Oodle software isn't free. Sony is paying for a license in every PS5 devkit to use Oodle Texture and Kraken.
Are you suggesting nvidia will be paying Oodle Texture and Kraken licenses for every single PC game developer? Did nvidia say they support Kraken decompression using RTX IO?
Now that you mention this, did nvidia ever even mention what formats they're able to decompress on their GPUs? I can't see that anywhere.
Where are these 11GB/s coming from?
The 9GB/s with Kraken alone came from the 5.5GB/s raw with 1.64:1 compression ratio, 5.5GB/s x 1.64 = 9GB/s.
With Oodle Texture on top of Kraken, Oodle is claiming ~74% higher compression than Kraken alone, meaning 2.85:1.
So on the same raw 5.5GB/s they now get 5.5GB/s x 2.85 = 15.7GB/s. On the example taken from that blog post, they're mentioning a texture "from a recent game" showing a 3.16:1 compression ratio with Kraken + Oodle Texture, meaning the PS5's IO is sending that texture at
17.38GB/s.
Where are these 11GB/s coming from, that you conveniently compare to nvidia's
superior 14GB/s number that no one was ever able to measure anywhere?
No, my argument is you're taking way too many conclusions out of a couple of slides from nvidia that doesn't really say anything other than:
- RTX IO
could do 14GB/s effective throughput
if
1- there's a SSD in your system that reads at 7GB/s,
2- your O.S. / DirectX is upgraded to support DirectStorage (and it works as advertised),
3- your CPU+motherboard combo lets the GPU use the SSD as slave and
4- there's a 2:1 compression ratio in place using some format that no one knows what it is because nvidia hasn't told us which.
Not to mention, 2:1 is a compression ratio that despite nvidia's claims, no fast compression format had ever been able to achieve before Oodle Texture, which will not become widely available to PC game developers unless you really think nvidia will be buying licences to them all.
(edit: formatting)