I laid it out for you but you still don't get it. The SSD isn't special. It's the decompression block that is the most important, complimented by the other i/o hardware.
Just because you describe as simple doesn't make it true. Listen to an actual directly explain why your premise is wrong.
The SSD isn't special.
Perhaps go back and re-read my post with careful attention to this line:
"With the PS5's CPU, that decompression could be done on the CPU - perhaps with some limitations at extremely high throughputs, but nothing to pressure the 'modest' streaming requirements of say R&C."
I already acknowledged that the PS5's CPU might be limited at very high throughputs. But it is plenty fast enough for the most extreme real world use case we to date, and perhaps that we will ever have in R&C.
The bottom line here is that without the decompression block, throughput speeds may be somewhat constrained by CPU decompression capability in extreme cases (of which we have no existing real world example). You still get massively faster throughput than a HDD affords though, and you get all the benefits of the orders of magnitude better latency memory access which is fundamental to enabling true "next gen" software techniques like Nanite.
I guess the arguments here boil down to
1) Will gaming this gen end up with 1 second complete reloads of content?
2) How dependent will that be on PS5's particular IO features and will other platforms attain it another way (ideally without just gobs of RAM!)?
I think most of us believe 1 isn't going to happen due to production limitations on generating and storing that much content, and 2 is covered by CPU and GPU and a chunk more cacheing maybe. I've personally yet to read compelling arguments against either of these views, particular a rationalisation on the content and delivery of the "1 second" content stream. Indeed, it'd be interesting to look at the engineers' calculations and forecasts and to see how they arrived at that future!
It’s a great marketing tool, but I think development realities are different. The closer you get to JIT the closer you are asking SSD to act as an extension of VRAM. And we know today VRAM is so slow that GPUs have been designed with thousands of threads so that it can switch back and forth while it waits for new information to arrive.To be particular, the claim made was somethng like one second of content being flushed every second. I don't know what the exact quote is though. The value of overhead to deal with extreme IO demands is obvious and not disputed.
I'm not exactly sure how this is to further push the SSD i/o gimmick?Look at this, Sony is spending millions of dollars on custom cloud server infrastructure to further push the SSD i/o marketing gimmick. You guys saw right through them.
No developer or Mark Cerny has ever talked about the real benefit of being able to load all your assets in Just in Time; other than to say that the hardware could potentially pull it off.
Chunking a world up is par for the course for level streaming. That is not the same as streaming in only what you can see.Again, this isn't true. Bluepoint explains exactly why JIT streaming benefits Demon Souls, not some hypothetical game destined to release in the future. As they say, each level is divided into multiple sub-level areas and the assets for these sub-levels is streamed in on a JIT basis just as the player reaches the zone. The benefit being they can have more and higher resolution textures. It's all stated here. I bookmarked it for you, you don't even have to seek. The thing you said developers haven't said, was said at 19:13 - 20:04; three years ago. Actually now that I think about it, maybe that is why there is no news of a Demon Souls port yet. They're still trying to figure out how to deal with a game completely designed around significant asset streaming. A much more difficult task than Ratchet was.
Again, this isn't true. Bluepoint explains exactly why JIT streaming benefits Demon Souls, not some hypothetical game destined to release in the future. As they say, each level is divided into multiple sub-level areas and the assets for these sub-levels is streamed in on a JIT basis just as the player reaches the zone. The benefit being they can have more and higher resolution textures. It's all stated here. I bookmarked it for you, you don't even have to seek. The thing you said developers haven't said, was said at 19:13 - 20:04; three years ago. Actually now that I think about it, maybe that is why there is no news of a Demon Souls port yet. They're still trying to figure out how to deal with a game completely designed around significant asset streaming. A much more difficult task than Ratchet was.
Chunking a world up is par for the course for level streaming. That is not the same as streaming in only what you can see.
But Can you point to where BP says they loaded a 4GB texture JIT for demonsouls? They indicated breaking the game into smaller submodules. Mark Cerny is suggesting here to toss assets except what is in the viewport according to that clip above. Once again I’m a suggesting that tech demos are not the same as real dev work. Just because it’s feasible to do in a tech demo, that doesn’t make it feasible to do in a game.Wait a minute you're moving the goalpost here. Remember this started in the DF thread and this particular DF Direct question is where we began.
The patreon member is referring to this where Cerny says you can load 4gb texture as the player turns. This is what I'm saying bluepoint has done and they said it. Splicing the world is common, but not streaming anywhere near the levels of PS5. Prior to PS5 I do not know of a game that has streaming 3gb/s compressed assets ~6gb raw to be used as a player turns a corner. I'm not talking about boots or respawns here. If you show me a game that has done this I will rest but that is what I've been saying.
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Reyes is related but ultimately different and will rely on how ambitious of a game developer wants to make their game and the game engine will need to evolve to match. Yes PS5 makes REYES realized because that is where Cerny is talking about hot memory for the next second of gameplay.
well maybe sony investing for the third time in this space will be the charm for them to get it right ?Look at this, Sony is spending millions of dollars on custom cloud server infrastructure to further push the SSD i/o marketing gimmick. You guys saw right through them.
I hope so. Night Trap did that on Sega CD every time you switched cameras/rooms using a 150KB/s CD drive. Load times and asset management are a design choice.1) Will gaming this gen end up with 1 second complete reloads of content?
For me, the smartness here is economic. Moving storage from (V)RAM to SSD saves a truckload of cash. I totally want the pursuit and completion of perfect streaming engines and to see how small and slight a computer is actually needed when work is 100% efficient. The difference between what such a minimal computer and what a monster computer will be no different though, as you'd expect.It’s a great marketing tool, but I think development realities are different. The closer you get to JIT the closer you are asking SSD to act as an extension of VRAM. And we know today VRAM is so slow that GPUs have been designed with thousands of threads so that it can switch back and forth while it waits for new information to arrive.
Now we introduce SSD latency that is massively less bandwidth and significantly slower than VRAM and you’ve sort need yo ask yourself why.
What value do you gain? Is it not more reasonable to have a slightly larger streaming pool and to avoid the headache of all sorts of race conditions with the SSD that could result in a stall?
This is where I see the land of diminishing returns, the trade off for streaming of SSD is ultimately to reduce VRAM footprint, there’s nothing else to really discuss.
As a mod, I'm gettting annoyed with your unproductivev stance. We're engaging with you civilly. If you can't extend your debate beyond "I'm right as proven by a reference to seniority", you should'nt really be posting here.Look at this, Sony is spending millions of dollars on custom cloud server infrastructure to further push the SSD i/o marketing gimmick. You guys saw right through them.
Demon's Souls doesn't read nearly as much data as you think. I've already tested the game in this post here and it only read ~100GB from disk over the course of 30 minutes of playtime.The patreon member is referring to this where Cerny says you can load 4gb texture as the player turns. This is what I'm saying bluepoint has done and they said it. Splicing the world is common, but not streaming anywhere near the levels of PS5. Prior to PS5 I do not know of a game that has streaming 3gb/s compressed assets ~6gb raw to be used as a player turns a corner. I'm not talking about boots or respawns here. If you show me a game that has done this I will rest but that is what I've been saying.