Nothing is free. 3D audio on PC has a CPU cost.Worth noting that the PC version features the same 3D audio and requires no hardware based audio unit to achieve it.
Nothing is free. 3D audio on PC has a CPU cost.Worth noting that the PC version features the same 3D audio and requires no hardware based audio unit to achieve it.
Nothing. You. Posted. Refutes. What. He. Said.
Reread that a few times.
Ok? That's great. What does PC have to do with anything I said about PS5 3D audio implementation? Seems like you want to inject PS5 vs PC comparisons at random here.
No loss whatsoever. Bye.You've been childish throughout this entire exchange. Blocked.
He shows clearly that when all other factors are controlled, a much slower CPU and SSD make virtually no difference (to a point), and he also notes the same for GPU speed and PCIe bandwidth.
The video you posted falls in line with everything else that's been measured, i.e. ~34-37s for the NVMe PC load regardless of specs which impact the overall time in an incredibly minor way compared to the actual performance difference in those specs. Yes the PS5 is marginally faster at around 33 seconds but this is absolutely around the same speed in the contect of the massive variation in hardware capabilities that are being tested.
Further reinforcing the point, here we have here a Ryzen 2700 + GTX 1060 with a 2.5GBs NVMe falling within that same load time window:
If you watch the Digital Foundry videos you will see that PS5 drops frames and has frame time spikes during the portal transitions.You can’t simply compare the time it takes the portal sequence to complete without analyzing the underlying performance. PS5 manages to load required data from SSD to uncompressed format in memory while maintaining performance.
Neither is PS5.The midrange and even upper midrange are not able to do that.
I get frame drops on my 4070ti at 100fps+You see performance tanking 50% because the data isn't loaded in time to generate subsequent frames.
Can you clarify 'SSD bandwidth'That is why I've been saying from the start the SSD isn't the most consequential aspect of PS5 i/o. The decompression hardware is much more important in this case due to the relatively small ssd bandwidth needed to get game data off the drive.
What if you're loading and doing more in those extra 4 seconds?Completely different from the next step of decompressing for gpu ready format. 33 vs 37 seconds isn't a big deal when booting into a game, but it is a major deal when we're discussing in game sequences and calculating frame time in milliseconds.
If you watch the Digital Foundry videos you will see that PS5 drops frames and has frame time spikes during the portal transitions.
So performance isn't as smooth as you're implying.
Neither is PS5.
You can’t simply compare the time it takes the portal sequence to complete without analyzing the underlying performance. PS5 manages to load required data from SSD to uncompressed format in memory while maintaining performance. The midrange and even upper midrange are not able to do that. You see performance tanking 50% because the data isn't loaded in time to generate subsequent frames. That is why I've been saying from the start the SSD isn't the most consequential aspect of PS5 i/o. The decompression hardware is much more important in this case due to the relatively small ssd bandwidth needed to get game data off the drive. Completely different from the next step of decompressing for gpu ready format. 33 vs 37 seconds isn't a big deal when booting into a game, but it is a major deal when we're discussing in game sequences and calculating frame time in milliseconds.
I’m not sure I agree with this fully. Nanite’s biggest advantage is being able to render pixel triangles, but that doesn’t necessarily mean the whole screen is completely made of it. That would be dependent on the game title, so its performance outside greater than 6pm triangles still matter.Ok but when discussing Nanite, it's generally understood we're analyzing it's capabilities with subpixel geometry rendering.
Some systems can see major frame time spikes and stutters during that sequence for sure. But there are other factors at play here:
- VRAM limitations. The portal transition scene will place a heavy load on VRAM and on cards with 8GB or less which we know are limited in this game, they are likely running into issues there. I suspect the vast majority of the most serious stuttering we see in that sequence relates to that.
- The PC does seem to have some minor shader compilation stutter during that sequence which may have an impact on some of those video's if it's the first run through. The following video demonstrates both that, and how on a system that is not VRAM constrained (3080Ti 12GB) the sequence can be perfectly smooth at PS5 like settings (actually with a much higher average framerate and lows. Large frame rate swings are to be expected of course given the different environments on display.
I’m not sure I agree with this fully. Nanite’s biggest advantage is being able to render pixel triangles, but that doesn’t necessarily mean the whole screen is completely made of it. That would be dependent on the game title, so its performance outside greater than 6pm triangles still matter.
Some major considerations here: a great deal of many games have triangles greater than 6px because anything smaller would choke the pipeline. So the fact that we’re seeing Nanite choose the 3D pipeline for larger triangles still shows how fast that pipeline is.
Mesh Shaders are still absolutely important and will play a role for games in the future.
Your video literally shows a frame time spike in fidelity mode during the portal transition as well as a frame drop.These are not performance dips, they are duplicate frames for image reconstruction at sub 4k. See below. Notice how the native 4k mode doesn't have these duplicate frames or related frame time spikes as often.
Didn't you recently claim PS5 Pro would easily beat a 7900XT/X in RT?If you decide to contend can you please attach some evidence? You have a tendency to throw out claims with no accompanying evidence.
Again, your video shows frame time spikes, the low frame rate masks it a little better.No, the PS5 does not suffer performance dips. See above.
At ps360 times it was around 5% of one core. That was the time e.g. the last 3d audio chips died (still have my xfi but no longer in my PC). As more and more cores were available that idled around 3d audio was even less of a problem. Even the consoles had chips to save some CPU resources, but even than they were not really used that much.Nothing is free. 3D audio on PC has a CPU cost.
Your video literally shows a frame time spike in fidelity mode during the portal transition as well as a frame drop.
There are stutters and frame time spikes on PS5, so it's not perfectly smooth despite its super duper I/O hardware.The performance mode drops from 60 to 59. The fidelity mode graph drops from 30 to 29. These are duplicate frames, not i/o or gpu drops.
Why can't you offer any video evidence of any PC stuttering that is limited to single frame drops? I've asked you multiple times now to provide evidence.
What is your definition of reasonably modest?
This will forever be impossible to test, so we just have to go with on paper specs; The PS5 i/o is 130% faster than Series consoles therefore we can only assume Sony first party games would run at least twice as fast on a hypothetical, never-to-happen, xbox port during i/o limited situations.
Well, there is this little game called Spider-Man 2 set to release in a couple of months that should provide some answers.
That will certainly be the next big port that I'm interested in looking at from the SSD/IO perspective. And by that time - hopefully - Nixxes and Nvidia/AMD will have their DS 1.2 game fine tuned (or dropped in favour of DS 1.1).
During the portal transitions? It absolutely does. From your own linked video:No, the PS5 does not suffer performance dips. See above.