RagnarokFF
Newcomer
Next Gen consoles will be great. So excited for the SSD's.If there is anything to show the potential of what SSD's like PS5's can do for next gen gaming, its star citizen
Next Gen consoles will be great. So excited for the SSD's.If there is anything to show the potential of what SSD's like PS5's can do for next gen gaming, its star citizen
Just means doesn't need an emulator or to be repackaged like x360 etc.Regarding BC I was under the impression from posts here that MS did this using SW layers. Reading this XSX tech article https://www.eurogamer.net/articles/digitalfoundry-2020-inside-xbox-series-x-full-specs it says "Series X can technically run the entire Xbox One catalogue, but this time it's done with no emulation layer - it's baked in at the hardware level". So maybe from here and into the future the BC strategy from Sony and MS will both be solved in hardware?
Regarding BC I was under the impression from posts here that MS did this using SW layers. Reading this XSX tech article https://www.eurogamer.net/articles/digitalfoundry-2020-inside-xbox-series-x-full-specs it says "Series X can technically run the entire Xbox One catalogue, but this time it's done with no emulation layer - it's baked in at the hardware level". So maybe from here and into the future the BC strategy from Sony and MS will both be solved in hardware?
For GTA if they have multiple character like in GTA 5, it will help to do a fast transition between the character.
Right; the Xbox one catalog can be done without software emulation. So it’s just native binaries they are working with here.Regarding BC I was under the impression from posts here that MS did this using SW layers. Reading this XSX tech article https://www.eurogamer.net/articles/digitalfoundry-2020-inside-xbox-series-x-full-specs it says "Series X can technically run the entire Xbox One catalogue, but this time it's done with no emulation layer - it's baked in at the hardware level". So maybe from here and into the future the BC strategy from Sony and MS will both be solved in hardware?
If you unload the assets for rendering what isn't in view, how can you ray trace reflections and shadows for things that aren't in view.Cerny did say in the GDC presentation that it's fast enough to keep assets loaded based on the viewing frustum, and load as you turn. At over 1 million iops and 5.5GB/s decompressed at wire speed up to 22GB/s, it does add up to enough bandwidth and latency.
If you unload the assets for rendering what isn't in view, how can you ray trace reflections and shadows for things that aren't in view.
unfortunately that's given people some wild imagination of what their ssd is capable of. Multiple times I have read some opinions thinking this SSD solution could replace system memory at the least to replace DDR4.I guess it depends how much you unload, textures but not geometry or tertiary object information. As Shifty said above, I think Mark Cerny used this as example of how quickly the SSD could feed the engine, rather than as a suggestion for how games should manage data to feed the engine.
You unload what you don't need. You can reduce 1 or 2 mipmap levels and geo LoD from the reflection projection cone or something, 4 to 8 times less data. Lots of tricks possible. Its' not universal, some games will use this all the time, some won't at all, some will use it partially.If you unload the assets for rendering what isn't in view, how can you ray trace reflections and shadows for things that aren't in view.
Hmmm...... Screen space ray tracing.
That statement was from microsoft. It's accessed as if you have 100GB of memory. I can't blame people for misunderstanding.unfortunately that's given people some wild imagination of what their ssd is capable of. Multiple times I have read some opinions thinking this SSD solution could replace system memory at the least to replace DDR4
That quote is in response to virtual paging. And only virtual paging, that isn't a quote based on delivery speeds, but a quote on how XSX has an address space of up to 100 GBs. Meaning it can virtually address all assets needed as long as it's under 100GB of addressable space. But the maximum possible throughput of what is transferrable is still limited by drive speed. No one I have seen discuss this has gotten this wrong. It is a designed to support the improvement of PRT/tiled resources - used for the purpose of streaming (mainly).That statement was from microsoft. It's accessed as if you have 100GB of memory.
I guess it depends how much you unload, textures but not geometry or tertiary object information. As Shifty said above, I think Mark Cerny used this as example of how quickly the SSD could feed the engine, rather than as a suggestion for how games should manage data to feed the engine.
That statement was from microsoft. It's accessed as if you have 100GB of memory. I can't blame people for misunderstanding.
You guys are just destroying any possibility of technological arguments here.It's Microsoft's fault that people believe the PS5 SSD will be able to instantly load and unload entire scenes of data as the player turns around?
You guys are just destroying any possibility of technological arguments here.
Using ssd as generic memory is not happening, that is just false.
Using ssd to load and unload the scene data as the user turns is what the claim is. You don't think it's possible that's your prerogative. The math does add up, and the claims have been made.
He said the IOPS (which is technically over 1 million iops for a 12ch interface) allows them to avoid needing to split the world into chunks (he was showing a tiled space partitioning, megatexture style), and it can instead load individual assets as needed.
I missed those posts. I see many claims you can unload what's behind (including from Cerny), and reload it as the user turns, that's pretty much loading based on the frustum, or more precisely would need a 180 penumbra on a 90 frustum. I fully agree you cannot teleport within one frame.Nothing I've posted suggests that I believe things can't be loaded on the fly. I went through the numbers to see how much data could be loaded per frame. The number was not zero.
There are people on this forum that have posted, since the very beginning, that entire scenes could be loaded and unloaded as the view frustrum changes. I don't think that's realistic.