Performance suffers greatly playing on a mechanical hdd.
No shit that's what I said. This conversation going nowhere.
Performance suffers greatly playing on a mechanical hdd.
games store their data on disc. The layout, the frequency and the size of the reads is all controlled by the engine. They would be designing to the lowest common denominator, which is slow mechanical drives, especially the ones in current gen consoles.
Yeah and MS will not do any games like PS5, right? And those games ofc wont ever see the light on pc either, cause you know, it will be lagging behind.
Interesting, so does that mean it effects the loading speed because to make it work on mechanicals it doesn't use SSD properly?
This was described at length in the previous discussion on PS5's SSD. That topic doesn't appear to have its own thread -perhaps it's buried in the Tech Prediction thread? IIRC, Primarily, the filesystem and SSDs in PCs use less than optimal block sizes to support the data-types that they are required to work with. Changing that can greatly enhance drive performance. A console can also manage file structure a lot better where PC's current file system will put files anywhere and just point them A to B, increasing seek times. Sony has patents for file-allocation tables accelerating file access.How exactly is the filesystem not optimized for game streaming? the filesystem works for sporadic access and sequential access, are you telling me that games need something else other than these two? What is the filesystem that is "optimized" for streaming games? please describe it to me.
I wouldn’t say it uses ssd improperly. It’s just choosing to design your game around a slower drive. If you design it around ssd then mechanical drives won’t be able to keep up.
From the discussions and papers I've read about so far. This seems to be the largest bottleneck for faster loading speeds (wrt console vs PC). If consoles are going the 'very' compressed route, then hardware decompression will be a colossal win. You're moving less data and decompressing it into system memory likely in a compressed standard for GPUs. Then then GPUs go further. (we should also have a split thread on shader compilation)Games loading times on PC are often limited by CPU speed for compression/decompression or by shader compilation.
Interesting, so does that mean it effects the loading speed because to make it work on mechanicals it doesn't use SSD properly?
So if PC games make SSDs a requirement, suddenly you'll start to see advantages.
On Windows you can format any drive with variable block sizes, ranging from 512bytes to 4K bytes block size, which can hold huge file sizes, If needs be Microsoft can always introduce a new NTFS version which unlocks 8K and 16K block sizes, or even 32K, and without breaking compatibility with any thing else.Primarily, the filesystem and SSDs in PCs use less than optimal block sizes to support the data-types that they are required to work with.
That's for the system drive maybe when under use, but Windows 10 always defragments itself when idle, my game drive is completely defragmented by default (all relevant files are next to each other), so the drive will always have the optimal seek time and data read speeds when gaming. I never even lifted a finger to do that, Windows took care it for me transparently.A console can also manage file structure a lot better where PC's current file system will put files anywhere and just point them A to B, increasing seek times. Sony has patents for file-allocation tables accelerating file access.
Sometime, people will need to move on. SSD's have been around for atleast 10 years as a reasonable HDD replacement. But what the topic is about is PS5 games, if they will be able to be ported to PC or not. I think they will, perhaps with longer loading or something like that.
I know about the benefits during gameplay I was asking about the reason why loading doesn't scale but iroboto answered my question it seems to be a CPU bottleneck.
This was in response to Scot_arm post, this thread is moving to fast.
Surely developers can minimize the need to do that by utilizing the copious amounts of RAM that PCs have over consoles. 16-32GB should be expected for boundary pushing next gen games. Sure initial loading times will be longer on PC, but I would think games designed around streaming and retaining large environments in memory could get around those design issues during gameplay.The PC versions will just have exclusive content, like more jeep wench environment interactions or squeezing through narrow crevices or hour long un-skippable cutscenes.
I'm not sure how optimising the game will help loading? How? What can they possibly do to improve loads from a software perspective?
but none of these games are architected for fast drives. They were designed to run of very slow hdds. I imagine engine optimization can extract huge performance gains on pc.
How exactly is the filesystem not optimized for game streaming? the filesystem works for sporadic access and sequential access, are you telling me that games need something else other than these two? What is the filesystem that is "optimized" for streaming games? please describe it to me.
In terms of loading, game developers notoriously do not care or optimize loading. I've seen devs talk about it on twitter. The time to hit the menu screen is basically not something game developers put time into. They rightly focus on real-time performance in game.
Games on PC are not limited by storage speed, fire up a decade old game and watch it load in a slightly faster way than before. Games loading times on PC are often limited by CPU speed for compression/decompression or by shader compilation.
How exactly is the filesystem not optimized for game streaming? the filesystem works for sporadic access and sequential access, are you telling me that games need something else other than these two? What is the filesystem that is "optimized" for streaming games? please describe it to me.
That's the fault of the game data design and packaging, not the filesystem's fault or the CPU or the I/O or anything else. Any game that has it's files properly packed in a way to take advantage of NVMe drives will load significantly faster on PC.
File Systems - What you see isn't what you get:
Host file systems were designed in the days when HDDs reigned supreme, simply because SSDs had yet to arrive in an available and affordable form. The file system does not take into account the needs of NAND flash. Files are constantly being updated: they get allocated, moved and deleted, and grow and shrink in size. The way the file system handles this is incompatible with the workings of NAND flash.
It's worth emphasising that storage devices are abstracted from the host operating system. Whilst an array of folders and files are displayed by Explorer in a form wholly comprehensible to a human, it's all an illusion. What Explorer is showing is a logical construct created entirely from metadata held within the file system's tables. The storage device controller knows nothing about files or folders, or tables or operating systems: all an HDD or SDD sees are commands to read or write specific sectors, which it does faithfully. An SSD has one advantage over an HDD however, it knows that some pages hold data, and are mapped to an LBA, and some pages are empty, hold no valid data, and are not mapped to an LBA. Conversely an HDD does not need to know this, to an HDD all sectors are the same.
That's true of most conventional filesystems, but log-structured filesystems are much more flash-friendly. That's why there has been a resurgence of interest in them, and also why a typical flash translation layer bears a striking resemblance to a log-structured FS. There are also flash-specific filesystems.
This was in response to Scot_arm post, this thread is moving to fast.
Sometime, people will need to move on. SSD's have been around for atleast 10 years as a reasonable HDD replacement. But what the topic is about is PS5 games, if they will be able to be ported to PC or not. I think they will, perhaps with longer loading or something like that.
Sometime, people will need to move on. SSD's have been around for atleast 10 years as a reasonable HDD replacement. But what the topic is about is PS5 games, if they will be able to be ported to PC or not. I think they will, perhaps with longer loading or something like that.
but if it also affects streaming the game world there may be big performance issues, kind of like the reverse of my dayz example where adding SSD improved FPS in heaving loading areas PC versions of PS5 games may suffer
I think a great way is to have the full game in memory for example.