We pixel counting what now?So I don't think I've been explicit enough in my posts
We pixel counting what now?So I don't think I've been explicit enough in my posts
Probably would've stuck with LHA, or studios would use kraken/oodle on cpu?
Think they said it runs ok on last gen.
Did I see they have an avx implementation?
It's a shame that everything about BCPack is NDA'd, even documtation.
Are you sure the fluctuating brightness isn't there due to your monitor settings? E.g. dynamic HDR settings are horrible in some games as the picture get's constantly bright and dark on some effects.@Dictator you guys do any content on why SpiderMan on the PC has constant fluctuating brightness with HDR? Also why are the windows so shimmery and dirty when using RT?
Yeah, my point was more so that if they had lacked the foresight, they may have had to rely on other things than GPU. If it wasn't performant enough.I think MS were banking on just in time streaming to help the Series S make it through the generation. Last gen level decompression would probably have been a limitation in terms of how device usage was envision, I'm guessing.
But yeah, I'm pretty sure that Oodle had on their update page that AVX 256 had been incorporated into at least one of their decompressors. (Just had another check and the one listed is "BC7Prep decode", which is for one of their leading CPU texture decompression algorithms.)
SFS is interesting as it may only really provide less latency, save performance (think unity was about 2-3ms), smaller tile cache maybe.I'd like to know if BCPack can be used on individual texture mip map tiles (64KB in size). Maybe they're too small. If you can, might give us an idea of the kind of things that DS GPU decompression will be compatible with - including SFS, which would be cool.
no worries; no hard feelings. We're both just reading and writing. Therapeutic to write out our thoughts and put what we think on paper. We'll just give it some time and see if we connect the dots of what each other is saying at a later time.I think I'm out here though. I'm happy to disagree with people but I don't even think we're talking about the same things.
BCPack you would think could allow for pulling out a single tile, but we don't actually know exactly what it provides.
Given you would think that pc should be able to use BCPack the docs should be available like the other cross platform apis.
So I'm guessing it's not available on pc yet. Has it even been used on XS?
I think it's pretty unlikely that it hasn't been used. Any game that wants lossy compression (which games were already shipping with on older consoles) would get the much faster decompress for 'free' if I understand correctly at all.I've not seen anyone talking about having used it anywhere sadly.
I've not seen anyone talking about having used it anywhere sadly. One of the main Oodle compression dudes talking on a compression forum (I think it was him anyway) seemed to have a very good idea of what BCPack was though.
Was that a typo?Pretty excited for the XeSS video!
I am really curious how it runs on GPUs without DP4a instruction support like the 5700XT. Comparing the performance to Turing may lead to interesting results.
I can easily see it just being lz compressed still as most games are still cross gen.So we know they focussed only textures with lz being used for general data compression. Oodle have solutions that span both textures and general data. I don't know how Oodle general data compression fares to lz, but I know Oodle's decompressor is much faster than zlib's decompression library - this is when run in software on processors, which isn't relevant to the consoles.
Here's the Intel RT tech deep dive to go with it for those who are interested.
Oodle have solutions that span both textures and general data. I don't know how Oodle general data compression fares to lz, but I know Oodle's decompressor is much faster than zlib's decompression library - this is when run in software on processors, which isn't relevant to the consoles.
Oodle Data Compression provides the fastest and highest ratio compressors for game data. There's a perfect Oodle compressor for every need.
I can easily see it just being lz compressed still as most games are still cross gen.
Install sizes seem to be similar and any difference could be asset de-dup if there has been any differences in the odd title.
Oodle drops right in to your data pipeline. Oodle can be run with no allocations and no initialization.
Just load a buffer and call Decompress!
Use the same tools and package on every platform.Oodle gets the best out of each platform without the need for different solutions. Oodle supports Windows, PS4, Xbox One, Nintendo Switch, PS3, Xbox 360, Mac, Linux, Android, and iOS, with optimized routines for every architecture.
Oodle has the same API and file formats across all platforms!
I'm saying that it wouldn't surprise me if they aren't using BCPack yet.Again from RAD's webpage
I've been messing with Intel's SFS demo lately and one of the interesting things is that data rates scale greatly with resolution. For example, a single 360° rotation of the camera only read ~600MB from disk at 1080p but ~2500MB at 4k in the exact same spot. And at 8k this same test grew to a massive ~7500MB.SFS is interesting as it may only really provide less latency, save performance (think unity was about 2-3ms), smaller tile cache maybe.
Small correction:I've been messing with Intel's SFS demo lately and one of the interesting things is that data rates scale greatly with resolution. For example, a single 360° rotation of the camera only read ~600MB from disk at 1080p but ~2500MB at 4k in the exact same spot. And at 8k this same test grew to a massive ~7500MB.
This has the knock-on effect that Series S should have more effective bandwidth than Series X. It might not save it multiple gigabytes of memory but it could mean the difference between a 500MB heap vs 1.5GB heap.