For someone who didn't need it right now(or anytime soon), you're spending a lot of words on it.
You can copy files between filesystems when they share the the same or equivalent metadata, permissions and resource fork structures. When they don't, you can loose critical metadata that the filesystem may not report and you won't know you've lost the data until you copy files back and metadata has disappeared. If you're not familiar with the differences between filesystems it's not something I can easily explain here, it's a complex issue. It's the same reason you can't use NTFS for linux or macOS and you can't use ZFS for Windows. Filesystems are different.
Mark Cerny spent some time explaining why Sony changed things: to remove the bottlenecks. They went to the effort of building a custom I/O processor to boost loading speeds so it would actually be kind of weird if they didn't use a new filesystem (FS) that didn't remove the performance overheads of the old one.I get that filesystem differences have to be reconciled, I just don't see why Sony would choose to design their proprietary SSD filesystem in such a way that the work needed to enable moving game data out of it onto external storage would be challenging enough to take significant development time. Just seems like a really weird idea to me.
Edit: And I failed my pedanticism saving throw, so I now have to point out you can use NTFS on Linux and there's work underway on an OpenZFS port to Windows.
Mark Cerny spent some time explaining why Sony changed things: to remove the bottlenecks. They went to the effort of building a custom I/O processor to boost loading speeds so it would actually be kind of weird if they didn't use a new filesystem (FS) that didn't remove the performance overheads of the old one.
By that logic we shouldn't have filesystems that allow filenames longer than 8-characters with 3-character filetype extensions because you can't copy those files onto FAT16 filesystems.The issue isn't that it doesn't make sense to create a new filesystem, the issue is that it doesn't make sense to make a new filesystem that didn't account for the need to move game data from it to external storage that may be using a more traditional filesystem and those implementation choices resulting in extra difficulty in realizing that function.
This should not be hard unless the people designing the new FS made choices that makes it so. I'd be more inclined to believe Sony just don't consider it a priority to get this feature working than there being any particular difficulty for them to do it.
By that logic we shouldn't have filesystems that allow filenames longer than 8-characters with 3-character filetype extensions because you can't copy those files onto FAT16 filesystems.
This is not just hard, this is borderline impossible. Fundamentally if you make changes to your filesystem to best leverage solid state storage, like what Apple did moving from HFS+ to APFS, you accept that there will be features that you can only do on the new filesystem and that interoperability of those functions on older filesystems is limited or missing entirely. Your assertion here this isn't difficult is ludicrous.
I imagine the people designing PS5's filesystem were instructed to make the best filesystem they could with no thought for the legacy extended filesystem because they would support moving PS5 games to it in time.
We are just taking about transferring data from one drive to another, not playing/loading of the game off a different drive. The exact thing the Xbox Series consoles are doing when it comes to external storage for next gen games...
I like a good "just" thrown into comparing file system! Let's safety predict that PS5's filesystem has cloned-data forking and manages changes using delta extents, because modern filesystems do. How do you copy those files to a filesystem that does not support those such as NTFS or the extended storage filesystem used by PS4 - and retain all the extensive file attributes? What's your strategy here?
Just curious from somebody who has worked on filesystems for far too long.
So there is a process that needs to be done to prevent dataloss. Now what about if you have more files than you have permutations of filenames using 8.3 names? Or more likely, if you have more files in one directory than the older filesystem can support? What's the plan?Of course you can. You just have to rename them first.
It's a good job you weren't on Apple's APFS team then, it offer a ton of functionality built into the filesystem that filesystems you may also plug into macOS or iOS do not. Clone forking and delta extents and copy-on-write, which are the basis for more recent versions of TimeMachine. This is how Time Machine can backup a 100Gb drive every hour of every day of every week of every month and not spend 24/7 backing-up if there are tons of changes.No sale. If implementing APFS on a device were in any way going to limit that device's ability to interact with flash devices or legacy drives they wouldn't implement it.
As far as I know, Sony have not promised storying PS5 games on extended storage drives. Which you are probably aware are not the same format as backup drives for PS4, which is ExFAT. The expectation/hope is that they will support this.Or, it's just a lower priority in the production queue given that, as you said, it's unlikely to present a problem for most users at launch.
How long do you think it will take for Sony to figure it out?
So there is a process that needs to be done to prevent dataloss. Now what about if you have more files than you have permutations of filenames using 8.3 names? Or more likely, if you have more files in one directory than the older filesystem can support? What's the plan?
It's a good job you weren't on Apple's APFS team then, it offer a ton of functionality built into the filesystem that filesystems you may also plug into macOS or iOS do not. Clone forking and delta extents and copy-on-write, which are the basis for more recent versions of TimeMachine. This is how Time Machine can backup a 100Gb drive every hour of every day of every week of every month and spend 24/7 backup up even if there are tons of changes.
As far as I know, Sony have not promised storying PS5 games on extended storage drives. Which you are probably aware are not the same format as backup drives for PS4, which is ExFAT. The expectation/hope is that they will support this.
Frankly if I were Sony, I wouldn't even bother. Apple didn't. They have other means to expand storage which is all they ever promised.
With a little extra think, I suspect the issue causing the delay/prevention of this functionality is one of system security. Sony may be concerned that this may open up an attack vector against their system and/or content security.
We are talking about establishing a baseline of functionality here not attempting to enable full interoperability. And given the limited interactions exposed in something like console, your baseline here is even lower than it would be
And none of this extended functionality prevents you from copying a file from one supported filesystem to another on MacOS/iOS.
If there really is some crazy metadata/structure difference between Sony's SSD and non-SSD filesystems then just re-containerize the PS5 SSD data for each game when it gets archived.
Guys, I would stop posting in this thread. Clearly, Dsoup doesn't care about external USB hard drives on PS5 & you're just wasting your time.