and linking two PS5 ? what kind of port would it need to reach enough speed ?
RS-232 should suffice, with good enough compression.....
Clearly it's whatever is on the back of the PS5 - duh
and linking two PS5 ? what kind of port would it need to reach enough speed ?
RS-232 should suffice, with good enough compression.....
how to upgrade your PS5 into PS5pro....
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Yes, it uses RDO on the fly. It's a preprocessing step and works naturally with kraken without any additional processing required when decompressing it.That poster is assuming the PS5 can use RDO on the fly. I don't know if that's true.
Though if it does, those numbers would explain why the decompressor has a ~24GB/s bus to the RAM, which sounded like a massive overengineering when Cerny said it would be doing 8-9GB/s on average.
Did someone on Sony's side confirm this? Is there something on the I/O Complex doing that pre-processing?Yes, it uses RDO on the fly. It's a preprocessing step and works naturally with kraken without any additional processing required when decompressing it.
No it's how RDO works. It makes the data compress better with kraken or zlib. The preprocessing is actually done when packaging the game, it's basically part of the compression step during development. It requires nothing on the console, and it also works on PS4. The blog explaining Oodle Texture confirms this.Did someone on Sony's side confirm this? Is there something on the I/O Complex doing that pre-processing?
I do see those two coprocessors that could be doing that, but I don't know of any confirmation on Sony's part.
No it's how RDO works. It makes the data compress better with kraken or zlib. The preprocessing is actually done when packaging the game, it's basically part of the compression step during development. It requires nothing on the console, and it also works on PS4. The blog explaining Oodle Texture confirms this.
Interestingly the 8.5 GB/s average speed stated by Cerny (in real game, not short ideal benchmark) is without this Oodle texture RDO improvement.Ok I think I get it now. Oodle Texture RDO simply repackages the already-BCn-compressed to increase compression rate, but the resulting textures are still in BCn format for GPU use. And when working with Kraken it provides 20-50% compression rate. So assuming a ~50% compression rate from Kraken, and up to 50% of RDO-over-Kraken, we get 0.5*0.5=0.25. Assuming a 5.5GB/s throughput from the SSD to the decompressor block, we're then getting 5.5/0.25 = 22GB/s for textures.
I.e. Sony had to know RDO was coming. They weren't going to make a ~24GB/s bus from the IO Complex to the RAM to pass an average 8.5GB/s of effective data using Kraken, just to have Oodle now releasing by surprise a texture pre-processing software that takes full advantage of that bus.
Exactly. His statements were a curve ball to the console's effective throughput with textures. He was actually sandbagging with the already impressive 8.5GB/s number.Interestingly the 8.5 GB/s average speed stated by Cerny (in real game, not short ideal benchmark) is without this Oodle texture RDO improvement.
So what's the point of having a decompression I/O complex which can decode faster per second than the amount of RAM that you have in the console itself? Honest question.
So what's the point of having a decompression I/O complex which can decode faster per second than the amount of RAM that you have in the console itself? Honest question.
Again, it’s because while you may not need 20GB of data to be transferred in 1 second, you may very well need, say, 3GB to be transferred in 0.15 seconds.
Very fast Loading or have very fast portal... It means you can load something in less than a second.
Terrible idea. The high-end console will clearly be held back by the "light" console. /s
That poster is assuming the PS5 can use RDO on the fly. I don't know if that's true.
Though if it does, those numbers would explain why the decompressor has a ~24GB/s bus to the RAM, which sounded like a massive overengineering when Cerny said it would be doing 8-9GB/s on average.
Massive overengineering for some things, while leaving other things lacking (cough memory bandwidth on PS4 Pro and PS5 cough), yep that sounds like Cerny.
Also this sub is weirdly obsessive with Oodle. It just makes the final package a bit smaller guys, that's it, and it's lossy compression on top of the already lossy block compression formats as it is. Honestly only packing Z-lib kinda sucks, for compression of the game without the CPU getting involved in decompression Microsoft's BCPack is probably a good deal better. Deflate compression ratios for textures suck, you need image specific compression schemes to get good ratios. BCpack could easily fit another 4:1 lossless compression or better with realtime asic decompression, which the z-lib just doesn't match.