@Silent_Buddha I think his point about guaranteed 2.4 GB/s is that it can't be for random accesses. That will likely be something around 800 MB/s because of how NAND-flash SSDs work. So the guarantee has to be something like sequential reads.
@Silent_Buddha I think his point about guaranteed 2.4 GB/s is that it can't be for random accesses. That will likely be something around 800 MB/s because of how NAND-flash SSDs work. So the guarantee has to be something like sequential reads.
Normally this is true. But with MS redoing the entire storage interface stack from hardware through to software, it may not be the case. This isn't something that can be compared to anything in the PC or Linux world outside of very specific data center applications. For example, I think it was a Baidu data center that has been experimenting with NVME drives without controllers where performance characteristics for the NAND drives were DRASTICALLY different from any commercially available NVME drive.
Random access on PC is hampered by the OS not knowing where any given file is located. Hence time is required to locate the file prior to retrieving it. If the OS knows the location of every file in a given game when the game is launched, it's possible to bypass this and just directly transfer the file without having to search for it when the game asks for that file.
TL: DR - SSD performance on PC is hampered by the fact that the storage system and SSD controllers are designed around legacy rotational HDD protocols. Get rid of those and performance characteristics will be much different.
Regards,
SB
As far as I've read there are physical limitations to NAND flash because of read collisions that the memory controller has to queue. They'd have to have come up with something pretty remarkable to get Optane-like performance for random reads on their drive. I did the reading a while back when the rumours first started about the consoles having custom nvme drives, so I may be wrong, but I don't think even gen4 nvmes can reach that kind of performance right now.
Xbox isn’t a typical OS however. They want all their game data packed tight and packed very specifically for high performance. It’s entirely possible that random reads are seldom ever used unlike typical windows usage.As far as I've read there are physical limitations to NAND flash because of read collisions that the memory controller has to queue. They'd have to have come up with something pretty remarkable to get Optane-like performance for random reads on their drive. I did the reading a while back when the rumours first started about the consoles having custom nvme drives, so I may be wrong, but I don't think even gen4 nvmes can reach that kind of performance right now.
Xbox isn’t a typical OS however. They want all their game data packed tight and packed very specifically for high performance. It’s entirely possible that random reads are seldom ever used unlike typical windows usage.
extending that thought; Xbox has its own file system. So it should not be writing it’s data everywhere of performance is important.
But yeah, what could be so exciting about the CPU.
Load times on PC are also hampered by the fact that in many games - machine code such as shader binaries are being compiled during these loading screen. Whereas with consoles game makers can ship a handful of shader binary "blobs" on the disc/download for the various models (eg X,S) and various render modes (eg quality mode & performance mode), and then install them onto the HDD/SSD. On PC this GPU machine code isn't precompiled due to the countless GPU architectures, driver revisions, and graphic setting possibility in any given scenario as it creates countless thousands of possible shader 'blob' permutations that devs would need to precompile taking up TBs of data.Normally this is true. But with MS redoing the entire storage interface stack from hardware through to software, it may not be the case. This isn't something that can be compared to anything in the PC or Linux world outside of very specific data center applications. For example, I think it was a Baidu data center that has been experimenting with NVME drives without controllers where performance characteristics for the NAND drives were DRASTICALLY different from any commercially available NVME drive.
Random access on PC is hampered by the OS not knowing where any given file is located. Hence time is required to locate the file prior to retrieving it. If the OS knows the location of every file in a given game when the game is launched, it's possible to bypass this and just directly transfer the file without having to search for it when the game asks for that file.
TL: DR - SSD performance on PC is hampered by the fact that the storage system and SSD controllers are designed around legacy rotational HDD protocols. Get rid of those and performance characteristics will be much different.
Regards,
SB
http://industrial.adata.com/en/technology/74
What's the logic in having tiered storage with faster SLC but then you can only use it for writes? Your claims don't make much sense to me.
It means something impossible AFAICS. You can't just guarantee a minimum 2.4GB/s on solid state storage.
stock AMD, same as MS. Cerny saw a game with RT reflections with decent frame rate so forget about lighting and shadows.Did we get any details about the inner workings of the RT acceleration system? The absence of such info among the flood of info covering other parts is not a good sign IMO.
Also, no mention of ID buffer. Is that idea dead?
If so. I basically expect PS5 games to be XBSX games at 1800p upscaled instead of 2160p.I expect it has to be there for 4Pro BC.
Worse if RT is involved. The wider GPU will win here owing the to more RT cores.If so. I basically expect PS5 games to be XBSX games at 1800p upscaled instead of 2160p.
5.5GB/s raw
22GB/s uncompressed
No clue and he has wrong numbers there anyway, PS5s numbers are 5.5GB/s raw, 8 - 9 GB/s compressed (which would mean their compression stuff is actually worse than what MS does with DirectStorage but they more than make up for it by offering over twice the raw bandwidthWhats the difference between raw and uncompressed?
I have to watch it again, I was reading the CC at work.No clue and he has wrong numbers there anyway, PS5s numbers are 5.5GB/s raw, 8 - 9 GB/s compressed (which would mean their compression stuff is actually worse than what MS does with DirectStorage but they more than make up for it by offering over twice the raw bandwidth