DavidGraham
Veteran
Overhead is not the same as sequential read speeds (relevant for streaming data), overhead doesn't prevent PS5 exclusive games from running on NVMe drives for PCs, it just means PCs will have slightly longer loading times at worst. But before we make any grand conclusions lets measure the overhead of the PS5 solution in practice compared to conventional PC filesystems, and see if the reduction is even significant.You don't want a conventional open-seek-read-close filesystem build on archaic concepts like small data clusters where every I/O works through an API, the I/O subsystem, the device driver, the interface controller, the drive's firmware and eventually the storage itself. It's too much overhead. Patents from Sony, which credibly support what Mark Cerny has hinted about about PS5's solid state storage, suggests addressing 'files' on their solid state storage is more akin to randomly addressing RAM.
The massive PS5 storage speed will mainly come from the speed of the SSD drive, reduced overhead is just the cherry on top. And PCs can always brute force their way out of any overhead disadvantage with even faster NVMe drives.
Basically this.because they want to be able to sell their games to consumers with old slow drives. So if PC games make SSDs a requirement, suddenly you'll start to see advantages.
I am really amazed! People have gone from claiming PC can never have fast storage systems rivaling unseen console tech to claiming Windows filesystem is unsuitable for gaming, despite Windows being the fastest platform for gaming on earth.
Games on PCs are designed the same way they are designed on consoles, for the lowest common HDD drives, those 5400RPM slow as hell laptop HDDs, no game is yet ever designed for a proper SSD or NVMe driver, because that would limit the game's audience to a small fraction of the installed player base.
By just having the game structure properly designed to take advantage of the crazy minuscule latency times, burst speed and huge sequential read speeds of NVMe drives, you can have an order of magnitude game streaming speed ups, without even needing a crazy 7GB/s NVMe drive.
Yes, every PC gamer likes to remember the game Titanfall, where the developer opted to use about 36GB of game data for audio files alone, they didn't want them audio files compressed because it would have prevented the game from running on old CPUs (and probably the Xbox One CPU as well).New 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.
Exactly! Any next gen storage heavy game can always up it's RAM requirement to 32GB on old HDD PCs, then store it's relevant data on RAM for the ultimate access speeds, problem solved. This has been the standard practice even among PC titles, up the RAM requirements and be done with it.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.