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

Mar 8, 2018
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(The information posted on the OP has not been updated since June 4 2020)
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.





PS : James Stanard is Graphics Optimization R&D and Engine Architect at Microsoft. Richard Geldreich has worked at Space X, Valve and Ensemble. Mike Evans has worked for AMD and NASA.
More and even more from Richard Geldreich on Xbox Series X hardware decompression techniques.
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 iternal 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.

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.
  • 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.
 
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Bo_Hazem

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Yup, 4.8GB/s sounds ok, but it's COMPRESSED, with raw being 2.4GB/s only. PS5 is doing 5.5BG/s RAW, so around 11GB/s compressed. (up to 22GB/s by the way)

Still, like a minivan, you can drive it to work. :messenger_winking_tongue: That's how too much steroid hinders your agility.:messenger_sunglasses:
 
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Bo_Hazem

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100gb instantly avaiable... the pr does know no boundries. :D well hopefully ms has something somewhat equal to the ps5 Memory Controller and Chip.
Each side inflating something overall, but both are great. I won't touch an XSX, but happy with what MS did with it to keep the competition intense.
 

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.
 
Mar 8, 2018
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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.
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
More of what devs think of Xbox Series X
Additional Tidbits


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.
 
Mar 8, 2018
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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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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
Xbox is selling its own propitiatory memory card in partnership with Seagate. Incase of PS5, customers will have to buy 5.5 GB/s NVMe SSD drives for external storage, which will cost like hell. This also makes you question the retail price of PS5.
 

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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A dev commented
We also don’t know how well cooled the SSD is on the PS5. MS explained their cooling and how their SSD solution can basically run a constant storage bandwidth.
The key on the XSX is that MS touts the numbers, from storage to teraflops to memory bandwidth to clocks, are all constant and predictable. There is no overlock or underlock. You know what speed your storage will go at, what speed your CPU and CPU cores will go out, how fast your memory will be, etc. This makes optimizing much easier because they have made performance sustained and predictable.
So we are basically getting a PCIe 4.0 SSD on the PS5. With that comes more heat – that is the cost of the speed. Is there a heat sync? Does it latch into the cooling system overall? Do your add on SSDs need a heat sync or performance will suffer? Do they need a specific heat sink?
It seems that Microsoft engineering came to the conclusion that a PC m.2 drive may not be optimal for predictable sustained performance. They also may have concluded the PCIe 4.0 will run too hot. m.2 SSDs in high performance laptops and desktops cannot sustain transfer due to heat without some massive mod. If MS has figured out how to deliver a high speed storage system with excellent heat transfer, we may find in real life that the PS5 speed is not impressive.
It’s quite possible that without the proper cooling, the PS5 system may have to throttle down to slower speeds to keep cooler in regards to SSD.
The question that needs to be answered is did Sony do this to get super high speed storage that is way ahead – or did they do it so they could just get storage to match what the we will see in the XSX because they did not or could not engineer a solution for cooling?
The RAM that matters in the Xbox is far superior and will allow for faster throughput and less wasted cycles. It will be easy to allocate to specific memory addresses associated with the higher speed memory. The PS5 I/O advantage may not be much if the cooling is not adequate and MS is correct and they have adequately cooled it so the I/O can be sustained and not diminish.
Sony is not that great at cooling. I’ve heard from devs that Sony is not showing off the PS5 because it has thermal problems. Microsoft has no problem letting DF do a vid and showing them around while Sony has to rush a presentation to counter. I know from devs that have the kits that they feel the Xbox is easier to optimize and they feel games will look and feel much better on the Xbox upon release because it will take time to optimize for PS5 and figure it out.
I’ve been told it is not as bad as what happened with the PS3, but somewhat similar. The Xbox 360 was much more straightforward while the architecture for the PS3 was not. This is not the Cell, but it will require a lot of work in regards to clocks, etc to figure out how to optimize. They will eventually, but the first year may have some rougher titles that look noticeably worse than the XSX.
The one advantage the PS5 has, the I/O, may not be one if they can’t cool the drive. And the question of expansion is a real one. Do you need a heat sink on your approved SSD? The Xbox solution may be more expensive, but it also may be more consistent and easier to deal with since you don’t have to crack open the case. MS could also bulk order them up front to reduce initial cost.
I will say, MS’ way is pretty cool and reminiscent of bringing a Switch card or an old Gamecube save card and plugging it into a friend’s system. Microsoft’s setup let’s you easily bring your digital game with you, pre-downloaded, to play on other people’s XSX consoles once you login to your account. PS5 can’t do that – not with the newest games. Their external storage is not fast enough while Xbox’s is.
 

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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