The 3.16:1 definitely isn't optimal because in an earlier post he showed an example of another texture set that provided a 3.99:1 compression ratio when using kraken + oodle texture, which on the PS5 would actually saturate the maximum 22GB/s of the decompressor's output.
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"Close to 2:1" is what Kraken does without Oodle Texture, so saying Kraken + Oodle Texture only averages at 2:1 doesn't make much sense.
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Il side with RTX IO, its the much faster, more flexible and scalable future solution.
Would you mind not coloring your quote material blue? It's unreadable on dark theme.in the statement:
There's plenty of context given in the blogposts and the questions answered by the author and other RAD devs in the bottom.These are contextless comparisons.
They are full datasets of textures from actual games, as explained in the blogposts.Are these entire games? Or specific hand picked data sets?
And so are the results provided by the author, all of which showing Kraken providing a near 2:1 compression ratio without Oodle Texture.The bottom line is that despite the individual comparison charts showing compression ratio's for specific texture sets, they are absolutely explicit in the statement:
And those numbers also align 100% with Sony's own marketing materials. Why would Sony undersell their consoles capabilities while at the same time the developers of Kraken and Oodle Texture make incorrect statements about their own softwares effectiveness?
spoiler: taaalk, taaaalk, taaaaalk. cut cut cut. Logo. Done.
There's plenty of context given in the blogposts and the questions answered by the author and other RAD devs in the bottom.
They are full datasets of textures from actual games, as explained in the blogposts.
And so are the results provided by the author, all of which showing Kraken providing a near 2:1 compression ratio without Oodle Texture.
What he's talking about in that specific paragraph is total game size, as he mentions installation volumes and Kraken as a generic compressor. What he compares in the graphics are texture datasets.
In a game there's a bunch of data for which Kraken and Oodle Texture do virtually nothing, such as audio and video files. Those have a compression ratio of 1 because they don't compress at all, yet they're probably packed into Kraken files anyway, given the nature of the IO complex.
Kraken + Oodle Texture provide a >3x compression ratio for textures, so the IO complex provides the system with textures at >16GB/s.
It's when they average textures with a bunch of barely compressible data that they reach a 2:1 compression.
Sony's numbers precede Oodle Texture, whose results add up to Sony's initial estimates. It's right there in the text you quoted.
It will be very interesting to see how it works on hard surface models.Looks great. Waiting to be impressed by Nanite in something without rocks though.
It's when they average textures with a bunch of barely compressible data that they reach a 2:1 compression.
It will be very interesting to see how it works on hard surface models.
If it can keep edges well, it would be amazing for lot of things. (Thinking spaceship designed similarly to Star Citizen.. lot's of well tweaked vertex normals etc.)
Single Core CPU decoding of zlib tops out at ~800MB/s and Kraken at ~1.8GB/s, although multicore will go much higher. The Series X decompressor has a ~7GB/s maximum output with BCPack and the PS5's can go all the way up to 22GB/s, but with Kraken + Oodle Texture it supposedly averages around 11GB/s.
It should be awesome for spaceships. Nanite doesn't lose any triangles from the original model. If it can cope with a bike* down to a modelled chain and cassette, it'll be fine with whatever granular detail's on a spaceship.
*Epic Brian randomly shoved one into the first demo during the Nanite talk
Everybody blamed me that i'm a fool that i'm addicted to micro polygons and that polygons comes first before raytracing if you want have nice looking worlds.
Now after nanite this view has changed lol
. The Series X decompressor has a ~7GB/s maximum output with BCPack .
There isn't.I have not seen anything really of substance in bcpack, do you have a link to the source of this?