Next-Generation NVMe SSD and I/O Technology [PC, PS5, XBSX|S]

they apparently use LZ gpu transcode for unreal 5 and not the internal hardware decompressor... at least from what I understand
at 1:02
Oooff. This is a long one. I’ll need to convert this into text and scan. Thanks for sharing.
 
What about install sizes? ps5 is only 15gb instead 34gb on ps4.
I noticed this. Crazy small. When it first finished downloading, I assumed it was doing the thing where it installs enough of the game to start playing, whilst contuining to download in the background. It never changed. :runaway:
 
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I noticed this. Crazy small. When it first finished downloading, I assumed it was doing the thing where it installs enough of the game to start playing, whilst contuining to download in the background. It never changed. :runaway:
Out of everything, this is what impresses me the most about PS5.
 
Out of everything, this is what impresses me the most about PS5.
Yeah. It's all very well explained; less duplicated assets and better imagine compression with texture packs often taking up the greatest volume of some game installs. But it's still really nice. :yes:
 
I noticed this. Crazy small. When it first finished downloading, I assumed it was doing the thing where it installs enough of the game to start playing, whilst contuining to download in the background. It never changed. :runaway:
Well, the size of skyrim on PC also was in that range a while ago. Nowadays everything is just added and nothing is replaced. E.g. even low end models or texture the upper spec PCs would never use are still in those packets. While the PS5 "native app" (it is still the old engine beneath) has just assets it really uses. And the xbox version has again the "disadvantage" of having the xbox one packets + additional packets for the higher res stuff on xbox one x and the series x has not even a "native" app. I really hope developers get their "build-management" up for the next generation soon. It would really be nice if games that need to be on the internal SSD (because of the newer "awareness-mode") would also benefit from the use of it. Else those games should really just be startable from the external drive. E.g. I never understood why Forza Horizon 4 now needs the internal storage and can't be on my external (SATA-)USB-SSD. It really can't be the games assets that might stream to slow. It is just the awareness that of the "native app".
 
Well, the size of skyrim on PC also was in that range a while ago. Nowadays everything is just added and nothing is replaced. E.g. even low end models or texture the upper spec PCs would never use are still in those packets. While the PS5 "native app" (it is still the old engine beneath) has just assets it really uses. And the xbox version has again the "disadvantage" of having the xbox one packets + additional packets for the higher res stuff on xbox one x and the series x has not even a "native" app. I really hope developers get their "build-management" up for the next generation soon. It would really be nice if games that need to be on the internal SSD (because of the newer "awareness-mode") would also benefit from the use of it. Else those games should really just be startable from the external drive. E.g. I never understood why Forza Horizon 4 now needs the internal storage and can't be on my external (SATA-)USB-SSD. It really can't be the games assets that might stream to slow. It is just the awareness that of the "native app".

Here's the thing though. Xbox has smart delivery. Bethesda is now a 1st party development house.

None of that should be an issue in the game, so it's a bit of a concern that there's no XBS versions of the games or that they are doing anything at all to leverage the I/O subsystems on the XBS consoles. Of course, Bethesda is relatively new to Microsoft Game Studios so it's possible this project started prior to officially becoming part of the MGS family. But it's still a bit of a concern as you would expect they would have put some priority on an XBS version that at least attempts to take advantage of the technology available for such a high profile title. Yes, it's an old title and jokes about remasters and rereleases abound, but it's still a high profile title that certainly doesn't put the XBS consoles in a good light on the storage front.

Regards,
SB
 
Project was in flight before the Xbox acquisition. If it was a new project, you would not see any release on PlayStation platform.
 
When MS talks about VA and having super fast loading they are including the use of SFS.

Regardless of that, still think they could possibly do more with their packing etc.
I'm hoping it will improve when not dealing with last gen, as I think it's just easier to generally package everything, and you'll still see big improvement with just SSD anyway is their view.
 
How do the game patching processes compare on the two platforms?

No idea but I would imagine with Microsoft's heavier efforts in to their BC and software stack it would be easier on XS? We have after all seen more games on XS with greater improvements (Res+texture boosts) while they've been straight ports on PS5.

But saying that in regard to loading and I/O, PS5's I/O system does seem more hardware driven and not as dependant on moving to a new API (Direct Storage) to get the bulk of the performance improvement so it's likely the reason why there's more games that have been patched on PS5 that see larger loading reductions.
 
As I understand it, PS5 uses the same method as PS4, completely rewriting the game. With smaller files and an SSD, at least that's not as crippling as PS4's HDD was. Honestly, 40 minutes to update an online title every patch so you can play it is insane! XB's larger files and redundant data make it unobvious to me how files are handled. I understand it uses a fine granularity and just patches changes?
 
As I understand it, PS5 uses the same method as PS4, completely rewriting the game. With smaller files and an SSD, at least that's not as crippling as PS4's HDD was. Honestly, 40 minutes to update an online title every patch so you can play it is insane! XB's larger files and redundant data make it unobvious to me how files are handled. I understand it uses a fine granularity and just patches changes?
There have been many times in which I see the e whole game get reloaded; call of duty for some reason comes to mind. Ie: when we moved from gen8 to gen9 games they did not patch; but gen8 to gen9aware was a patch.

there’s no doubt the process at least on Xbox side isn’t as streamlined or has more difficulties than PS side. This may come down to the feature set support when concerning smart delivery as well as VM container support for each title.

in the case of the above, we are seeing a move to gen9 aware, so essentially very little work was done beyond just making it try to use more series consoles hardware.
 
Xbox does not have the separate patch installation step that PlayStation platforms have.

The COD lack of patching is because Activision did not use smart delivery because they wanted to charge for current-gen upgrades. So COD Xbox One is entirely different game than COD Xbox Series. You can not use that game or any other money grab titles that require a separate purchase to define how Xbox handles things. They have gone out of their way to not use normal Xbox processes in order to extract the most money from consumers.
 
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