The point of this technology is to achieve far greater results without the need for a much faster GPU.
Do we still think tflops makes better and more beautyful games? My belief we are past that point. It's the talent and time of development team and artists that dictates game graphics. For geometry meshshaders could help.
Im about to upgrade from my current 2080Ti, what SSD should i choose? Seriously, i thought we where past the point of where storage disks equal rendering performance and visual fidelity/effects. What dictates graphics is the GPU for the most, otherwise, sony could have went with the PS4 Pro's GPU and called it a day.
If you believe all this, then the PS6 is going to offer no improvements in GPU raw power capabilities, just a faster SSD. If sony could, they obviously would packed that box with a 20TF gpu (all things being equal).
Obviously this kind of technology doesn't replace everything in game rendering, it's one method among many to render different kinds of game assets. RT being another for different things like lighting and reflections. The point is smart use of very high speed asset streaming for scene geometry, where to achieve the same result with more traditional techniques you would need a far more powerful GPU and large amounts of graphics memory.If you believe all this, then the PS6 is going to offer no improvements in GPU raw power capabilities, just a faster SSD. If sony could, they obviously would packed that box with a 20TF gpu (all things being equal).
Obviously this kind of technology doesn't replace everything in game rendering, it's one method among many to render different kinds of game assets. RT being another for different things like lighting and reflections. The point is smart use of very high speed asset streaming for scene geometry, where to achieve the same result with more traditional techniques you would need a far more powerful GPU and large amounts of graphics memory.
Not everything in memory is loaded data from the SSD. Most of it might just contain the render-target and other data needed for RT, ...I'm struggling to understand how a fast SDD somehow makes up for a more powerful GPU. I understand it making up for more VRAM, but how exactly does it make up for a more powerful GPU?
To be clear, the R&C:RA installation is <40GB. So with compression it's probably equal to around 80GB of game assets. Assuming the PS5 is only using about 10GB as actual VRAM that means you can refresh the VRAM at most 8x throughout the entire game without replicating assets. Obviously there will be lots of asset reuse throughout the game, but if people are seriously believing that R&C is achieving it's look by stuffing the RAM chock full of brand new content every 2 seconds then I'd love to understand how there's so much variation in the game environments when in theory, apparently, even the current viewport in any given scene is taking up 10-16GB, or around 15-20% of the entire game content.
I'm struggling to understand how a fast SDD somehow makes up for a more powerful GPU. I understand it making up for more VRAM, but how exactly does it make up for a more powerful GPU?
Of course it matters it’s just not necessarily the most important factor. The same developer will always be able to achieve more with more processing power though.Do we still think tflops makes better and more beautyful games? My belief is we are past that point. It's the talent and time of development team and especially artists that dictates game graphics. For geometry meshshaders could help.
I would say it's main purpose is to alleviate the rising cost of VRAM.The goal for PS5 SSD/IO isn't necessarily to replace GPU/CPU workloads, but more so to alleviate texture/streaming/decompression workloads as much as possible [away] from the GPU/CPU.
I'm struggling to understand how a fast SDD somehow makes up for a more powerful GPU. I understand it making up for more VRAM, but how exactly does it make up for a more powerful GPU?
To be clear, the R&C:RA installation is <40GB. So with compression it's probably equal to around 80GB of game assets. Assuming the PS5 is only using about 10GB as actual VRAM that means you can refresh the VRAM at most 8x throughout the entire game without replicating assets. Obviously there will be lots of asset reuse throughout the game, but if people are seriously believing that R&C is achieving it's look by stuffing the RAM chock full of brand new content every 2 seconds then I'd love to understand how there's so much variation in the game environments when in theory, apparently, even the current viewport in any given scene is taking up 10-16GB, or around 15-20% of the entire game content.
Im about to upgrade from my current 2080Ti, what SSD should i choose? Seriously, i thought we where past the point of where storage disks equal rendering performance and visual fidelity/effects. What dictates graphics is the GPU for the most, otherwise, sony could have went with the PS4 Pro's GPU and called it a day.
If you believe all this, then the PS6 is going to offer no improvements in GPU raw power capabilities, just a faster SSD. If sony could, they obviously would packed that box with a 20TF gpu (all things being equal).
you act like new consoles only have a new SSD tech and nothing else, fact is if the PS4 add the same tech it would achieve better results than just doubling it's TFLOPS number. and yes this time the new data rates are a much bigger deal than the raw TFLOPS count in these new consoles. Just look at the PS4 pro, it's not doubling the details on screen over the PS4 even in games with a "detail mode" at the same res as the standard PS4.
This is Unreal Engine we are talking aboutbeing able to create your assets at the highest details and testing your levels with that saves a lot of time.
we've seen these past years what PS5 Tflops with "old" data management brings with higher end PC GPUs only bringing better IQ/FPS but no more detailed scenes than their PS4/XBX counterparts.
i'm not dismissive i just think this time the new fast data reading / trasnfert speeds are a bigger deal than the increase in GPU, and it will leverage what's available on PCs too.
if anything, past years have been too dismissive about data speeds in favor of raw GPU power. It's time to balance things more.
Of course it matters it’s just not necessarily the most important factor. The same developer will always be able to achieve more with more processing power though.