Wow, leave this thread for 3 days and it's a friggin' rollercoaster of way-too-early conclusions everywhere.
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It's compute-dependent, it has little to do with I/O speed so PCs with Vegas will run this super fast!
- Tim Sweeney: "It's super dependent on I/O speed".
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It's only dependent on I/O overhead which Microsoft will solve and everyone will get this demo running on their PCs!
- Tim Sweeney: "It's I/O overhead and hardware data decompression which has no PC equivalent".
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Look there's this guy running on a laptop with a mobile RTX 2080 faster than 30 FPS.
- Tim Seeney: "That was.. a video maybe? That doesn't look possible."
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No it was running in editor mode on a laptop because the chinese Epic guy said so!
- No LOD or resolution mentioned, so we're not comparing apples-to-apples and for all we know the laptop could be showing something very similar to today's games.
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If it's dependent on PS5's storage then it's useless!
Well the SeriesX also has hardware decompressor, even though base SSD speed is halved so it might have repercussions on how much geometry it can take per frame.
Finally a semi-official source.
If you consider Epic's founder and CEO a
semi-official source, I wonder what it takes to be considered an actually official one.
It’s not just “Fast SSD”. It’s a robust platform for streaming assets in near realtime.
Meaning: it's not about fast storage, it's about having reducing IO overhead (solvable by software) and a
capable hardware decompression block (non-solvable by software).
The r/pcmasterrace sub has been mocking Tim Sweeney for the past 5 days non-stop because he dared to say there's no PC equivalent to the PS5's I/O performance, which enabled
the demo (not UE5, simply the demo we saw).
People building $5000 PCs with 16 cores, Titans and super expensive PCIe 4.0 NVMe drives are in for a surprise.
In that I agree, this is impossible without the change in rendering, and that part needed to be solved before the IO, making it the 'primary bottleneck'.
Or maybe the fact that RAM density per-slot didn't increase nearly as much after ~2012 like it had been up until that point?
In 2011, I would have guessed a typical 2020 PC would have 64GB of RAM, yet most are stuck with 16GB due to a number of things that happened between RAM makers (earthquakes, tsunamis, cartels, etc.).
I'm guessing if most gaming PCs had 64 to 128GB of RAM, then game designers would have designed games to load most of the game into the RAM, with access to IO being much less frequent.
Imagine if the new consoles had also increased their RAM amount by 16x, like they did between PS360 and current-gen. 128GB RAM PS5/SeriesX?
Well, I wouldn't expect a typical CEO to know anything about their products; they tend to have other concerns and hire people to work on engineering products. A CEO still hands on with the technical implementation of their stuff is fairly exceptional. So TBH, people here being better experts on something over the CEO of the multinational that makes it isn't that unrealistic.
AFAIK Tim Sweeney still gives keynotes about the latest Unreal Engine features.
That is not to say PC won’t catch up of course. Eventually they always do and they certainly likely will have by the time the new consoles are out, perhaps not quite as efficient but then through brute force.
Broadly speaking. The point is PS5's SSD is fast and Sweeney made a note of it. It's also worth noting that PS5's solution includes optimised OS access and intrinsic compression, so it's performance goes beyond the basic 5 GB/s rate and may or may not be faster than high-end PC SSD. That's not a meaningful contribution to this discussion though; the fact that technically there may be faster solutions on workstation class hardware (which is inevitable in any comparison; 'PC' will always have a superior solution in some $10,000+ professional workstation configuration) is neither here nor there.
Even pc exclusives, like star citizen, that are designed taking in mind nvidia titans and ssds in their recommendations, do seem to ignore nvmes too... how strange. Or maybe it is not that they are ignoring but that they can't do anything about the bottlenecks.
There's just nothing that provides hardware decompression in any roadmap, at the moment.
Unless some company appears with some AIB developed in secret for the PC, that puts the P
C years behind the new-gen consoles on I/O performance. I just don't see any way around this.
(sorry for the multi-quote, but I think it addresses the same question)