Isn't the most important question: will PC and XSX games scale up to the PS5 SSD speed?......
You're assuming the game wasn't already targeting the faster speed NVMEs possible on certain PCs?
Isn't the most important question: will PC and XSX games scale up to the PS5 SSD speed?......
You're assuming the game wasn't already targeting the faster speed NVMEs possible on certain PCs?
I'm wondering if it even matters given the Velocity Architecture in the XSX. SFS alone probably evens the field mostly there.Isn't the most important question: will PC and XSX games scale up to the PS5 SSD speed?......
Is there reason to believe that ps5 doesn't support sampler feedback?I'm wondering if it even matters given the Velocity Architecture in the XSX. SFS alone probably evens the field mostly there.
Is there reason to believe that ps5 doesn't support sampler feedback?
I would assume that's the larger part of the overall benefit of SFS.
If there's hardware support then there's no reason to not expect it to be exposed via the api, if its not ready at the moment then in the very near future.The thought process seems to be as follows ...
- Despite having hardware support it may not be exposed via their software layer.
- This is from the lack of it being mentioned or shown in their SDK.
I suppose games size will frow and being between 100 GB and 200 GB. The non deduplication of data and better compression will help but the assets quality will increase a lot too and at then end I think the upper limit will be 200 GB for a game.
EDIT: Some rare case will go higher.
I'm not sure that all assets will necessarily need to expand in the total number being provided even if the scope of the game worlds expand.
By that I mean it may be practical to obtain the texture variants at runtime and not at storage time. Instead of having 6 Dozen slightly different textures, you have 6 different base textures where all the other variants are procedurally generated using data packed elsewhere. With the large increase in CPU resources this may be doable on the CPU or it could remain on the GPU.
I don't know if the industry will go that route, but I hope something is done so game distribution sizes don't skyrocket to multiple UHD BluRays.
You're assuming the game wasn't already targeting the faster speed NVMEs possible on certain PCs?
I imagine it's probably quite varied. Insomniac posted this for Spider-man:A lot of the discussion in the next gen threads is on whether 512GB / 825GB / 1TB is enough room for more than 3 or 4 large "AAA" titles. We know that current titles can include asset files with repeated textures to try and ensure locality on disk when loading (to reduce disk thrashing and seek times) so my questions are - is there any sort of common wisdom for what proportion of the textures in a game are repeated?
The only PC game that spring to mind, based on what I've read anyway, is Star Citizen. This this has a fairly narrow target demographics, generally people who lots of money who don't mind giving it to Chris Roberts.
I imagine it's probably quite varied. Insomniac posted this for Spider-man:
I imagine it's probably quite varied. Insomniac posted this for Spider-man:
The gamesize for reference is around 46GB.
Thanks for the info! Interesting that suggests duped assets can account for up to 30% of a games size on disk, that's an impressive saving but as DSoup points out this is probably a per game number rather than generalisable. This suggests to me that de-dupe will help but ultimately these consoles will feel a bit pinched on disk, I have a 1TB SSD in my PS4 and it feels squeezed today especially when I had multiple MP shooters installed. Given that the trend is for big shooters to accumulate game modes and cosmetic junk the way a boat in harbour does barnacles I'm still going to be juggling with an external hdd
You can't calculate oodle into this. Oodle is already used on PS4/xb1. It works with many compression formats. It is just not a PS5 only thing. And it is not the only compression format that restructures a texture so it can get compressed more efficiently.So that is just duplicate data, then we know all PS5 games have the option to use oodle for textures.
Blurb
Oodle Texture can make maximum quality BCN encodings that are 5-15% smaller after compression. With rate distortion optimization, Oodle Texture can make high visual quality encodings that are 20-50% smaller.
Bold was theirs, but it seems like we can then shave another 20% off the texture size on disk. I assume Microsoft's bcpack does something similar.
You can't calculate oodle into this. Oodle is already used on PS4/xb1. It works with many compression formats. It is just not a PS5 only thing. And it is not the only compression format that restructures a texture so it can get compressed more efficiently.
And not to forget, it is not a lossless compression format.
It is good, but not the holy grail of texture compression
The bold part is not correct. PS5 has the hardware for kraken decompression, but oodle works with all common compression formats (like zlib). The result of "oodle" is nothing that must get decompressed.PS5 is the only hardware to have a hardware decompressor using Oodle Kraken and working well with a fast SSD without needing to use many cores of the CPU to decmpress tecture coming from the SSD. Oodle Texture is just RDO compression, like Binomial Crunch does it too but tuned on next generation games need with more attention with BC7 or BC6 texture format.