Forgive me for not being very technical, i am kinda simple minded in pc talk.
But those numbers don't look good at all on the xbox compared to those numbers for the ps5 which look Gargantuan.
Am i missing something because that looks very dire to me.
I understand it is not oranges to oranges but that makes it look likes its oranges to watermelons.
They look like smaller numbers in relative comparison, but also keep in mind there are things along the I/O, controller, file system etc. pipeline (plus other features in terms of modifications to certain aspects of the GPU and features within the silicon) that are working alongside those numbers.
This goes for both systems, but in XSX's case I don't think their team would've settled on those performance numbers if they didn't feel them sufficient for data loading and streaming purposes, both on their platform and in general with where the role of SSDs will fall for serving use-case purposes for the consoles. MS and Sony have just seemingly taken some different approaches but, hey, like other things, paper specs don't tell the whole story.
I never saw that anywhere either. Just 4.8 being the typical result with compression.
The compression tech is important in next-gen, primarily to help in reducing game install sizes. I expect game sizes to inch up a bit further even without the data duplication, that quickly becomes a problem when you only have a TB of storage to work with. An even bigger issue if storage upgrades cost a kidney.
I think something important to keep in mind with the MS numbers, too, is that those are sustained performance figures, if we take their words at face value. They're the numbers they are
guaranteeing the SSDs will perform at, at
all times. And the reason they have to stress that is because they're also positioning XSX for server markets, where sustained/constant performance is a necessity. If they have peaks notably higher than that, but they're random and inconsistent, then there's no reason for them to mention that
With Sony's numbers, I'm going to assume those are sustained, but all I will say is that they don't necessarily have a market reason to stress if the numbers are sustained or not, since for that type of thing the consumer market has different standards and needs vs. data and business server markets. So is there a
chance they could be speaking of peak numbers? Well, the
possibility always exists, but I'd personally put it within a margin of error, if not 0%.
One thing I hope Sony clarifies if how the SSD (especially in addition to an optional NVMe drive sitting in the expansion bay) impacts the variable frequency setup in the system. The internal one alone is going to need a decent bit of power, let alone if an approved 3rd-party drive is sitting there alongside it. So if there are instances where power needs to be reduced among other system components to keep the GPU at max frequency, will the SSD(s) factor into that and by how much? Would a 2% frequency drop result in a 2% speed drop for one SSD, both SSDs, or each SSD? Would the speed drop be 2% or greater?
Those kind of questions pop up, because just with the internal drive that is a decent number of high-speed NAND modules and a decent amount of power needed to them and other parts of the SSD, and it multiplies by a factor of 2 when you throw the 3rd-party optional drives in there, as well.
But did they solve the issue with the write limits on SSDs?
Afaik the blocks can be rewriten around 1 billion times (this is a made up number) or something like that and after that, the blocks cannot be changed anymore. I know that the companies use a "smarter" controller so that not always the same block is rewriten and to expand the lifespan.
Is this still a issue with todays SSDs?
Will the Virtual RAM / SSD RAM not shorten the lifespans with the constant write and access to the SSD?
Unfortunately I am not up to date regarding SSDs so I dont know how good they are now.
My concern is, with the custom SSDs in the consoles, once the SSDs died, we cannot replace them probably or wont get the same speeds even with the expansion port ( for example PS5 int. 6 to ext. 2 priorities , I dont know if there is any performance impact for the XSX Expansion Port)
I am really curious, how this will be handled and turn out for everyone.
It depends on the quality of the NAND. SLC NAND will remain the best at P/E cycle endurance ratings and speed, while QLC will remain the worst in these aspects. However, wear-leveling technologies and programs have improved a ton since several years ago, and you can get pretty good mileage out of QLC NAND drives now provided you don't need them for servers or environments where write-heavy operations are the norm.
I'd suspect both systems are using either TLC or QLC NAND, and no small pool of SLC or MLC as a cache (i.e SLC and MLC NAND will be absent in them). Neither have DRAM caches, either, tho PS5 will have an SRAM cache (probably around 32 MB - 64 MB; if it's PS-RAM it could be larger while still staying affordable), and XSX will probably use a portion of the reserved 2.5 GB GDDR6 OS memory for caching of its SSD.
For replacements on PS5, you'll need a minimum 7 GB/s drive, to get the same performance as the internal 5.5 GB/s one. On XSX, the expansion storage card just plugs into the back and has similar use-case to a memory card, but offers the exact same performance as the internal drive. We probably don't need to worry about the systems going kaput if the internal storage gets used up beyond further use.
How can you claim Sony went with cheaper RAM and at the same time claim that MS 'sacrificed' RAM?
MS didn't sacrifice RAM at all. It would have been cheaper and easier for them to go the 8 x 2GB way of the PS5, giving them the same 448GB/s bandwidth. Splitting the ram chip configuration to 6 x 2GB + 4 x 1GB was done for a bandwidth advantage. They are not stupid. Why would they invest more money in something that will perform worse? Why this configuration costs more money you ask? Because you need additional lanes and space on your PCB, since you need to install more RAM chips, which would also cost more.
They did say they sacrificed the RAM, but the sacrifice they were talking about was from 16 x 1GB to 6 x 2GB + 4 x 1GB, not from 8 x 2GB to 6 x 2GB + 4 x 1GB. The less RAM chips the cheaper. The amount of RAM chips determines your bandwidth. They couldn't have somehow gone with less chips and achieve the 560GB/s that they do now.
Right. The sacrifice MS made was in regards to going all 2 GB modules or a mix of 2 GB and 1 GB. I expect their RAM to be more expensive though not just because of more modules (10 vs 8), but because MS have added ECC to their memory which to my knowledge Sony isn't doing and they wouldn't have a need tbh since they aren't making PS5 for server markets in addition to the console market.
One thing they could both still do is go with somewhat faster chips, but with it about to be May I doubt any changes that big will come into swing.
30-40% going by Cerny typical figures (8-9GB/s)
You could compress further but that would reduce the quality of the textures
Gotta give it to rntongo on this one at least regarding the BCPack optimization; one of the XSX team members mentioned on Twitter in responses that they are still looking to push the compression effectiveness further.
Apparently there's a good deal of room for them on that front but the question is will they actually implement it in the system (and how much further they can push the compression before it's time to wrap up work).