mmm, IO logic runs in cpu...not hardware block. But decompression too?.
Find it here it seems Direct Storage is using a new file I/O Too. Old NTFS will not do the job.
It doesnt cost much to say a Naughty Dog developer to write a blog article today, not tomorrow, explaining the architecture advantages...
We dont need Rockstar, i want Sony itself to explain what Jason and others say are hearing, that the architecture is ultra efficient and why. They have more L2?, cache scrubbers makes shaders dont hit cache misses?, the cpu accessing RAM doesnt steal bandwidth from GPU ? (a problem PS4 Garlic and Onion buses had...), etc. Explaining that is not the job from journalists or devs, but from Sony itself...Matt Phillips tried to inform the current debate for laypeople:
https://medium.com/@mattphillips/te...-of-comparing-videogame-consoles-4207d3216523
We dont need Rockstar, i want Sony itself to explain what Jason and others say are hearing, that the architecture is ultra efficient and why. They have more L2?, cache scrubbers makes shaders dont hit cache misses?, the cpu accessing RAM doesnt steal bandwidth from GPU ? (a problem PS4 Garlic and Onion buses had...), etc. Explaining that is not the job from journalists or devs, but from Sony itself...
We dont need Rockstar, i want Sony itself to explain what Jason and others say are hearing, that the architecture is ultra efficient and why. They have more L2?, cache scrubbers makes shaders dont hit cache misses?, the cpu accessing RAM doesnt steal bandwidth from GPU ? (a problem PS4 Garlic and Onion buses had...), etc. Explaining that is not the job from journalists or devs, but from Sony itself...
Well, in the net the backlash from no enthusiasts is happening because they read,many times uninformed or biased, articles from enthusiasts. Thats Sonys fault. They announced specs second and with worse figures, so they dont let their enthusiasts explain why their approach is a good one... And devs are angry because things are not well explained, so, they will wait to September to make another DF article?.None of these things matter yet. It will be far easier to explain to the lay person by showing them games. I get why journalists are writing about it now, it's their job, but it's only read by the few of the enthusiasts. Normal people dont care until the systems are up for sale and then it will come down to the price and which games are offered. Even then, some of the more engaged gamers wont upgrade until a year later as the soo est they can since they're having to deal with family budgets.
What we're talking about now with next-gen narratives will likely change a few times over before the general public even cares.
Then 448 GB/s is too little bandwidth. If they have a solution for this they should explain it.Isn't this a inherent problem in pretty much any shared bus scenario?, you cannot have two users of the bus and they both get all the bandwidth.
Then 448 GB/s is too little bandwidth. If they have a solution for this they should explain it.
Well, in the net the backlash from no enthusiasts is happening because they read,many times uninformed or biased, articles from enthusiasts. Thats Sonys fault. They announced specs second and dont let their enthusiasts explain why their approach is a good one...
IO is always done in CPU. Somewhere you need to make the calls to hardware. This is no different than DirectX 11 being a CPU hog to drive calls to the graphics card. In this scenario it's just reduction in overhead calls for IO.mmm, IO logic runs in cpu...not hardware block. But decompression too?.
I agree it will most likely be the same but I just found it strange that Sony didn't talk about RT more in their presentation. For most people including myself that's one of the most exciting features for next gen systems.
So it looks like MS deleted the tweet about all games working with BC, and replaced it with this...
Sounds a lot more similar to Sony this time. They can't guarantee all games will work without testing them, and they must have found a few problematic titles. Maybe it's the same third party title with a nightmare multithreaded coded from a bankrupt company.
They should just say 99% or something.
Do they? It seems like some people had very high expectations for the PS5 and now the only saving grace is some sort of "secret sauce" that hasnt been explained yet
Besides the raw figures/specs we got, it's impossible to judge on things we have not been provided with yet. Some speculate the OS can be loaded from the SSD in it's enteritity, amongst other things.
Well, dont buy the ssds and bcpack thing and neither the sound one. In those departments there is no contest, they went all in in them. The problem (for Sony) is the difference in ALL the remaining specs.The SSD is faster in PS5, no secret sauce there. It is said to make up for XSX's faster cpu , more powerfull gpu (both fixed rate) and higher BW.
Secret sauce would be on MS's side, (Bcpack), where supposedly they can mitigate the difference in read speeds, by having a improved texture compression and to reduce the amount of data loaded. More on that from MS later on.
As for audio, also there, we know much too little to judge on that. Both have 3d audio and it's all in hardware, both wont stress the cpu much, and both are said to be able to do 'hundreds of simultanious sources at once'.
Besides the raw figures/specs we got, it's impossible to judge on things we have not been provided with yet. Some speculate the OS can be loaded from the SSD in it's enteritity, amongst other things.
Well, dont buy the ssds and bcpack thing and neither the sound one.
Well, like i said, i can't judge on those two as we know too little about it.
I/O should never be done by the CPU. You may need a CPU (an application) or other hardware device to initiate a transfer but ideally you don't want the CPU involved again until the CPU needs to utilising some of the data. Back when 8-bit CPUs were cutting edge the CPU mostly handled I/O, literally being interrupted every byte or series to bytes to move data from a buffer-space into RAM. I/O should not work like that any more. DirectX API calls are not strictly related to I/O though so maybe you're referring to something else!IO is always done in CPU. Somewhere you need to make the calls to hardware. This is no different than DirectX 11 being a CPU hog to drive calls to the graphics card. In this scenario it's just reduction in overhead calls for IO.
Decompression is done in hardware.
I/O should never be done by the CPU. You may need a CPU (an application) or other hardware device to initiate a transfer but ideally you don't want the CPU involved again until the CPU needs to utilising some of the data. Back when 8-bit CPUs were cutting edge the CPU mostly handled I/O, literally being interrupted every byte or series to bytes to move data from a buffer-space into RAM. I/O should not work like that any more. DirectX API calls are not strictly related to I/O though so maybe you're referring to something else!