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

It will take me much more time because I need to go to last year and find into B3D thread where the answer is hiding. The tweet was made after the Digitalfoundry article about loading R&C with a 3.2 GB/s SSD it gives me an idea where I need to search but this is reading tons of pages of the forum but I will find it.
How about you invest your free time in finding that evidence of your claims rather than replying to me.
It shows you understand nothing. 5 divided by 1.6 equals 3.125.
It's not that simple.
It means for loading R&C Rift Apart at the same speed a 3.125 GB/s SSD is needed.
Please provide evidence.
It explains perfectly why a 3.2 GB/s SSD can load R&C Rift Apart. ;)
No it doesn't as you've still not proven the game has a 5GB/s requirement.
I never said R&C Rift Apart need the PS5 SSD to run well.
And I never said you said that so this is irrelevant.
 
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How about you invest your free time in finding that evidence of your claims rather than replying to me.

I will find when I will have time during the night. I am in Europe and it is 16:02. This is much longer than this answer. But at least I know you don't understand.
 
You proved in your last replay you don't understand.

The formula is very simple. If you aren't able to understand a multiplication or a division. :ROFLMAO:

SSD speed * compression ratio equals speed of data loaded in RAM. At least in theory because in practice there are bottleneck somewhere else. Blog post written by someone working at Epic Rad Tools games creator of oodle kraken the algorithm of use in PS5.


Kraken compression acts as a multiplier for the IO speed and disk capacity, storing more games and loading faster in proportion to the compression ratio.
 
The formula is very simple. If you aren't able to understand a multiplication or a division. :ROFLMAO:

SSD speed * compression ratio equals speed of data loaded in RAM. At least in theory because in practice there are bottleneck somewhere else. Blog post written by someone working at Epic Rad Tools games creator of oodle kraken the algorithm of use in PS5.

The compression ratio for a game is not a single fixed value and the minimum transfer speed required is determined by the lowest compression value achieved.

So your example of using a universal compression value of 1.6 is irrelevant and silly.

Good day sir.
 
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The compression ratio for a game is not a single fixed value and the minimum transfer speed required is determined by the lowest compression value achieved.

So your example of using a universal compression value of 1.6 is irrelevant and silly.

Good day sir.

This is an average ;) I did not say this is a fixed value. In R&C Rift Apart depending of the compression ratio of the data loaded the portals loading time vary.
 
This is an average ;) I did not say this is a fixed value.

Funny, you didn't say it was an average, you presented it as a fixed value. Only when I bring it up do you move the goal posts and claim it was average, funny that 😂

@davis.anthony I will give you a very easy exercise if compression ratio of R&C Rift Apart is 1.6 and after decompression

And where is the proof the game has a 5GB/s requirement.

Still waiting for that evidence.
 
Funny, you didn't say it was an average, you presented it as a fixed value. Only when I bring it up do you move the goal posts and claim it was average, funny that 😂



And where is the proof the game has a 5GB/s requirement.

Still waiting for that evidence.

Again wait tonight or tomorrow morning if you are in US. 5 GB/s is probably the maximum speed they reach. It doesn't mean it is not slower at another moment depending of compression ratio.
 
There's a reason why I've had Chris1515 on ignore for several years now.

It's not worth your response time; he's a troll. Not even an entertaining one, at that.
 
There's a reason why I've had Chris1515 on ignore for several years now.

It's not worth your response time; he's a troll. Not even an entertaining one, at that.

I don't care about what you said and reading a few pages at the beginning of the thread you were reading my post last year. I searched a little into this thread. :ROFLMAO:
 
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But the beginning of this thread is funny before rooting for his new PC config it seems he was a bit of a PS5 fanboy with some pearl.


With a special compression oodle + Lz

 
The compression ratio for a game is not a single fixed value and the minimum transfer speed required is determined by the lowest compression value achieved.

So your example of using a universal compression value of 1.6 is irrelevant and silly.

Good day sir.

Yes, he didn't have to state that it's an average value because it can be assumed that it's an average value. Anyone that pays even the slightest attention to compression ratios knows that it's generally accepted that they are stated in one of two ways.
  • Compression ratio of X number = average compression ratio.
  • Compression up to X number = maximum attainable compression ratio.
Minimum ratio is almost never stated as it's a meaningless number. The minimum compression ratio for virtually all compression algorithms is 0 because there can be data that is uncompressable. You do occasionally see a statement that might state that for X file type you will generally see a minimum compression ratio of Y. Even then there's a "generally" caveat as while they haven't seen lower in testing, they can't definitively know whether or not a file of type X won't result in a lower compression ratio than Y.

If you really did understand compression and how it interacts with other systems you would know this. As well it's a bandwidth multiplier assuming that the data doesn't require a significant amount of time to decompress. Again this is common knowledge and there's really no need to present evidence.

Random examples.
  • 1 second to transmit 1 TB of data. Baseline.
  • 0.5 seconds to transmit 0.5 TB of data. Data contains 1 TB of data compressed with a 2:1 ratio that takes 1 second to decompress. Worse effective bandwidth than no compression.
  • 0.5 seconds to transmit 0.5 TB of data. Data contains 1 TB of data compressed with a 2:1 ratio that takes 0.5 seconds to decompress. No benefit WRT bandwidth.
  • 0.5 seconds to transmit 0.5 TB of data. Data contains 1 TB of data compressed with a 2:1 ratio that takes 0.1 seconds to decompress. Effective bandwidth increased.
Take, for example, video streaming. Various forms of compression are the only reason that high resolution Video can be viewed in real time over a 10 Mbps connection. Without compression there would not be enough bandwidth.

Or getting into something less known to the common layperson, the whole reason that Internet that you use can provide you with modern bandwidth speed is because of ... yup, data compression. The telecommunication industry uses advanced compression and decompression hardware to be able to sustain high bandwidth data transmission. Without it the data would be too large to attain modern bandwidth speeds.

In most modern day applications requiring high bandwidth (Wifi, ethernet, Internet trunks, etc.) finding more efficient ways to compress and/or decompress data (either algorithmically or via better hardware for compression/decompression) with higher compression ratios is one of the pillars to end consumers seeing increased bandwidth in their devices. It isn't the only one before someone wants to be pendantic, but it is a major one.

Everyone should, however, also keep in mind that while this applies to SSDs, it also applies to RAM or any other place where data can be stored.

Regards,
SB
 
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My gamepass trial ran out so can't test this, but in patch #2 for High on Life they have added a shader pre-compilation stage. Notably they mention the Gamepass version specifically, so perhaps in this case the people saying "Works fine on my PC!" were not being willfully blind to it and had the Epic store version where it may have been included earlier, who knows.

Sucks that these are released in this state to begin with and there are still too many UE4 titles that haven't been patched, but at least some are eventually addressing this.

edit: um why I posted it in this thread I have no idea

 
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My gamepass trial ran out so can't test this, but in patch #2 for High on Life they have added a shader pre-compilation stage. Notably they mention the Gamepass version specifically, so perhaps in this case the people saying "Works fine on my PC!" were not being willfully blind to it and had the Epic store version where it may have been included earlier, who knows.

Sucks that these are released in this state to begin with and there are still too many UE4 titles that haven't been patched, but at least some are eventually addressing this.


Steam and I'm assuming EGS allow the developer to post patches for games without going through any review process. It's possible that since GamePass is on a content managed backend system (Microsoft Store) that it has to go through a review process so fixes for games tend to lag behind Steam. I've noticed this with other games where patches are not only not as frequent on GamePass/Microsoft Store, but they aren't as up to date as the Steam version if there is frequent patching going on.

Regards,
SB
 
It was difficult and a long search but I find what I was searching for R&C Rift Apart 5 GB/s comment from Elan Ruskin an Insomniac developer and William Bundy from RAD Tools game. And it help understand developers only see the speed after decompression inside the performance analyser and than they don't care of the PS5 SSD speed. The important number is the the volume of uncompressed data in RAM in a certain amount of time...




I posted it myself

Now another search where is Demon's Soul's Remake 3 to 4 GB/s after decompression but I am pretty sure it is inside the interview of John with Bluepoint Games dev but it is a long video.:) At least the game looks good.

And I find some good tweet about the packaging the PS5 game with automatic compression of the game and like Mark Cerny told automatic decompression at runtime because my first attempt was to see Elan Ruskin tweet but it stopped at April 2022 inside twitter.


And how difficult it is to maintain fast storage speed , bad memory allocation can kill loading time.


And another great things it make me goes again inside the 2021 Digitalfoundry content and the quality of the content is great. @Dictator

EDIT: I hope PCIE 5 consumer SSD will arrive as soon as possible on PC like this we can change of subject every time someone talk about HDD and SSD.
 
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There's a reason why I've had Chris1515 on ignore for several years now.

It's not worth your response time; he's a troll. Not even an entertaining one, at that.

He's still pusing the Supercharged SSD in the PS5 over two years after launch. The determination of some is truly out of this world. That SSD-hype has died a long, long time ago.
All his efforts are for nothing, the PS5 SSD has left me 'its fast, but its outpaced along time'.
 
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