DirectStorage, like macOS's CoreStorage is an API. It won't negate chain of I/O that exists in PC. You're still limited by the bandwidth of the transfers between SDD/controller, controller/southbridge, southbridge/RAM, potentially RAM/CPU for unpacking/conversion, and if the data if for the GPU then add in DDR/PCI/GDDR.Indeed but isn't DirectStorage designed to mitigate much of that?
I wouldn't want PS5's architecture in my PC, it would remove to much flexibility.That's not to say there aren't still advantages to the PS5's customizations, there obviously are, but it's not like comparing how today's SSD's perform on the PC that don't benefit from DirectStorage.
DirectStorage, like macOS's CoreStorage is an API. It won't negate chain of I/O that exists in PC. You're still limited by the bandwidth of the transfers between SDD/controller, controller/southbridge, southbridge/RAM, potentially RAM/CPU for unpacking/conversion, and if the data if for the GPU then add in DDR/PCI/GDDR.
I wouldn't want PS5's architecture in my PC, it would remove to much flexibility.
DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.
I'm very curious to see how it works and what kind of latency it provides. We won't know how it compares to regular filesystem access until it shows up on pc.
I'm very curious to see how it works and what kind of latency it provides. We won't know how it compares to regular filesystem access until it shows up on pc.
'Yup. But folks should not expect miracles on PC. The advantages of PC's flexibility exists because the extensibility comes from having a bunch of buses all tangled together, which allow the extensibility. Nextgen consoles are SSD-to-controller-to-RAM. BAM! It's hard to beat that. Even if Microsoft make no other changes to XSX's filesystem, that's just so much less moving data around than your typical PC.
Your going from SSD -> controller -> south bridge -> RAM -> CPU/RAM for decor
DirectStorage, like macOS's CoreStorage is an API. It won't negate chain of I/O that exists in PC. You're still limited by the bandwidth of the transfers between SDD/controller, controller/southbridge, southbridge/RAM, potentially RAM/CPU for unpacking/conversion, and if the data if for the GPU then add in DDR/PCI/GDDR.
There is also the custom filesystem combined with very fast caches tailored for reads speed: and the data goes directly to the ram, without any CPU I/O management. It's not only about how many intermediaries.I totally get what you're saying and this is what interests me. For example what part of that path is likely to constrain the bandwidth? Or are you talking more in terms of latency due to the additional steps? As far as I know all of the steps in that chain easily exceed the hypothetical 10GB/s we're discussing meaning the bandwidth bottleneck is the SSD/controller itself.
Looking at an AMD system for example the path is SDD->Controller->PCIe 4.0 4x->Infinity Fabric->RAM or PCIe 4.0 16x->Graphics RAM.
Given that the PS5 is an AMD APU, PCIe 4.0 based system which presumably also uses IF for communication between its constituent parts just like a regular AMD APU, surely it would go through all of those steps as well, aside from the last one between main memory and graphics memory (not sure if PC's can read direct from the SSD/HDD into graphics memory without going via main memory first)?
Or is it that the PS5 controller sits on the APU rather than on the SSD itself and therefore we need to move that to the other side of the PCIe 4.0 4x step?
I totally get what you're saying and this is what interests me. For example what part of that path is likely to constrain the bandwidth? Or are you talking more in terms of latency due to the additional steps? As far as I know all of the steps in that chain easily exceed the hypothetical 10GB/s we're discussing meaning the bandwidth bottleneck is the SSD/controller itself.
Looking at an AMD system for example the path is SDD->Controller->PCIe 4.0 4x->Infinity Fabric->RAM or PCIe 4.0 16x->Graphics RAM.
Given that the PS5 is an AMD APU, PCIe 4.0 based system which presumably also uses IF for communication between its constituent parts just like a regular AMD APU, surely it would go through all of those steps as well, aside from the last one between main memory and graphics memory (not sure if PC's can read direct from the SSD/HDD into graphics memory without going via main memory first)?
Or is it that the PS5 controller sits on the APU rather than on the SSD itself and therefore we need to move that to the other side of the PCIe 4.0 4x step?
I'm very curious to see how it works and what kind of latency it provides. We won't know how it compares to regular filesystem access until it shows up on pc.
DirectStorage – DirectStorage is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. It is one of the components that comprise the Xbox Velocity Architecture. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. This newest member of the DirectX family is being introduced with Xbox Series X and we plan to bring it to Windows as well.
Another (lengthy) take on mostly PS5 and some series X. Also some strange comments that Sony has not shown the console yet because of fear that people might think it could not be mass produced, well.....always with a grain of salt folks.
36 CUs would be easier to double, though there's less room below since the Series X would be at an intermediate position between the PS5 and a doubled Pro. Sony may need to consider if doubling is enough, especially if there were to be a Pro variant of the Series X.
Going from 14 to 16 Gbps would be a scant upgrade, and proportionally weaker than the PS4 to Pro transition with a ~14.3% bandwidth improvement stretched over 2x the CU. Perhaps there would be an even faster interface speed, or a change in width, such as at least matching 320-bits, if not going wider.
Sony's variable clock solution might have some kind of impact on a future Pro, since we'd assume Sony wouldn't want to drop the clock. Raising the clocks could be interesting, though the current clocks are being described as being in a region that's already inefficient. 72 or more CUs may be interesting versus a competing xPro if they are both much larger in CU count but one is still striving for constant clocks. There may be some load scenarios where its costlier or more difficult to hold to a constant clock with many more active units.
What else could be scaled with a Pro console like the CPUs might be an interesting question. Zen 2 seems to be a more successful initial implementation versus Jaguar, so the clocks currently given aren't artificially low. A 33% jump would give clocks that would be ~4.7GHz, and node jumps at that clock range are often threatened with clock regressions. Don't know if they'd try for a clock bump, or if a non-standard number of additional cores could be an option.
I expect to see a similar riposte from Microsoft.
Probably not in it’s current form.
PS5 isnt even out yet, and you already want the successor
Most likely there won’t be any mid gens, what are they going to advertise with, ps5/xsx are already ’8k capable’ and a substantional upgrade seems further away.
Besides that, games are going to be designed for base hardware anyways, you’l only get resolution upgrades, which can be upscaled with smarter tech like dlss2 console variant.
Sony specifically called out PC hardware progression as a reason for their PS4 Pro and PC hardware progression ... continuesI'm not so sure about an absence of mid-gen consoles this generation. I do agree that a substantial upgrade seems further away though. But that's kind of why I would like to see mid-gen consoles: release a substantial upgrade in 3-5 years, that can tide over core gamers for the next 3-5. The longer the better.
Ray tracing alone is a reason for a Pro model from both consoles. In 4 or 5 years there may be a crazy distance between consoles and PCs if ray tracing becomes a hit.True, but there are things like fluid simulation, animation quality, NPC quantity that could all be dialled up on mid-gens. And, of course, ray tracing. 3-5 years of architectural improvements from AMD would yield us all some satisfying improvements. Even 52CU'ers like yourself.
My PRO never leaves 1080p. It rarely feels like it's worth it to run games at 2160.if it wasn't for PSVR, i would not have upgraded to a PS4 pro, as I still have a 1080p TV, it's not much of an improvement in normal games for me.
Yes, if there werent a 12 tflops Xbox to compete with we would have gotten a ps5 with jaguar cores and 8 tflops gpu.Midgen is easily feasible for next gen, full suite raytracing (GI, shadow, reflection) at native 4k alone would eat up all the resources. Throw in some complex fluid sim and you'll be begging for PS6 in no time. They're for the uncompromising hardcore fans like me and a bunch of others. The only people who wouldn't want a mid gen upgrade this time are the die hard Xbox fans really, they would pray Series X keeps the Tflops advantage for 7 years straight without a possible PS5 Pro that even out specs a Series XXX 3-4 years down the line.
But in the end gamers still win. Like the wise man Serizawa once said: "Let them fight"
MOD edit: Meme removed. B3D doesn't do GIFs. Please stick to words