That charcoal look reminded me of the old NPR mod for Quake1. It actually looked and ran quite well back in the day, IIRC.
Yeah i remember that too. Like you said it indicated that the game is streaming less then 2,5GB/s . Insomniac actually pointed out that they did not max out PS5 with their first exclusive and have to further improve their engine to make it use more of PS5s ressources.Didn't digital foundry manage to do something like tape a pin on an ssd drive to hamstring the performance to below 2.5GB/s and it didn't change rift apart loading or performance at all? I can't for the life of me find the video and thinking it may have been a small talking point in a DF direct. I remember watching Rich talking about it and how a patreon member bought it to his attention. Someone with some younger grey matter might be able to remember where exactly this was from.
All tests so far are not valid ones since we had no real stress test of a Game who would demand continuously streaming of high GB/s numbers as PS5 is capable of.
We need to wait until Rift Apart lands on PC.
Technically things should only be streamed in and out as the scenes change. If your player character can’t move quickly and the scene is moving relatively slowly, the stream in and out will be minimal. Turning a corner, dropping stuff in or loading levels will result in the largest burst, but there’s no way you’re going to see high throughput the whole way. The game is only so big, and you cannot render from the ssd. The bandwidth is not there.All tests so far are not valid ones since we had no real stress test of a Game who would demand continuously streaming of high GB/s numbers as PS5 is capable of.
We need to wait until Rift Apart lands on PC.
Or now that we have with the TLOU PC Port a PS5 Exclusive ignoring (for now) your Holy Grail Direct Storage and therefore fails to even come close to PS5 in terms of Streaming, we could have the phenomenal Chance that they maybe include DS support with a patch. Then we would see what kind of difference it can make. If that scenario actually happens , then the ignorant PC port was actually worth something, if for nothing else then at least supplying us with an additional ( and by then still best) Datapoint.
Btw - is it known already how much data is actually streamed at all times on PC? Did someone measure this?
Would be interesting to know.
...you cannot render from the ssd. The bandwidth is not there.
Didn't digital foundry manage to do something like tape a pin on an ssd drive to hamstring the performance to below 2.5GB/s and it didn't change rift apart loading or performance at all? I can't for the life of me find the video and thinking it may have been a small talking point in a DF direct. I remember watching Rich talking about it and how a patreon member bought it to his attention. Someone with some younger grey matter might be able to remember where exactly this was from.
That's because no game is ever going to behave in that way. Multi GB/s operations will be very short bursts at initial loading screens. Games are only in the 10's to a couple hundred GB at most on disk. So continuous multi GB/s levels of steaming would result in the entire game content being spent in a matter of seconds or minutes.
Yes, they did do this comparison and I applaud them for including the very important reminder that even though the lower bandwidth SSD was sufficient, you still have to consider that the PS5 i/o is still at play here. The hardware decompression, i/o co processors, cache scrubbers, are still playing their part. If you stuck that same SSD into another console or PC without the other, far more important parts of PS5 i/o system, it wouldn't work.
Basically, most of those PS5 I/O subsystems that you mentioned are there to help the PS5 process and move data at the rates their provisioned SSD allows.
You said a lot just to agree with me. The i/o allows SSD bandwidth to become more realized and less theoretical. That has always been the difficult part. It is why your (or anyone else's) PC doesn't offer much benefit as you increase speed/upgrade your SSD. Again refer to the slides I posted. You referencing the different i/o features as "just" this and "just" that is very strange.
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If there is ever a day that there is significant enough bandwidth to render from SSD you would be right. But realties have it that L0 is much faster than L1 which is much faster than L2 whihc is much faster than L3. Which is magnitudes orders faster than GDDR which is magnitudes faster than SSD.You said a lot just to agree with me. The i/o allows SSD bandwidth to become more realized and less theoretical. That has always been the difficult part. It is why your (or anyone else's) PC doesn't offer much benefit as you increase speed/upgrade your SSD. Again refer to the slides I posted. You referencing the different i/o features as "just" this and "just" that is very strange.
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Here's the thing though.. and let's see if you'll admit this. Your entire premise of Sony's superiority.. lies in the fact that it depends on developers being able to ignore the other platforms and code the games specifically around the PS5's I/O and memory architecture.. right?You said a lot just to agree with me. The i/o allows SSD bandwidth to become more realized and less theoretical. That has always been the difficult part. It is why your (or anyone else's) PC doesn't offer much benefit as you increase speed/upgrade your SSD. Again refer to the slides I posted. You referencing the different i/o features as "just" this and "just" that is very strange.
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Yes, so, regardless of what is there, the same SSD in a PC can still achieve the same results due to the PC being able to brute force things whereas the PS5 requires those bits because it has to fit within a certain price range and power envelope. IE your assertion that the same SSD put into a PC wouldn't operate as well is false.
And what was the point even mentioning the rest of the PS5 IO subsystem in the first place? Regardless of whether it was there or not Rift Apart didn't need more than 2.5 GB/s of bandwidth.
Those IO subsystems don't make better use of that bandwidth. Other than the hardware decompression, they're purely there for the PS5 to process data at the higher bandwidths the SSD is capable of.
You keep getting tripped up because you are emphasizing bandwidth when the real winner here is low latency.
100%. The SSD isn't the key part of PS5, which is why when others claim PS5 is eclipsed because of higher bandwidth SSDs on the market, or why 5gb is overkill because a game will never need to stream a 5gb of data in a second, I shake my head. Think of it this way - If you need a total of 90mb of data to be streamed into video memory within the next second of a 60fps game, why might a 100mb/s SSD not suffice? Even though I only need a total of 90mb over the next second, what if the 90mb is actually needed to render the next frame? In that case, that would require a ~5.5gb transfer speed, not 100mb/s
Even still, focusing on bandwidth alone misses the entire point Cerny was trying to make. It is the entire I/O block that surrounds the SSD to massively reduce latency, i.e. removing the bottlenecks of the end-to-end data movement process, independent of the secondary storage and it's bandwidth capabilities.
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I had Duckstation, Flycast, PPSSP, XBSX2, Xenia, and XeniaCanary on Series X and used it once for a comparison video for Chrono Cross. Usually, what they did before was they would take down the emulators once Microsoft found them in the store, but if you were lucky enough to grab them in time and made sure that you opened them at least once, they would remain playable. If Microsoft could have found some way to ensure that those with the emulators could keep using them, the move would have been less controversial. For now, Dev mode is an ok compromise. Though I wouldn't say I like how it alters the console to work, which is why I have stayed away from it. So if you purchased your Series console strictly for emulation, the change should not be as big of a deal. The changes Dev mode makes to the console should not be that detrimental. There would be a higher learning curve in comparison to "Download the emulator from the store and play games from a USB stick."
I don't know why you're excluding the decompression chip as it is chiefly responsible for allowing effective bandwidth targets
Do you know where you are.The ps5 is a good console but they way fanboys overate its io and ssd its crazy... xbox and a 2080 cn push more pixels than a ps5 with ease
Do you know where you are.
This is a technical discussion. Not a twitter chain.
"Pushing pixels" has nothing to do with SSD to begin with