad port" is no excuse, Spider-Man 2 and TLOU are bad ports, trying to gaslight people into thinking they are not is silly. There are plenty of games that have equally impressive loading and texture streaming on PC that are just fine. Ratchet & Clank, no I/O stutters. Cyberpunk 2077, no I/O stutters. Forbidden West, no I/O stutters. FF16, no I/O stutters.Not sure that game is even compressed by Kraken on PS5. The game is not compressed at all on PC (which is why it's running without I/O stutters as there is no textures to decompress).
The compressed game on PC would have caused a sea of I/O stutters like Spider-man or TLOU ports, all blaimed by "it's a bad port" excuse when the main problem is the lack of dedicated I/O hardware (and the low latency APIs) on PC.
I never said anything about loading times.There are very few games that load any slower than what happens on console.
So it's best to avoid GDeflate, just because Kraken is not available on PC?DirectStorage without GPU compression doesn't offer that much better performance and GPU DirectStorage is highly limiting in what compression algorithm can be used.
I'm not sure why you compare the console version with all languages available/installed (100GB) with a PC version that only has English. Doesn't sound like a fair comparison.Storage space is something else, there you would see some reduction on PC but even God of War Ragnarok is not that much bigger, being 102GB vs 159GB (only installing English language pack to match Ps5). Of course it is compressed on PC, It's only 57GB larger when not including the various language packs.
Then why did Microsoft release it?Sampler Feedback is something else entirely, No game uses it, not even on Xbox, as it requires extensive work to actually implement and the PS5 lacks support for it.
Ratchet uses DirectStorage and rightly so. The rift portal mechanic wouldn't work otherwise.There are plenty of games that have equally impressive loading and texture streaming on PC that are just fine. Ratchet & Clank, no I/O stutters.
It is limiting according to Nixxes:So it's best to avoid GDeflate, just because Kraken is not available on PC?
I'm comparing like for like, the PS5 version is 101.51GB with just the English pack installed. Each language pack on PS5 is another 1GB you have to manually install from the game menu. The Steam install comes with all of them and you have to go into the game folders and delete them yourself. Or use a repack.I'm not sure why you compare the console version with all languages available/installed (100GB) with a PC version that only has English. Doesn't sound like a fair comparison.
If you remove non-English languages from the PS5 version, it's even less than 100GB...
It's an interesting technology, but we just have no games that actually use it to know how useful it really is. It might be great, or it might turn out like VRS that has become rather useless. As for Mesh Shaders, PS5 has Primitive Shaders which are almost identical, just being slightly less programmatically flexible.Then why did Microsoft release it?
PS5 also lacks DirectStorage and mesh shaders (required in Alan Wake 2), since it has its own proprietary API.
I never claimed it is not useful, just that most games don't really need it. The problem is that the really good version (GPU enabled) is a bit inflexible at the moment and a bit of a pain to implement (apparently).Ratchet uses DirectStorage and rightly so. The rift portal mechanic wouldn't work otherwise.
And as you said, there's no stuttering, so...
Textures are not compressed.There are very few games that load any slower than what happens on console. DirectStorage without GPU compression doesn't offer that much better performance and GPU DirectStorage is highly limiting in what compression algorithm can be used.
Storage space is something else, there you would see some reduction on PC but even God of War Ragnarok is not that much bigger, being 102GB vs 159GB (only installing English language pack to match Ps5).
Sampler Feedback is something else entirely, No game uses it, not even on Xbox, as it requires extensive work to actually implement and the PS5 lacks support for it.
Of course it is compressed on PC, It's only 57GB larger when not including the various language packs. And "it's a bad port" is no excuse, Spider-Man 2 and TLOU are bad ports, trying to gaslight people into thinking they are not is silly. There are plenty of games that have equally impressive loading and texture streaming on PC that are just fine. Ratchet & Clank, no I/O stutters. Cyberpunk 2077, no I/O stutters. Forbidden West, no I/O stutters. FF16, no I/O stutters.
Based on?Textures are not compressed.
The link in the OP no longer seems to work, does anyone have an alternate link?