Again, isn't it cheaper to have Multiple GBs of very cheap auxiliary ram for that purpose? Something with barely larger bandwith but no seek times would already be a big win for streaming and virtualized textures/geometry etc.Whatever they do, please sell them with included fast SSD, so we can use virtual memory (texturing...) w/o issues!
Whatever they do, please sell them with included fast SSD, so we can use virtual memory (texturing...) w/o issues!
And that's why they'll still ship their next PS with a fully unified memory pool dedicated for the games as seen on PS4, Pro and XBX (supposing Cerny is the PS5 architect)....
The actual reason sony did not go that rout in my opinion was to give devs the message they were really considering ease of develoment this time.
I don't believe in a cheap and slow pool of ram dedicated for textures (or anything else) because it wouldn't be a flexible solution. Some games might not need it, depending of the engine used. Some games might need more of it and some less and in most cases it would mean more work for the developers to adapt their engines to the slow pool of ram (should reminds us the tragic esram predicament except with a slow pool of ram instead of fast...).Again, isn't it cheaper to have Multiple GBs of very cheap auxiliary ram for that purpose? Something with barely larger bandwith but no seek times would already be a big win for streaming and virtualized textures/geometry etc.
Loading data straight from its source to memory is ideal.
What would be the point of an extra memory pool ?
Copy my resources twice [disk->slow RAM->usable RAM] ?
Introduce more latency [when loading from disk] ?
Use it as a disk cache ? [In that case I think an SSD/HDD hybrid would be better than putting extra burden on the dev shoulders...]
Loading data straight from its source to memory is ideal.
I don't have access to any Vega documentation, my understanding sofar was that Vega Virtual Memory was compatible with the CPU (granularity, addressing) so it could access the whole RAM as a cache/store instead of just 256Mio like it does atm.With automatic paging from memory introduces with Vega it will probably reduce the work for dev... The problem of SSD is the cost too expensive for a 399 console and 32 Gb of HBM seems very expensive for 2019/2020 release date...
If you mean paging from disk, you'd better have a very fast/low latency disk... so an NVMe SSD...How about most of the entire game memory addressable without needed to load anything from storage until you have put in a different game ? Laying out the data structures for being slurped up into the APU so that various forms of memory management of the gaming world wouldn't even be needed. I recall something about Gorilla Games using compute to "de-frag" texture data so would there be a way of structuring the layout of data to begin with that wouldn't change ( or change much and managed easily ) regardless of what was happening in the game world and would that add some value WRT freeing up computational resources ?
Of course making that work cross platform seamlessly enough would be a problem to solve.
The PS4 Pro expanded the DDR3 capacity for the southbridge chip, and since it was already there the change was incremental. It does provide direct storage for an OS, but not the one run on the APU where the game is.Considering the fact that ps4pro has a separate pool of cheap/slow memory for OS and aparently that didn't become such a big overhead in design complexityas I've heard claimed before, wouldn't the smart design solution be to have LOADS of the cheap memory for caching virtual texture and asset streaming, which are big eaters of memory but don't need fast access all the time, and have a cosr effextive 8 or 16GB lightning fast pool dedicated only for what really needs it for?
Actually not paging but actually having everything in memory as opposed to leaning on paging to storage. Fast storage is great but it can also be a bit of a gate if you were trying to do something more interesting than what you could get with a PC for instance.If you mean paging from disk, you'd better have a very fast/low latency disk... so an NVMe SSD...
Are you still living in the 60s when we didn't use paging at all?Actually not paging but actually having everything in memory as opposed to leaning on paging to storage. Fast storage is great but it can also be a bit of a gate if you were trying to do something more interesting than what you could get with a PC for instance.
Just spit-balling here but if Sony brought out a PS5 that had some large amount of memory not chopped up into memory, pcie, SATA etc ( although it could function that way as needed ) then you could lay out your data in a more easily accessible manner to be used in algorithms or processes to create games that you actually might not ever see on a PC if used Sony's tools for doing things. Data structures and code just laid out bare as you please in some non-volatile form and ready at a moments notice.
Are you still living in the 60s when we didn't use paging at all?
Loading data straight from its source to memory is ideal.
What would be the point of an extra memory pool ?
Copy my resources twice [disk->slow RAM->usable RAM] ?
Introduce more latency [when loading from disk] ?
Use it as a disk cache ? [In that case I think an SSD/HDD hybrid would be better than putting extra burden on the dev shoulders...]