Metal_Spirit
Regular
But you do have to transfer the whole mip, discarding the rest, right?SFS can be done with tiles smaller than the entire MIP.
But you do have to transfer the whole mip, discarding the rest, right?SFS can be done with tiles smaller than the entire MIP.
Any proper streaming model should not do this. SFS or notBut you do have to transfer the whole mip, discarding the rest, right?
Tier 4 ??? no clue wtf this is.
Is the main SSD on the X Series X on a user replaceable module on it's mainboard ??Thanks, I couldn't remember the details, hopefully the spec allows for more sizes that will cover more use cases.
have to admit i assumed when you upgrade the ssd on PS5 that you swap out the current one, not have an additional connector. But that does make sense.
Anyway we still haven't seen teardown to see if the PS5 is a simple module to upgrade.
Looks to be, but may be odd dimension module, hard to say.Is the main SSD on the X Series X on a user replaceable module on it's mainboard ??
SF is what is shared across DX12U.Maybe that's what SFS is? Have to imagine that being DX12 Ultimate means that these new features are shared on PC otherwise it makes them nearly useless to multiplatform.
Soldered though ? If so then it is just how much real estate you have to cover to desolder then.Looks to be, but may be odd dimension module, hard to say.
You can see this on the official picture (saw this first in the series s video, but it is the same for both):Is the main SSD on the X Series X on a user replaceable module on it's mainboard ??
You can see this on the official picture (saw this first in the series s video, but it is the same for both):
It looks like a m.2 slot or something like that.
Not that MS would actually advice to replace it, but if the SSD is broken in the future, at least it seems that it can be replaced quite easily.
Wouldn't be surprised hackers deal with formatting and installing os on to it.Though you'd still need to get all the OS stuff and quick resume partitions onto it. Hmmm ....
The problem with compression is, that you most times have to decompress a good part of the data to get just a bit of it. So at best you compress each tile individual.
Just think of a file system (well don't think we have something that can be called like this) just to get the idea:
Instead of texture1.zip you have texture1.1.zip to texture1.112.zip on the SSD and some kind of map-information (just basic metadata) to know which texture part is where, and you only load those you need.
The loaded tiles, than get decompressed (just the data-compression) and written into the memory.
Texture-compression is still active.
This is a bit oversimplified but I think you get the idea.
It looks like a m.2 slot or something like that.
there's no description under it. May just be a placeholder for future content.Maybe that's what SFS is? Have to imagine that being DX12 Ultimate means that these new features are shared on PC otherwise it makes them nearly useless to multiplatform.
First off, not a stupid question, most of everything we discuss here, barely any of it has ever been straight forward, I'm more willing to bet I just got over the 50% accuracy mark with my comments on how things work And that's likely being somewhat generous. And unless you are a wizard at render programming, most of the intricate details that matter won't make much sense either.I fear this shall be a stupid question. I am not even sure I am asking it correctly. Do we know how granular this ability is? Meaning, how many pieces can the texture in question be divided into? Is it a predetermined number of say, 100 smaller files regardless of the size of the original texture, or can it broken into pieces of say 64KB (just for example) and the more the merrier?
It does appear in most cases you will have to do the texture conversion manually, or you have a specific tool to help you through the process. What it does is out of my understanding. Aside from changing how you sample the texture, which is to say you are sampling to select the right tiles, I don't really know much more on this subject.Converting Textures and Materials
Enabling virtual texturing for your project means that Textures and Materials require some setup to work correctly; the Texture must enable Virtual Texture Streaming support, and the Material's Texture Samples are required to use a Virtual Sampler Type instead of a non-Virtual one.
Choose from the options below to properly set up your textures and materials for use with SVT.
Conversion Menu Option
- Select any Texture Asset in the Content Browser that you want to convert to use SVT.
- Right-click to open the context menu and select Convert to Virtual Texture
First off, not a stupid question, most of everything we discuss here, barely any of it has ever been straight forward, I'm more willing to bet I just got over the 50% accuracy mark with my comments on how things work And that's likely being somewhat generous. And unless you are a wizard at render programming, most of the intricate details that matter won't make much sense either.
As for how many tiles per texture, it is pre-determined by the system in place as I understand it. If you opt for your own Virtual Texturing system, you can decide how large those tiles are. Some will opt for smaller titles like 32KB or 16KB tiles. The hardware based tiling system uses 64KB tiles, volume tiles you get some options on sizing.
You cannot just take an texture and have it run through a SVT system, somewhere in that process (as I understand it) you must covert the textures you want into a Virtual Texture. For instance, Unreal documentation looks like this:
...
Hope that sorta helps.
On Twitter, James Stanard said:I fear this shall be a stupid question. I am not even sure I am asking it correctly. Do we know how granular this ability is? Meaning, how many pieces can the texture in question be divided into? Is it a predetermined number of say, 100 smaller files regardless of the size of the original texture, or can it broken into pieces of say 64KB (just for example) and the more the merrier?
On Twitter, James Stanard said:
"A texture mip level is tiled into 64KB chunks--the same as the virtual memory page size. So you can reserve virtual memory for the whole texture and then commit one page at a time as needed."
XSX: 301 mm × 151 mm × 151 mm