Apple M1 discussion moved into existing thread so it can live on @ https://forum.beyond3d.com/threads/apple-m1-soc.62655
- One "optimisation" Nixxes used which is bound to irk some is that they changed the DXR method from DXR1.1 which favours AMD to DXR 1.0 which favours NV.
You mean DRS, dynamic resolution scaling?That would hit weaker GPUs proportionately harder and harder. And as you couldn't rely on delta time to give you a reasonably accurate idea of how long the current frame was going to take, I could see this playing havoc with VRS (and VRS potentially compounding the problem if it were to overshoot, undershoot, over correct etc).
I'm hoping in Alex's interview with Nixxes that he asked about DirectStorage and their thoughts about it, and whether it was ever in consideration to be used? I'd love to hear any little insights possible into that topic.No link to this yet?
Some great info in here about Spiderman on the PC. Some highlights:
- It was a massive effort to port this to PC from "bare metal" PS5 version
- One "optimisation" Nixxes used which is bound to irk some is that they changed the DXR method from DXR1.1 which favours AMD to DXR 1.0 which favours NV.
- Richard is working on a full performance analysis (woohoo!)
- Alex and the team are (rightly) quite critical of other vendors that used pre-patch footage and setting as their basis for comparison. And Alex worked overtime to ensure DF didn't fall into that trap.
- More performance improvements are incoming
- Sounds like a really good interview with Nixxes will be posted soo
I'm hoping in Alex's interview with Nixxes that he asked about DirectStorage and their thoughts about it, and whether it was ever in consideration to be used? I'd love to hear any little insights possible into that topic.
You mean DRS, dynamic resolution scaling?
Cause that would be a little interesting to see, a Sony Studios using VRS as in Variable Rate Shading on PC.Yes! In my head I was saying "Variable Resolution Scaling". Doh! Dynamic resolution scaling absolutely.
Without GPU decompression, there's really not a huge point to doing so is there? Unless they just wanted to build the basis for updating it(and doing a bunch more work on it) at some unknown later date.I'm hoping in Alex's interview with Nixxes that he asked about DirectStorage and their thoughts about it, and whether it was ever in consideration to be used? I'd love to hear any little insights possible into that topic.
Direct Storage is actually referenced in the games files so must have looked at it at some point, even if just to test it.I'm hoping in Alex's interview with Nixxes that he asked about DirectStorage and their thoughts about it, and whether it was ever in consideration to be used? I'd love to hear any little insights possible into that topic.
Direct Storage could still be used to reduce the other overheads relating to the I/O and streaming.Without GPU decompression, there's really not a huge point to doing so is there? Unless they just wanted to build the basis for updating it(and doing a bunch more work on it) at some unknown later date.
But yea, would still be interested to hearing them talk about it anyways. We still dont know a ton about what's going on there from the developer-side.
One "optimisation" Nixxes used which is bound to irk some is that they changed the DXR method from DXR1.1 which favours AMD to DXR 1.0 which favours NV.
The summary is not exactly correct.I suppose this was due to wanting to favour the largest possible install base of RT gaming systems. Still, not what I was expecting from a PS5 port!
The frame times being arractic particularly on lower end GPUs is interesting. Perhaps there's a fixed or minimum amount of work that comes with some aspect of streaming using GPU compute, and that work isn't being evenly distributed between frames (fixed tick rate? Uneven batches of work?).
That would hit weaker GPUs proportionately harder and harder. And as you couldn't rely on delta time to give you a reasonably accurate idea of how long the current frame was going to take, I could see this playing havoc with DRS (and DRS potentially compounding the problem if it were to overshoot, undershoot, over correct etc).
I hope DF are able to go back to Nixxes as they continue to work on the game and share more of what Nixxes found and how they tackled it. This is really interesting stuff.
Edit: Yes, I meant DRS
DirectStorage right now is not that useful... they had to implement GPU decompression that is the main take of the API.I'm hoping in Alex's interview with Nixxes that he asked about DirectStorage and their thoughts about it, and whether it was ever in consideration to be used? I'd love to hear any little insights possible into that topic.
Alex said PS5 uses Vulkan RT equivalent to DXR 1.1.I wonder though if console apis even have a DXR 1.0 equivalent or is all RT executed inline.
The results showed 0.1s to 0.4s difference between DirectStorage and Win32.
They optimized the path but it is still being limited by CPU Decompression speeds... that is why you don't see impressive results.
I can be wrong but in Spider-man the main tasks load on CPU are the decompression, no?
The summary is not exactly correct.
On PS5 it is using the Vulkan RT solution and not DXR 1.1... they converted it do DXR 1.0 to run on DX12.
Alex said something like "Vulkan similar DXR 1.1 solution that I don't remember the name" or something like that.
I agree they probably choose DXR 1.0 over DXR 1.1 due GPU market share.
DirectStorage right now is not that useful... they had to implement GPU decompression that is the main take of the API.
I suppose this was due to wanting to favour the largest possible install base of RT gaming systems. Still, not what I was expecting from a PS5 port!
The frame times being arractic particularly on lower end GPUs is interesting. Perhaps there's a fixed or minimum amount of work that comes with some aspect of streaming using GPU compute, and that work isn't being evenly distributed between frames (fixed tick rate? Uneven batches of work?).
That would hit weaker GPUs proportionately harder and harder. And as you couldn't rely on delta time to give you a reasonably accurate idea of how long the current frame was going to take, I could see this playing havoc with DRS (and DRS potentially compounding the problem if it were to overshoot, undershoot, over correct etc).
I hope DF are able to go back to Nixxes as they continue to work on the game and share more of what Nixxes found and how they tackled it. This is really interesting stuff.
Edit: Yes, I meant DRS
BHV updates are the big performance hog. Decompression requirements likely add a bit of overhead but likely nothing major. The CPU requirements without RT (were decompression is still being done) are nothing too demanding.