But people completly misunderstantd sampler feedback. Sampler feedback means the API can marked the tiled texture.
In the case of PS5, it will not fall back to a lower resolution of the texture but it will be displayed later when the resource needed will be available in RAM and later means texture popin and it does not mean the texture will not be loaded on XSX.
And it means an involvement of the CPU too, some people like sebbbi or
@Lurkmass prefer use software indirection because it doesn't involve the CPU at all.
no, I would disagree that is what sampler feedback does.
It's literally written here:
https://github.com/microsoft/DirectX-Specs/blob/master/d3d/SamplerFeedback.md
What it does and how it is used are 2 completely separate things.
What it does:
Sampler Feedback is a Direct3D feature for
capturing and recording texture sampling information and locations.
Without sampler feedback, these details would be opaque to the developer.
The motivation for why it exists:
Sampler feedback is one feature with two distinct usage scenarios: streaming and texture-space shading.
I'm asking if Sampler Feedback the function, not how it's used, I don't care about it's performance profile relative to PS5.
I want to know, if Sampler Feedback FUNCTION is in a 7970 as claimed by that tweet.
I don't frankly care about how both consoles will go about streaming their textures. It's not a relevant point to me because SVT systems come in a whole slew of different setups for a variety of reasons. TLDR; I don't care. SFS has nothing to do with loading times. The furthest thing there is to having any relevancy in SSD speed discussions.
But if you make a statement that Sampler Feedback hardware exists in a 7970 and was made in 2012, then I do care. Because I want to know if that was just hardware that was present but not yet exploited by direct X 10 years ago. And they decided to sit on that for nearly 10 years longer to finally integrate it into DX12.
The current distinct usages for sampler feedback is to capture and record texture sampling information and location which is highly desirable for texture Streaming and texture space shading. For all we know, it may have other uses in the future, because at the end of the day, its purpose is to let you know what your GPU sampled and where, even then there are high performance impacts for performing sampling feedback, such that it is recommended to perform this function only 1% of the time for your sampling. You do not call SF every single time.
One should not be linking it to streaming textures only. And this is where I have a problem with that reddit post.