Recent content by John Norum

  1. J

    Velocity Architecture - Limited only by asset install sizes

    simply we have not access to real HW data, there could be some customizations on the I/O that we don't know about, I just believe the developer, he is a trusted actual dev working on the hardware, used to talk about data numbers, no need to think he was wrong, I think this is not the case. At...
  2. J

    The scalability and evolution of game engines *spawn*

    Number of floating point operations per second / number of pixels
  3. J

    The scalability and evolution of game engines *spawn*

    How much important is the ratio Flops per pixel? I suppose more istructions can be executed on every pixel and higher the quality Series S can, being a 1080/1440P, be comparable? Series X 4K = 1.502 Flops per Pixel PS 5 4K= 1.162 Flops per Pixel (this is hypotetical, because we...
  4. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    will the same identical assets change automatically going from one disk to another with the same compression?
  5. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    Agreed if a short tech demo weights hundreds GB, then we will not see those kind of assets in real game, because they ship games, not techdemo
  6. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    Yan Chernikov supposes that this short demo weights hundreds of GB, this means that a whole 8-12 hours game using those kind of assets are hardly possibile in this 'next' gen?
  7. J

    Current Generation Hardware Speculation with a Technical Spin [post GDC 2020] [XBSX, PS5]

    CPU has a lot to do with better framerate/less stuttering, of course, but it can be used to do post-processing per-pixel, anyway it's was a major bottleneck in the last gen. A faster cpu is an important advantage, anyway, more software processing available for the developers. 20% more? if the...
  8. J

    Current Generation Hardware Speculation with a Technical Spin [post GDC 2020] [XBSX, PS5]

    I think that the difference will be wider, 2-3 TFlops alone means 20-30% more compute processing, more 20-30% per-pixel processing, and we have 52 CU vs 36, some functions, as RayTracing dependes more on the units number, than frequency, and its gpu have more ram bandwidh. And the CPU, is faster...
  9. J

    Quick Resume between Multiple Titles [2020] [XBSX]

    seems like 4-5 seconds depending on title (so it's not the whole mem dump), not 6,5 seconds I think that they will use 13.5 GB too. you need an emulator in ram, this run the BC titles in 4K, and some with added HDR and other features, and they can use free ram for assets, fast loading...
  10. J

    Quick Resume between Multiple Titles [2020] [XBSX]

    Should this means real world SSD -> RAM: 2.1 GB/s, assuming this data is a memory dump so not so much compressible. 2.4 is theoretical, 2.1 real world transfer rate edit: nevermind, it have to save 13.5 GB game A and read 13.5 GB Game B to switch, so it is 4.2 GB/s, compressor is working
  11. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    "strategy" is not "hardware units". words are important as I said, I believe it will run everywhere, but my concerns are about lacks exploiting some platforms
  12. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    Epis Engineer Wang, in EGC interview, said that it don't use mesh shading at all, but a part is similar. it's based on old primitive shading
  13. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    Anyway I have serious concerns about Lumen&Nanite: Lumen is born to run on platforms that lacks dedicated HW for pathraytracing, and Mesh Shading, using only compute units, so leaving in the dust Nvidia from RTX 20x0 to the new RTX 30x0, Xbox Series X, AMD Radeon 6x00. such as Android, Xbox...
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