A GPU mem of 128 GB would be a game changer. If fast and used as GPU mem i mean.
I've seen speeds up to 25GB/s. If you wanted more memory you can get 64GB of DDR4 for cheaper and it's faster.
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A GPU mem of 128 GB would be a game changer. If fast and used as GPU mem i mean.
That would make the PCB board too expensive/complex.I've see speeds up to 25GB/s. If you wanted more memory you can get 64GB of DDR4 for cheaper and it's faster.
A GPU mem of 128 GB would be a game changer. If fast and used as GPU mem i mean.
That would make the PCB board too expensive/complex.
If you wanted more memory you can get 64GB of DDR4 for cheaper and it's faster.
The 25.6GB/s probably has more to do with "8 chips and PCIe Gen5 x8" (it's right there in the slide) than with ReRAM itself...
I'll just post some interesting non-technical slides from the sony presentation from 2017 and 2019.
View attachment 3457
That would make the PCB board too expensive/complex.
does anybody think that Sony will put the equivalent of PCIe Gen5 x8 in the PS5 APU for a "warm cache"? How many pins would that be? How much area of the chip would they need to dedicate to that?
So on the one hand, game devs could do a lot. On the other hand, I think there's a type of hardware acceleration we're presently missing.
- The bottleneck is the CPU.
- A big part of that CPU bottleneck is decompression. Even a fast 8 core CPU will only be capable of handling full SATA speeds from an SSD. We're overdue for hardware-accelerated decompression cores (or consumer fpgas) to help with this issue, imo. Someone out there should be talking about this. :/
- The next problem is simply software: there's a lot of games that will only use a single thread during loading, for instance.
- Optane offers a slight performance increase over NVMe, this is thanks to a lower latency between requesting data and getting it back.
- Combining the above two: async IO is rare outside server software typically, and this means that games will spend time CPU bound before the CPU thread just stops, submits a request for more data, and sleeps waiting for the response. I'm not even sure if it's the game dev's fault or if there are API problems presented by NVMe that OSes haven't really addressed. But it's possible to fix this issue in software by pipelining async IO requests. This should remove most of the difference between Optane and NVMe for loading times, and make both of them faster than they are now.
- Finally, software. Making loading times fast requires game devs to care about making loading times fast. There's tons of dumb stuff that happens at load time that could have been pre-computed or cached, and just isn't. So that's just "do less work." I suspect part of this is that hard drives used to be so slow that CPU time during loading was basically free, and that's still who they have in mind (e.g. consoles still have HDDs...)
On the bright side, I think we're entering an era where we'll start to see a lot more specialized bits of hardware. This is happening in phones most prominently right now, but I think we'll start to see it filter back to normal CPUs before too long. Perhaps we'll actually get those decompression cores someday?
What is used as cold game storage?
What will decompress from cold storage?
There will still be CPU or some processor usage and time whilst the reram is filled.
Will this be refilled each game as 64gb does not sound so big for uncompressed data.
I can see the performance when it's all in the caches , but filling from cold storage sounds as slow.as any other tech.
At 25.6gb/s,
If next-gen storage ends up truly being dozens of times faster than current, I don't think compression will be the biggest bottleneck. Lazy Devs™ will just conpress data less, since the raw read speed can eat it up. As the balance of power changes, so do these engineering/algorithmic decisions.
So that you have more than two game installed at once...I would say if the SSD is ultra-fast even at just 4gb/s then why even compress at all.
So that you have more than two game installed at once...
Theoretically they could have shipped everything on 2 discs. But they didn’t. I think it will still matter as long as there are costs associated with media. And MS and Sony could force compression since they have hardware decompress and swizzle and there are security items to consider for encryption.Well, are there gonna be any incentives for devs to be more mindful of storage or are they gonna be free to pass the bill down to the consumer how they have been this gen?
Theoretically they could have shipped everything on 2 discs. But they didn’t. I think it will still matter as long as there are costs associated with media. And MS and Sony could force compression since they have hardware decompress and swizzle and there are security items to consider for encryption.
Since data has to be encrypted it’s also likely part of the chain is to decompress.