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Platform Xbox Velocity Architecture - 100 GB is instantly accessible by the developer through a custom hardware decompression block

Bernkastel

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The Phison PS5019-E19T based Xbox Series X SSD is not just about the specified raw SSD speeds. BCPack texture compression reduces CPU overhead and space consumed, and the compressed data can be streamed at 4.8 GB/s, Sampler Feedback Streaming(SFS) reduces GPU overhead and RAM usage for asset streaming and DirectStorage reduces CPU overhead for continuous asset streaming through I/O operations from multiple cores. These are all the components of Xbox Velocity Architecture, which contains a custom hardware decompression block that can deliver over 6 GB/s.
Enter Xbox Velocity Architecture, which features tight integration between hardware and software and is a revolutionary new architecture optimized for streaming of in game assets. This will unlock new capabilities that have never been seen before in console development, allowing 100 GB of game assets to be instantly accessible by the developer. The components of the Xbox Velocity Architecture all combine to create an effective multiplier on physical memory that is, quite literally, a game changer.
"Our second component is a high-speed hardware decompression block that can deliver over 6GB/s," reveals Andrew Goossen. "This is a dedicated silicon block that offloads decompression work from the CPU and is matched to the SSD so that decompression is never a bottleneck. The decompression hardware supports Zlib for general data and a new compression [system] called BCPack that is tailored to the GPU textures that typically comprise the vast majority of a game's package size."
I/O Throughput2.4 GB/s (Raw), 4.8 GB/s (Compressed, with custom hardware decompression block)
Hardware Decompression – Hardware decompression is a dedicated hardware component introduced with Xbox Series X to allow games to consume as little space as possible on the SSD while eliminating all CPU overhead typically associated with run-time decompression. It reduces the software overhead of decompression when operating at full SSD performance from more than three CPU cores to zero – thereby freeing considerable CPU power for the game to spend on areas like better gameplay and improved framerates. Hardware decompression is one of the components of the Xbox Velocity Architecture.




Sampler Feedback Streaming (SFS) – A component of the Xbox Velocity Architecture, SFS is a feature of the Xbox Series X hardware that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. Because it avoids the wastage of loading into memory the portions of textures that are never needed, it is an effective 2x or 3x (or higher) multiplier on both amount of physical memory and SSD performance.




Sampler Feedback Streaming(SFS) is an extension of Sampler Feedback which will be available in PC through DirectX 12U.
The hardware implementation of SFS in Xbox Series X for feedback streaming and how Sampler Feedback differs from standard Partially Resident Textures(PRTs) is described in patent US10388058B2.
Graphics processing units(GPUs) include various internal hardware components, such as processing stages, memory elements, and other pipelined processing elements. There are various internal stages to process graphical data into rendered images. In many GPUs, these internal stages comprise a graphics pipeline that can take representations of scenes or user interfaces and render these into images for output. Among these stages are texture mapping stages that provide graphical details, surface textures, colors, or other elements for portions of rendered images. User content that is rendered by GPUs, such as video game content, is expected to continue growing in complexity over time, but graphics hardware constraints such as bandwidth and memory capacity are not expected to grow at a similar rate.
This patent provides improved efficiency in usage of residency maps for GPUs. The layout of the residency maps here provides for viable hardware implementations, leading to faster and more efficient rendering of graphics for computing systems. Texture mapping process can be memory intensive, so Partially Resident Textures(PRTs) are used to aid in this process. PRTs partially map texture data only to portions of objects presently needed to be rendered, such as due to viewpoint characteristics of a user, obstruction by other objects, proximity to a viewer, or other factors. Mip mapping can also be included in this process to pre-compute a series or set of smaller and smaller texture representations to suit different levels of detail for the textures. This mip mapping can aid in anti-aliasing as well as provide less processor-intensive renderings.
Migrating elements of texture streaming implementations from mip-based streaming(i.e., loading entire levels of detail) to tile-based streaming and partial residency can be an effective mitigation to performance issues. Techniques using partial residency can allow content complexity to continue to grow without a corresponding increase in load times or memory footprint. Tiled resources can be improved so that these PRTs can be widely adopted while minimizing implementation difficulty and performance overhead for GPUs. These improvements include hardware residency map features and texture sample operations referred to herein as "residency samples", among other improvements.
The first enhancement includes a hardware residency map feature comprising a low-resolution residency map that is paired with a much larger PRT, and both are provided to hardware at the same time. The residency map stores the mipmap level of detail resident for each rectangular region of the texture. PRT textures are currently difficult to sample given sparse residency. Software-only residency map solutions typically perform two fetches of two different buffers in the shader, namely the residency map and the actual texture map. The primary PRT texture sample is dependent on the results of a residency map sample. These solutions are effective, but require considerable implementation changes to shader and application code, especially to perform filtering the residency map in order to mask unsightly transitions between levels of detail, and may have undesirable performance characteristics. The improvements herein can streamline the concept of a residency map and move the residency map into a hardware implementation. This is the custom hardware portion that performs feedback streaming in XSX.
A second enhancement includes an enhanced type of texture sample operation called a "residency sample”. The residency sample operates similarly to a traditional texture sampling, except the part of the texture sample that request texture data from cache/memory and filters the texture data to provide an output value is removed from the residency sample operation. The purpose of the residency sample is to generate memory addresses that reach the page table hardware in the graphics processor but do not continue on to become full memory requests. Instead, the residency of the PRT at those addresses is checked and missing pages are non-redundantly logged and requested to be filled by the OS or a delegate. This describes how Sampler Feedback is an improvement over standard PRT.[/QUOTE]

DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.
Use of Machine Learning in texture compression
Patent US20200105030A1 and US20190304138A1 describes the use of machine learning in texture compression or upscaling and reducing search space for real time texture compression.
Video games are experiencing problems with textures taking too much storage. Having a relatively large storage footprint effects the speed with which games can load textures. Block compression used by games at runtime to save memory, bandwidth and cache pressure have a fixed compression ratio. Other schemes present far better compression ratio but are not in a format directly usable by GPU. One method is, using a machine learning model the graphics hardware incompatible compressed textures(e.g., Machine Learning Image Compression, JPEG compression, wavelet compression etc.,) will be converted into hardware compatible compressed textures usable by GPU at runtime of the application. Another method relates to a computer readable medium storing instructions executable by a computing device, causing the computing device to access at runtime of an application, graphics hardware incompatible compressed textures in a format incompatible with GPU and using the instructions to convert them into hardware compatible compressed in run time. This will help in reducing input/output bandwidth and the actual size of game data.
Gwertzman: You were talking about machine learning and content generation. I think that’s going to be interesting. One of the studios inside Microsoft has been experimenting with using ML models for asset generation. It’s working scarily well. To the point where we’re looking at shipping really low-res textures and having ML models uprez the textures in real time. You can’t tell the difference between the hand-authored high-res texture and the machine-scaled-up low-res texture, to the point that you may as well ship the low-res texture and let the machine do it.
Journalist: Can you do that on the hardware without install time?
Gwertzman:
Not even install time. Run time.
Journalist: To clarify, you’re talking about real time, moving around the 3D space, level of detail style?
Gwertzman:
Like literally not having to ship massive 2K by 2K textures. You can ship tiny textures.
Journalist: Are you saying they’re generated on the fly as you move around the scene, or they’re generated ahead of time?
Gwertzman:
The textures are being uprezzed in real time.
  • New gaming experiences with seamless content paging from the SSD to the GPU based on the revolutionary Xbox Velocity Architecture


Designed for speed and performance
The Xbox Velocity Architecture unlocks new speed & performance capabilities through the groundbreaking combination of hardware, a custom 1TB SSD & CPU and deep software integration, to make for richer and more dynamic living worlds unlike anything ever seen before.
Larry Hryb:
Yeah. That's ties into something else that we've talked about you and I talked about this in the past is this Xbox velocity architecture. Explain to us what that is, because a lot of folks may not remember.
Jason Ronald:
Sure. The Xbox velocity architecture is really our way of rethinking and re-revolutionizing how an IO pipeline works. There's really four major components of the Xbox velocity architecture. At its core is our custom NVMe SSD. That really is the foundation that everything builds on top of. On top of that, we have dedicated hardware decompression blocks, so that we can stream data off the disk as fast as possible. Then we provide developers with a brand new API called direct storage, that gives them direct low level access to the hardware, so they have a lot more fine grain controls.
Then the real tech brings that all together is sampler feedback for streaming, which actually is really the ultimate solution for game asset streaming, which will really allow developers to work beyond the limitations of technology, and really have instant access to the full collection of assets of their game.
While I get the impression that Ronald would be only too happy to spend all day talking about Xbox Series X specs, he's quick to highlight the importance of the SSD – it's a "transformative" component to Microsoft's vision of the future of gaming. "The SSD is the foundation of the Xbox Velocity Architecture, which was a radical reinvention of how game asset streaming works," he says, detailing just one example of how the SSD has left an impression on the Xbox team. "And what that really does, as a game developer, [is] it removes all constraints from how you choose to build the game. No longer do you have to funnel players through individual hallways or elevators, you can kind of unshackle a game developer's creativity to create those large living open worlds that players all want to enjoy."
The Xbox Series X – so much of its toolsets and software – has been engineered around the SSD. As a result, I'm told, the solid-state drive has far-reaching implications. It will help unlock richer and more dynamic living worlds. It enables platform features such as Quick Resume, which will enable you to resume a game exactly where you left off across multiple titles. It will help power hardware-accelerated DirectX Raytracing, and ensure that games are able to run a 4K resolution at up to 120 frames-per-second.
What about Games that take advantage of this technology ?
Announce on Inside Xbox May 2020, this Silent Hill inspired Game will have the player seamlessly switch between 2 worlds.
You should think of The Medium as Bloober Team's largest and most ambitious game to date. The team isn't creating one world, but two: a version of our own, and a reflection of it in the spirit realm. You'll be able to shift seamlessly between the two in The Medium with – Bloober promises – no discernible load times or impact to game performance and graphics, thanks to the power of the Xbox Series X.
 
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Dee Dah Dave

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Microsoft’s solution is definitely in the ”good enough” category. I think the propriety add on storage will be better for the consumer too. You will just grab one off the shelf when you go into the game shop. Sony’s you are probably going to have to hunt down one that actually meets the standard, and it will be pricey.
 

Bernkastel

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More from Devs
Joel Baker, Technical Director at Hinterland Games
NVMe SSD tech and the custom hardware surrounding it to help get data into memory faster.
Kevin Floyer-Lea, Chief Technology Officer at Rebellion
SSD storage takes beautiful realistic environments and make them load in a flash
Mike Rayner, Studio Technical Director at The Coalition
SSD speeds improve load times without any code changes. DirectStorage APIs and hardware decompression on the Xbox Series X are also key factors in further improving loading speeds. Sampler Feedback tech, which is part of the Xbox Velocity Architecture, loads textures more efficiently based on what the scene needs, further reducing the load on memory.
Alexandre Sabourin, Team Lead at Snowed In Studios
SSD boost will help the Xbox Series X.
Richard Geldreich, worked at Space X, Valve and Ensemble
Xbox Series X's BCPack Compression technique is better than PS5's Kraken
Wojciech Piejko, Lead Game Designer at Bloober Team
Being able to work with the latest hardware in the form of the Xbox Series X – with 4K resolution, ray-tracing technology and SSD for a single, seamless cinematic experience without loading screens – has finally enabled then to do their vision justice.
The Medium will have no discernible load times or impact to game performance and graphics, thanks to the power of the Xbox Series X.
Ljubomir Peklar, designer at Ebb Software
Difference between Xbox Series X SSD and PS5 SSD is effectively not going to be as big as seen on paper.
Series X is a very balanced system. The SSD solution(referring to Xbox Velocity Architecture) is an incredible improvement when it comes to loading assets, and as it stands now it seems that there will be complete parity between PC and Series X versions of the game.
Tor Frick and Arcade Berg, co-founders of Neon Giant
Faster load speeds – it just comes out, magically, you just click, and there you go, it loads way faster.
Edge Magazine, July 2020 Issue 346, Page 64
David Springate, Technical Director at Codemasters
Its not just that NVMe drive is fast, which it is. Hardware Decompression will give even faster throughput then the NVMe drive can deliver.
Marcin Makaj, CEO, Designer and Programmer at The Moonwalls
Excited to see the Velocity Architecture in action. Together with a fast SSD, it can really make a difference.
Jan Kavan, co-founder at CBE Software
Xbox Velocity Architecture will greatly help larger and open world games.
More of what devs think of Xbox Series X
Additional Tidbits





More and even more stuffs on Xbox Series X hardware decompression by Richard Geldreich (worked at Space X, Valve and Ensemble)
Peklar suggested in conclusion that as far as the difference between the SSDs that both next-gen consoles employe is concerned, it’s effectively not going to seem as big as it seems on paper right now. “As for differences between the two solutions I feel that it will end up a matter of diminishing returns,” he said.
As per a bloomberg report Xbox Series X and PS5 SSD cost the same to manufacture



Microsoft will try as hard as they can to downplay the PS5 SSD!! The difference is much bigger than the TFlops difference.
The blog posts are before Cerny's PS5 reveal. They were posted alongside XSX reveal.
 
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Bo_Hazem

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Microsoft’s solution is definitely in the ”good enough” category. I think the propriety add on storage will be better for the consumer too. You will just grab one off the shelf when you go into the game shop. Sony’s you are probably going to have to hunt down one that actually meets the standard, and it will be pricey.
It can go both ways, actually. You can still buy any external type to offload older/unsued games or just delete them. Most gamers are casuals and don't buy enough games to fill the memory, so they've used the 10 games average per console to make up that.
 

Bernkastel

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Microsoft’s solution is definitely in the ”good enough” category. I think the propriety add on storage will be better for the consumer too. You will just grab one off the shelf when you go into the game shop. Sony’s you are probably going to have to hunt down one that actually meets the standard, and it will be pricey.
Yup. A 5.5 GB/s NVMe 1 TB SSD will cost around 300 USD.
Upto 4.8 GB/s, costs 240 USD.
Many people will have to contend with the included 825 GB SSD.
I'll love it, if MS price match the PS5 too
The SSD alone may drive PS5 price to around 600 USD.
 
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Mistershine.

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I wonder what the real world effect of the sampler feedback will do? If it really does reduce ram usage by up to 3x then 4.8 GB/s to handle 1/3 of the usual asset throughput seems like a lot.
 
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Bo_Hazem

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100GB being instantly accessible says enough. Games won't be that big in the following years so Microsoft made the right call going with the 2.4-4.8GB/s SSD, instead of over-engineering it. Powerful and balanced system.
I would say both are somehow balanced, with each compensating on its weaker side. But if PS5 takes a $50 loss to push it to $400 and XSX sticks with $500 then that would be interesting.
 
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PocoJoe

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Yup. A 5.5 GB/s NVMe 1 TB SSD will cost around 300 USD.
Upto 4.8 GB/s, costs 240 USD.
Many people will have to contend with the included 825 GB SSD.

The SSD alone may drive PS5 price to around 600 USD.
It may cost 300 now to consumer, but how much does it cost to Sony? much less.

Also gens last years so there is time for prices to drop.

It wont be any different than for xbox, just walk to the gaming area of the store and pick up certified SSD. And if you want to, you can hunt one from other places. For xbox it is just the gaming branded and thats it.

But yeah good if XBOX have fast enough system too, we will see in the end of next gen that did Sonys solution gain them what they wanted
 
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Zefros

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Microsoft’s solution is definitely in the ”good enough” category. I think the propriety add on storage will be better for the consumer too. You will just grab one off the shelf when you go into the game shop. Sony’s you are probably going to have to hunt down one that actually meets the standard, and it will be pricey.
Depends on the prices. Hope they come up with a decent price. Will get both consoles.
 
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DunDunDunpachi

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I didn't say better, it's enough. It's more balanced. PS5 has extremes. Super fast SSD, slower GPU/CPU that can't perform at max at the same time.
But I thought PS5 was more balanced according to a thread I saw.

Curious why PS5's slightly-lower tflops is an "extreme" but XsX SSD performing at half the speed is "balanced". :pie_thinking:
 

Bo_Hazem

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I didn't say better, it's enough. It's more balanced. PS5 has extremes. Super fast SSD, slower GPU/CPU that can't perform at max at the same time.
It's still unclear, and Sony to blame here. Until we see it in action, or at least know how it looks like, then we can wait for DF to do their 600x zooming.
 

X-Fighter

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But I thought PS5 was more balanced according to a thread I saw.

Curious why PS5's slightly-lower tflops is an "extreme" but XsX SSD performing at half the speed is "balanced". :pie_thinking:
Because the XSX SSD is fast enough, 100GB is instantly accessible that's MORE than enough. The GPU and CPU are beasts that easily can process all that information. RAM is just normal, a bit better than PS5, but nothing major.

Why I'm saying that PS5 is unbalanced is because the SSD can even get more data, but their CPU/GPU isn't powerful enough to process more. You've heard what Cerny said. The CPU and GPU can't both be at full power, so one is always capped lower. That's why I said extremes. Extremely fast SSD, lesser CPU/GPU, unbalanced.
 

OneShotThrill

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Microsoft sure is . All the Xbox bashing on here and Restera have made MS into a Monster with more studios than people have had cooked dinners and a monster of a system.
I'll love it, if MS price match the PS5 too
No..xbox one getting thrashed by the competition made them step their game up. Microsoft shouldve never softened up after the 360 launch years. We shoukd wait to see what those studios pump out before declaring anyone on fire.
 

Andodalf

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But I thought PS5 was more balanced according to a thread I saw.

Curious why PS5's slightly-lower tflops is an "extreme" but XsX SSD performing at half the speed is "balanced". :pie_thinking:
If one car could go 100 MPH and seated 200 people, but another car could go only 83 MPH, but seated 400, which would you prefer?

We’re seeing a storage speed increase not before seen. MS says 40x (so a 5 person car becomes 200 in this abysmal analogy), and Sony is twice that. I personally have no idea what having a 200 person car would be like, maybe it’s amazing! Maybe 400 is better. Idk, I like more than 5 people irl but probably not 200 and certainly not 400. But how fast my car can go is practically far more important, and something I’m used to. Sony is leading in something unprecedented for both, something already MASSIVELY improved for both, and something we aren’t used to benefiting from. Now if you’ll excuse me I just woke up, and that was perhaps literally the worst analogy of all time.
 

DunDunDunpachi

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If one car could go 100 MPH and seated 200 people, but another car could go only 83 MPH, but seated 400, which would you prefer?

We’re seeing a storage speed increase not before seen. MS says 40x (so a 5 person car becomes 200 in this abysmal analogy), and Sony is twice that. I personally have no idea what having a 200 person car would be like, maybe it’s amazing! Maybe 400 is better. Idk, I like more than 5 people irl but probably not 200 and certainly not 400. But how fast my car can go is practically far more important, and something I’m used to. Sony is leading in something unprecedented for both, something already MASSIVELY improved for both, and something we aren’t used to benefiting from. Now if you’ll excuse me I just woke up, and that was perhaps literally the worst analogy of all time.
I understand the analogy, but to me the biggest unanswered question remains: how will devs leverage it?

Dev don't really leverage SSDs on PC which is why we have a bunch of armchair experts declaring "it's not that big of a deal". However, in a fixed architecture, the speed will be a core part of how devs design their games.
 

sinnergy

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If one car could go 100 MPH and seated 200 people, but another car could go only 83 MPH, but seated 400, which would you prefer?

We’re seeing a storage speed increase not before seen. MS says 40x (so a 5 person car becomes 200 in this abysmal analogy), and Sony is twice that. I personally have no idea what having a 200 person car would be like, maybe it’s amazing! Maybe 400 is better. Idk, I like more than 5 people irl but probably not 200 and certainly not 400. But how fast my car can go is practically far more important, and something I’m used to. Sony is leading in something unprecedented for both, something already MASSIVELY improved for both, and something we aren’t used to benefiting from. Now if you’ll excuse me I just woke up, and that was perhaps literally the worst analogy of all time.
Ah here are the car analogies... I like a plane that can carry 4000 persons.
 

twerkitout

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Microsoft’s solution is definitely in the ”good enough” category. I think the propriety add on storage will be better for the consumer too. You will just grab one off the shelf when you go into the game shop. Sony’s you are probably going to have to hunt down one that actually meets the standard, and it will be pricey.
when has proprietary memory ever been cheaper than off the shelf memory? Its very hard to find hard drives these days (amazon, new egg, best buy, etc).
 

quest

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But I thought PS5 was more balanced according to a thread I saw.

Curious why PS5's slightly-lower tflops is an "extreme" but XsX SSD performing at half the speed is "balanced". :pie_thinking:
Because they did not blow so much of the bom on the SSD they did not have to resort to variable clocks and clocking the APU to high heaven and making it a mini nuclear reactor. Microsoft approach is much more balanced the bigger APU will be used by all multi platform games. The uber fast SSD by Sony will be wasted in those games since they will be designed around the slower PC and series x.
 

DunDunDunpachi

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Because they did not blow so much of the bom on the SSD they did not have to resort to variable clocks and clocking the APU to high heaven and making it a mini nuclear reactor. Microsoft approach is much more balanced the bigger APU will be used by all multi platform games. The uber fast SSD by Sony will be wasted in those games since they will be designed around the slower PC and series x.
So XsX is more balanced because it's more balanced, but PS5 is as unbalanced as a mini nuclear reactor because it's unbalanced.

The technical explanations in threads lately is truly dizzying :lollipop_flores:
 

Flintty

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Microsoft will try as hard as they can to downplay the PS5 SSD!! The difference is much bigger than the TFlops difference.
Ok I’ll bite. Every word in Cerny’s brief was carefully chosen as part of their PR management strategy. Watch it again and you’ll hear him say:
  1. Game players are here for the fantastic games
  2. The feature most requested by developers was SSD (And then it’s SSD bombardment)
  3. Important for us to find something other than CPU power, GPU power or amount of RAM
  4. Dangerous to rely on TFLOPS as an absolute indicator of performance.
  5. CU count should be avoided as well.
Now tell me who is downplaying what. And try to deny they’re not hanging everything on SSD, whilst also claiming a win with the perception amongst fanboys that Xbox has no games.
 

OneShotThrill

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So XsX is more balanced because it's more balanced, but PS5 is as unbalanced as a mini nuclear reactor because it's unbalanced.

The technical explanations in threads lately is truly dizzying :lollipop_flores:
You gotta love all these armchair game developers all of a sudden. Theyve all had dev kits for quite a while. The best part is when the games are released and theyre wrong all the amnesia starts and then theres a new goal to post about
 

LostDonkey

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Yup. A 5.5 GB/s NVMe 1 TB SSD will cost around 300 USD.
Upto 4.8 GB/s, costs 240 USD.
Many people will have to contend with the included 825 GB SSD.

The SSD alone may drive PS5 price to around 600 USD.
Cerny said you can't just buy one off the shelf though it has to be the right height and length and the cooler has to be taken into consideration so that it fits in the system. It isn't as simple as just matching the speed and swapping it out.
 

Dee Dah Dave

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when has proprietary memory ever been cheaper than off the shelf memory? Its very hard to find hard drives these days (amazon, new egg, best buy, etc).
Because in this case we are talking about 2 quite different things.

One being a fairly standard SSD, made proprietary by way of its specific metal housing / heat sink. This has been done to ensure perfect performance across every SSD. (Performance degrades with heat)

The other requiring I believe Cerny said 7GB/s ‘off the shelf’ SSD. These are like rocking horse shit and very expensive. Better performance overall but is it worth it in the long run?

It wouldn’t surprise me if an Xbox expansion SSD is only $99. The right drive to work on the PS5 will be $200+, approaching half the cost of the console.
 

MrA

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So probably 100 gb for os 100+ gb for this virtual ram, and games 100+ Gb, I think the 1 tb drives are going to make it difficult to have more than 4 or 5 large games installed at any time, anyone see any mention of the disk drive speeds as it seems like managing space this gen will be way worse than last
 

Mistershine.

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So probably 100 gb for os 100+ gb for this virtual ram, and games 100+ Gb, I think the 1 tb drives are going to make it difficult to have more than 4 or 5 large games installed at any time, anyone see any mention of the disk drive speeds as it seems like managing space this gen will be way worse than last
The 100gb is likely the game install, not as well as.
 

wordslaughter

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This is interesting stuff IMO.

Both MS and Sony are clearly trying to accomplish the same kinds of results. Can't wait to fins out how they perform in practice.

Will Sony's implementation be able to distinguish itself from MS's ( and in what ways exactly ) or will they both wind up functionally the same?
 
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