Yes, ps5 will have all of those!Top?
Bottom?
Front?
Back?
Yes, ps5 will have all of those!Top?
Bottom?
Front?
Back?
Reduces the size of block-compressed BC1-BC7 textures for GPUs. Oodle Texture RDO can reduce texture file sizes by up to 50%.
Oodle Texture Rate Distortion Optimization (RDO), sometimes known as "super compression", lets you encode BCN textures with your choice of size-quality tradeoff. Oodle Texture RDO searches the space of possible ways to convert your source texture into BCN, finding encodings that are both high visual quality and smaller after compression. RDO can often find near lossless encodings that save 10% in compressed size, and with only small visual difference can save 20-50%.
You're assuming that Sony didn't already know about this and factor it into their calculations when stating 8-9GB/s. It stands to reason that they would have already known about it at the time of the PS5 reveal given the statement from the tweet "Sony has been evaluating Oodle Texture closely during dev".
For an example of what Oodle Texture can do, on a real game data test set :
127 MB block compressed GPU textures, mix of BC1-7
78 MB with zip/zlib/deflate
70 MB with Oodle Kraken
40 MB with Oodle Texture + Kraken
Modern games use a huge amount of BCN texture data. Many games are reaching 100 GB, and 80% or more of that size is in BCN textures. Shrinking the BCN textures to half their previous compressed size will make a dramatic difference in game sizes. While Kraken is a huge technological advance over zip/zlib, it only saved 8 MB in the example above (this is partly because BCN texture data is difficult for generic compressors to work with), while Oodle Texture saved an additional 30 MB, nearly 4X more than Kraken alone. The size savings possible with Oodle Texture are huge, much bigger than we've seen from traditional compressors, and you don't need to accept painful quality loss to get these savings.
For an example of what Oodle Texture can do, on a real game data test set :
127 MB block compressed GPU textures, mix of BC1-7
78 MB with zip/zlib/deflate
70 MB with Oodle Kraken
40 MB with Oodle Texture + Kraken
Modern games use a huge amount of BCN texture data. Many games are reaching 100 GB, and 80% or more of that size is in BCN textures. Shrinking the BCN textures to half their previous compressed size will make a dramatic difference in game sizes. While Kraken is a huge technological advance over zip/zlib, it only saved 8 MB in the example above (this is partly because BCN texture data is difficult for generic compressors to work with), while Oodle Texture saved an additional 30 MB, nearly 4X more than Kraken alone. The size savings possible with Oodle Texture are huge, much bigger than we've seen from traditional compressors, and you don't need to accept painful quality loss to get these savings.
How does this fit in with the hardware decompression? The decompressor is able to accommodate a new type of compression within Kraken?
So Oodle Texture + Kraken compresses down to ~32% the size of the already-compressed texture files that the GPU uses, and the PS5's hardware already supports Oodle texture.Looks like a very promising Tech.
https://cbloomrants.blogspot.com/2020/06/oodle-texture-slashes-game-sizes.html
So Oodle Texture + Kraken compresses down to ~32% the size of the already-compressed texture files that the GPU uses, and the PS5's hardware already supports Oodle texture.
And all PS5 devkits have an Oodle license in them, purchased by Sony, so there's very little reason for 3rd party devs not to use Oodle Texture + Kraken.
Now we'd have to know if the PS5's hardware decodes Oodle Texture without creating an overhead to the Kraken decompressor.
If it does, this increases the effective texture throughput towards 5.5GB / 0.32 = 17.46GB/s.
Seems weird that Cerny wouldn't mention this in the Road to PS5 though.
This is also another factor that contain the growth of game sizes. Not only are the repeated assets gone, but textures now occupy a little more than half the size they had with zlib compression.
Very good feature...So Oodle Texture + Kraken compresses down to ~32% the size of the already-compressed texture files that the GPU uses, and the PS5's hardware already supports Oodle texture.
And all PS5 devkits have an Oodle license in them, purchased by Sony, so there's very little reason for 3rd party devs not to use Oodle Texture + Kraken.
Now we'd have to know if the PS5's hardware decodes Oodle Texture without creating an overhead to the Kraken decompressor.
If it does, this increases the effective texture throughput towards 5.5GB / 0.32 = 17.46GB/s.
Seems weird that Cerny wouldn't mention this in the Road to PS5 though.
This is also another factor that contain the growth of game sizes. Not only are the repeated assets gone, but textures now occupy a little more than half the size they had with zlib compression.
The first.So is Oodle simply, or cleverly, modifying the original texture to allow Kraken to compress more efficiently, or is it another level of compression?
To me it seems to "re-organize" the texture file content so that Zlib and Kraken etc will compress it better ergo they can also decompress it. But the "re-organized" BCn file is still a valid BCn file for the GPU.
Mmm... so this could help with memory bandwidth as well? Or only for moving files from the SSD to memory?
Even if they can achieve a 10-15% reduction on average in game size it would be pretty awesome. That SSD is going to need all the optimization it can get.
Ofc, he doesn't know whether it has been factored or not. But he thinks it hasn't.
Edit: From his blog
https://cbloomrants.blogspot.com/2020/06/oodle-texture-slashes-game-sizes.html
8-9 GB/s with up to 22 GB/s. 8-9 GB/s is less than <2x doubling the 5.5 GB/s raw max speed, which is very in keeping with general data compression averages. Just taking the above data:
127 MB block compressed GPU textures, mix of BC1-7
70 MB with Oodle Kraken
70/127 = 0.55
5.5 gb/s / 0.55 = 10 GB/s.
So that 8-9 GB/s is very in keeping with basic Kraken compression.
40 MB with Oodle Texture + Kraken40/127 = 0.31
5.5 / 0.31 = 17 GB/s
So possibly the texture repacking is included with Cerny's peak 22 GB/s figure, or that figure is for best case compression like text files. It certainly doesn't look like the 8-9 GB/s figure can include texture repacking as that's in line with the basic Kraken level compression ratio.