Does MS ever state that it is peak value or an average value?
Do we conclude the reason?
Microsoft stated that is sustained performance levels.
Unpatched legacy code designed around Xbox One.
Does MS ever state that it is peak value or an average value?
Do we conclude the reason?
Actually it's 2.4 GB/s and 4.8 GB/s with compression. Also I'm pretty sure those are just the speeds MS actually guarantees you'll get all the time, I'd be surprised if they actually didn't allow the SSD to push further when thermals allow it, the controller goes up to 3.75GB/s both directionsYes. Ad Nauseum.
Microsoft gave the specifications of 2.5 GB/s with 4.8GB/s with compression. We have to accept it for what they said, seeing how there are rarely ever public benchmarks released on this. We'll need to wait for a game's presentation at GDC to find out what they achieved.
Microsoft stated that is sustained performance levels.
Unpatched legacy code designed around Xbox One.
2. So do we rule out the possibility of system bottleneck
Sounds so exciting,Yes.
They said 2.4GB/s Guaranteed, so sounds like a minimum. They stated that the demo you saw is unoptimised code, just raw xbox one code. I also believe that it could be limited by whatever timings are for the Jaguar CPU as the game code was done for that.Do you mean 2.4GB/s and 4.8GB/s?
Does MS ever state that it is peak value or an average value?
https://www.eurogamer.net/articles/digitalfoundry-2020-inside-xbox-series-x-full-specs
The IO spec is 20x (xsx 2.4GB/s, x1x 120MB/s), but the loading time is only 5X faster.
()
Do we conclude the reason?
Isn't it possible that XSX average in-game speed is just 500MB/s or less?
(just like the 120MB/s is probably peak value of HDD, we know the HDD sometimes only reads at 50MB/s or even slower)
Do you mean 2.4GB/s and 4.8GB/s?
Does MS ever state that it is peak value or an average value?
https://www.eurogamer.net/articles/digitalfoundry-2020-inside-xbox-series-x-full-specs
The IO spec is 20x (xsx 2.4GB/s, x1x 120MB/s), but the loading time is only 5X faster.
()
Do we conclude the reason?
Isn't it possible that XSX average in-game speed is just 500MB/s or less?
(just like the 120MB/s is probably peak value of HDD, we know the HDD sometimes only reads at 50MB/s or even slower)
I don't know how you can guarantee anything other than sequential access. I'm not sure what guarantee means in this context.
This relates to how PC NVME throttle lower when they overheat, so you're only hitting those numbers for the first little bit before taking massive nosedive in performance. Microsoft is guaranteeing their NVME won't thermal throttle.
The conclusion I'd have is that the content is a backwards compatibility title and the title itself is not optimized for fast loading. You can throw a fast disk at a game, but if the software hasn't been optimized for fast loading it'll be well below your theoretical disk speed.
I'm sure this looks like nitpicking again, but they don't guarantee it won't thermal throttle, just that it won't throttle under those numbersThis relates to how PC NVME throttle lower when they overheat, so you're only hitting those numbers for the first little bit before taking massive nosedive in performance. Microsoft is guaranteeing their NVME won't thermal throttle.
I'm sure this looks like nitpicking again, but they don't guarantee it won't thermal throttle, just that it won't throttle under those numbers
I'm sure this looks like nitpicking again, but they don't guarantee it won't thermal throttle, just that it won't throttle under those numbers
Yes, like I said earlier, I'd be surprised if they'd actually limit the speed to that, since the controller they're using goes up to 3.75GB/s (both read & write speeds)But that would mean in some cases it could be faster than 2.4 GB/s, which would only be a good thing.
Haven't seen much about XBSX audio.
Project Acoustics – Incubated over a decade by Microsoft Research, Project Acoustics accurately models sound propagation physics in mixed reality and games, employed by many AAA experiences today. It is unique in simulating wave effects like diffraction in complex scene geometries without straining CPU, enabling a much more immersive and lifelike auditory experience. Plug-in support for both the Unity and Unreal game engines empower the sound designer with expressive controls to mold reality. Developers will be able to easily leverage Project Acoustics with Xbox Series X through the addition of a new custom audio hardware block.
Has anyone else got more information about Project Acoustics other than the official stuff on the website?