DavidGraham
Veteran
It was a first time launch after a long shutdown.If the game pages are not in RAM already? Kinda doubt that.
It was a first time launch after a long shutdown.If the game pages are not in RAM already? Kinda doubt that.
It was a first time launch after a long shutdown.
Also reading from flash needs 50% of voltage compared to writing, AFAIR.
And even more and longer for erase.
All of the current PC SSD drives are heavily optimized for a considerable write pressure.
I suspect that console write pressure is much lower.
It does offer a lot of options for creating worlds that persist more though
if you look at the design of MS's external card its made in a way that the metal casing contacts an internal heatsink that gets air flow in the consoleDon't think cooling the SSD will be much of a problem, MS seems to be able to cool their tiny SSD memory cards with a very small heatsink embedded on them, while they are somewhat slower, they are also smaller. Sony could put a bigger heatsink on their SSD.
damn, that's a good eye you have thereif you look at the design of MS's external card its made in a way that the metal casing contacts an internal heatsink that gets air flow in the console
https://www.bing.com/images/search?view=detailV2&id=C900197E22A57C84B42D7992D1E57D63A9C86EE1&thid=OIF.A9VdevmnifGJ/pbhaL4umw&mediaurl=https://gambar.dafunda.com/wp-content/uploads/2020/03/xbox-series-x-internal-hardware-closeup.jpg&exph=450&expw=800&q=xbox+series+x+internals&selectedindex=17&ajaxhist=0&vt=0&eim=1,2,6&ccid=nam/4KPQ&simid=146906518330&sim=11
That's a tiny, tiny write stream.
its easier when you can take it apart and see whats whatdamn, that's a good eye you have there
Persistence and bashing all manner of things are some of the things I would sure like to see with the new systems. Might even be a differentator in terms of gamplay.What if I could deform every mesh and put graffiti on every texture ... [emoji16]. The write stream I agree would probably still be small. The fact that every object needs to be stored only once though with an id associated to it and low latency could allow this to be far more efficient and possible.
Bring on a Dreams that can make massive worlds and only have regional thermos [emoji16]
The fact that 20 occurs in both numbers make me think one was a misinterpretation.The article states that the engine could consume up to 20 GB/s of bandwidth. However, the video at 19:00 states that Cerny indicated the engine could consume 20% of system bandwidth, which would be a more sizeable 90 GB/s.
There's a quote in the article that explains it:damn, that's a good eye you have there
PC NVMe SSDs often lose performance simply because they get too hot - and this required some innovative engineering for the new Xbox. "We have these competing set of springs that we call thermal bias springs," says Jim Wahl. "What that does is that it actually biases the card up against this top thick heatsink, so that the card is transferring heat through its connector into the chassis off to cooling air as it goes through the system... there's tons of engineering that just sort of sharpens the pencil and gets it right."
The article states that the engine could consume up to 20 GB/s of bandwidth. However, the video at 19:00 states that Cerny indicated the engine could consume 20% of system bandwidth, which would be a more sizeable 90 GB/s.
damn, that's a good eye you have there
The Tempest engine's CU is fed by a DMA engine, which usually falls under IO coherent or something similar.Maybe he is referring to system memory bandwidth.
Or for better words the audio processor may be attached to a cpu coherent bus.
The video mentioned that they needed to be careful about allowing the CU to pull too much bandwidth, and at least naively a GCN CU is more than capable of pulling that much.No way the Audio DMA is taking anything like 90G/s,
The total DMA's for audio will likely be very small, BUT DMA gets it's efficiency from large transfers.
So unless they have some streaming mechanism setup - which might be likely, i dont know
even 10Gb/s transfer could impact the rest of the system like 30Gb/s of video transfers.
The Tempest engine's CU is fed by a DMA engine, which usually falls under IO coherent or something similar.
The video mentioned that they needed to be careful about allowing the CU to pull too much bandwidth, and at least naively a GCN CU is more than capable of pulling that much.
Some of the figures give for the CU sound like they could come from a stripped down GCN as readily as they could come from RDNA, given how sparse the details are.
Theoretical limit and realistic impact in real-world games? 20 GB/s is a LOT of audio data. Uncompressed audio at 48,000 Hz 16 bit is about 96,000 bits/s. 20 GB/s would be 28,000 concurrent sound streams per second. Tempest can only mix 512 sounds which would be a peak audio data rate of 48 MB/s assuming uncompressed. At that data rate you can go fricking 24 bit 96 kHz and hardly touch the bus. Data usage must be for 3D data or something. I think 20 GB/s is loads.The article states that the engine could consume up to 20 GB/s of bandwidth. However, the video at 19:00 states that Cerny indicated the engine could consume 20% of system bandwidth, which would be a more sizeable 90 GB/s.
What if you made a VR game that is audio only like a simulation of what it is like to be blind? Or a 3D or even 2D music game?
But seriously it will clearly be up to a dev how much you want to use, but you’re not likely to run into an upper limit quickly that much seems clear.