I think it is more than a possibility. It would be quite weird for Cerny to inflate the numbers of Kraken decoding by making undisclosed use of Oodle Textures.Or maybe Sony did not test games with oodle texture for the road to PS5 video but only with Kraken. This is another possibility.
Interestingly Cerny said the 5GB/s raw was their target in the design phase, and he said the amount of bandwidth required to allow to load on demand as the player turns around "seems about right for next gen" with that target. So in this case he calculated what he thought was required for that specific goal next gen. He established these targets based on years of discussions with developers. Same for the kraken decompressor, these things take a long time to design.
Horizon 2 have flying mounts, so dropping from a high altitude anywhere down to the ground will needs a truckload of assets extremely quickly, same for spiderman's movements across detailed rooftops, dropping down to the street level, then back to throwing a line to land on top of a tall building, or even go through a window with detailed offices, with no transition in or out.
It's not "constantly" but it can be needed very often in multiple small bursts as the player moves. How high the bursts can go will impact the game design. It's not reaching peaks only with teleports and dimensional jumps from R&C, that would be in direct contradiction with his presentation.
Something like Wipeout with tremendous amounts of unique geometry and textures?What are you going to be streaming at 8GB/s on a constant basis?
Yeah in the Assassins Creed games, the 'bird view' always needs time loading, and then the same to go back to your character.I'm actually playing far cry primal from 2016, in which you can call in any moment a howl to map the area, animals, and enemies. if they pulled it from an earlier attempt on a hdd, I think that any skilled developer will manage well with modern consoles.
Something like Wipeout with tremendous amounts of unique geometry and textures?
I think Cyberpunk, which I am assuming does let you use flying vehicles, will be tough on I/O. We've seen the amount of detail and density of Night City at ground level so being up in the air and having to a lot of unique vehicles around you, them zooming down to ground level to land and disembark, is going to need a lot of data pulling it very quickly.
And that allows you land an aircraft in a busy street full of distinct shops, vehicles and pedestrians?!?!?Flight Simulator 2020 (the only existing truly "next-gen" experience apart from Star Citizen) is an extreme example of asset streaming and even it does not require a ridiculous SSD to function. 16 GB of RAM recommended though.
What are you going to be streaming at 8GB/s on a constant basis?
And that allows you land an aircraft in a busy street full of distinct shops, vehicles and pedestrians?!?!?
Take 8GB/s as a worst case and make it work on a rainy day. Not every day needs to be rainy though. Player starts the game and we need to fill in full memory. i.e. super short load time. Another case could be a zoom in while playing fifa/nhl or the dimensions jumps in ratchet&clank. Another example could be car game using similar technology as unreal5. Ridiculously high asset quality and unique content everywhere and mm accuracy on road surface. And there is the whole open world aspect where you could use piperun assets in openworld thanks to fast streaming. Or at least in openworld you could go into buildings without having to limit the level of detail in interiors to fit ram/wait load time. Especially VR lends itself for high quality assets as it's typical to pickup/manipulate things and look them very closely.
Perhaps you sometimes stream nothing, sometimes you stream 8GB/s. Just make the HW so that disk storage is not issue. Allow developer to worry about game rather than having to concentrate on caching/load times/asset optimization for specific memory sizes.
Often console manufacturers over compensate when going into new generation when fixing previous gen issues. It will be tremendous to see if current level of ssd is over compensation or if in 5 years we end up wishing ps6/xbox foo would have even faster ssd or even optane.
Something like Wipeout with tremendous amounts of unique geometry and textures?
I think Cyberpunk, which I am assuming does let you use flying vehicles, will be tough on I/O. We've seen the amount of detail and density of Night City at ground level so being up in the air and having to a lot of unique vehicles around you, them zooming down to ground level to land and disembark, is going to need a lot of data pulling it very quickly.
Indeed. But all the talk is around that 1%I don't think it's outrageous to suggest that 99% of the time the PS5 SSD is going to be used far, far below maximum capability. Same for XSX too, though probably to a lesser extent. And that's why I don't think it'll be such a big deal for PS5 NVMe expansion drives if they might throttle after 60 seconds of going full tilt at 7 GB/s read. Because they probably won't ever being doing that during actual gameplay.
And that allows you land an aircraft in a busy street full of distinct shops, vehicles and pedestrians?!?!?
I'm just another voice in chorus at this point, but I'll add my two penn'orth.
8GB/s consistently would represent less than 100 seconds of unique data before you've spunked the contents of the entire SSD. Unless you're running a gameplay loop that involves loading and dumping the same assets repeatedly every few seconds (which would once again be back to taking a lot of work on the designers end), you're not going to be seeing 8GB/s consistently.
And I don't think that is even what Cerny was talking about in his road to PS5 presentation.
I think the confusion comes from what memory efficiency really means. Current gen games designed for mechanical HDDs are bloated with repetitive assets so as to reduce seek times. Next-gen games, while being mostly of similar size, will consist vastly more of "unique" data. That's where your "richer worlds" (as per PR) will come from.We seem to be in full agreement here. I also don't think that Cerny meant to imply that you would always only keep 1-2 seconds worth of data in VRAM, it was just an example of the theoretical capability of the IO. However people have picked up on it to mean just that. So we probably need to change that way of thinking.
I'm not saying you there are no use cases for the ability to stream 8GB/s into VRAM on a constant basis. Of course there are, they are practically infinite. What I'm saying is: where are you pulling all this new data from? 16GB VRAM is a good 10% of your entire game content. If you're refreshing it every 2 seconds then you've used up your entire game content in 20 seconds. If we had 20TB game installs then this would surely make for some amazing looking games. But we have 100GB game installs so the super fast IO system is limited by the amount of content available to load.
That's why I think it's real utility will come in during loads and fast travel, i.e. events that move you to an entirely new environment that the system wasn't able to predict for pre-caching. There will of course be other game play uses for this from imaginative developers, but the main point I'm making is that what the fast IO won't be used for is what Cerny suggested during the reveal, i.e. that you only keep 1-2 seconds worth of game play in VRAM and refresh it on a constant basis rather than the next 30 seconds like last gen.
This gives the impression that games will have access to the equivalent of ~30-60x the amount of data in VRAM compared to last gen which while theoretically that may be accurate, in practice you don't have enough game content to support that amount of data.
Of course they will be used.You only invest in silicon if you meant to use it. But how would they be used? Whatever it may possibly be, cycling through GB of data as an intended design won't be it. The game with a petabyte of assets (FS 2020) certainly doesn't.But next gen consoles don’t actually have 16GB of VRAM. PCs can have that much VRAM plus their system RAM.
So the usable pool of VRAM in consoles is quite a bit smaller than that, and since when do we scoff at fast things? We’re getting them, they will he used!
Of course they will be used.You only invest in silicon if you meant to use it. But how?