Xbox Series X [XBSX] [Release November 10 2020]

Discussion in 'Console Industry' started by Megadrive1988, Dec 13, 2019.

  1. see colon

    see colon All Ham & No Potatos
    Veteran

    Joined:
    Oct 22, 2003
    Messages:
    2,756
    Likes Received:
    2,206
    PS4 also launched without the ability to use external drives, so maybe that was the reasoning behind that. I know the 80 MB/s number is thrown around a lot for the drives in PS4/XB1, but from personal experience, they usually bench over 100 when hooked up to a PC. I've only benchmarked about 6 drives, so my sample size is pretty small, but I would imagine that's a pretty common result.
     
    TheAlSpark likes this.
  2. DSoup

    DSoup Series Soup
    Legend Subscriber

    Joined:
    Nov 23, 2007
    Messages:
    16,775
    Likes Received:
    12,690
    Location:
    London, UK
    On existing and past generations, texture/LOD pop-in was caused by slow I/O, you'd need to be pulling data for where the character would be in 10-20 seconds, which could be a lot of places in an open world game because they could go in any direction - so the slow I/O problem is compounded by also pulling data for a lot of places that character will not be (but might have) which increase memory usage. On nextgen, this will be much less of an issue because you can pull data much later, meaning very little speculative I/O. This is an I/O and memory win not just in the orders of magnitude for fast I/O, but in the amount of needless I/O saved and memory used.
     
    turkey likes this.
  3. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,104
    Likes Received:
    16,896
    Location:
    Under my bridge
    It was a baseline target for some game (HZD?). 20 MB/s wasn't a hardware limit.
     
    TheAlSpark likes this.
  4. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,104
    Likes Received:
    16,896
    Location:
    Under my bridge
    Though true, what's the relationship with the part of my conversation you quoted?
     
  5. Xbat

    Veteran

    Joined:
    Jan 31, 2013
    Messages:
    1,650
    Likes Received:
    1,315
    Location:
    A farm in the middle of nowhere
    Spiderman I think.
     
    Shifty Geezer likes this.
  6. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,088
    Its not the hdd itself being the limiting factor, its the sata/io in the base ps4 that is.
     
  7. DSoup

    DSoup Series Soup
    Legend Subscriber

    Joined:
    Nov 23, 2007
    Messages:
    16,775
    Likes Received:
    12,690
    Location:
    London, UK
    Distant cousins. Your comment caused that thought to pop into my head.
     
    Shifty Geezer and TheAlSpark like this.
  8. MrFox

    MrFox Deludedly Fantastic
    Legend

    Joined:
    Jan 7, 2012
    Messages:
    6,488
    Likes Received:
    5,996
    20MB/s sounds right as a target for the engine. The smaller the tiles the more it sacrifices bandwidth if it spends a lot of time seeking. And they need the engine to allow the worst case seek at the worst case bandwidth at the inner edge. I think 512K tiles would lose 50% of the time seeking.
    Was the cap removed later? It was speculated both companies set an artificial cap to 40 or 50MB/s to account for the outer edge to inner edge difference. I think it was around 40MB/s to 80MB/s back with the 500GB drive.

    Without the cap, the first install would be twice as fast as the last install when the disk is almost full. Same for quick benchmarks which don't use the entire surface of the disk, it depends where the access happens.
     
    BRiT likes this.
  9. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    hm... I'm not sure when it happened - maybe after 4Pro or whenever they changed HDD SKUs.

    It does make me wonder if MS wanted a guaranteed spec on the XDK to reduce QA case testing, but given how prolific multiplatform development is these days, you'd think they'd just uncap it for consumers. :|
     
  10. Jay

    Jay
    Veteran

    Joined:
    Aug 3, 2013
    Messages:
    4,029
    Likes Received:
    3,428
    Wasn't sure where to put this.
    Some insight into the HDR conversation that MS is doing for BC games from Evil Boris.
     
  11. Frenetic Pony

    Regular

    Joined:
    Nov 12, 2011
    Messages:
    807
    Likes Received:
    478
    AI HDR "upscaling"... weeeird. Probably will have really uneven results. But hey you can turn it off or on, so, cool switch to have.

    Thinking about it, kinda surprised Nvidia doesn't have it as some driver feature that's similar, seems like their kinda thing. Hell maybe they're working on it.
     
    pjbliverpool likes this.
  12. eastmen

    Legend Subscriber

    Joined:
    Mar 17, 2008
    Messages:
    13,878
    Likes Received:
    4,723
    you can see from their ddsl or dssl or whatever they call it that machine learning can have really good results. So I doubt it will be a real issue
     
  13. Jay

    Jay
    Veteran

    Joined:
    Aug 3, 2013
    Messages:
    4,029
    Likes Received:
    3,428
    Lightman, tinokun and pharma like this.
  14. tinokun

    Newcomer Subscriber

    Joined:
    Jul 23, 2004
    Messages:
    70
    Likes Received:
    87
    Location:
    Peru
  15. Silent_Buddha

    Legend

    Joined:
    Mar 13, 2007
    Messages:
    19,418
    Likes Received:
    10,311
    Interesting statistic.

    I'd imagine that much like me, there's a lot of subscribers trying games they never would have tried if they had to buy them. And in the process discovering that some of those developers they've never purchased a game from make REALLY good games. And some of those game genres that they've never tried in the past are fun genres to play. That potentially translates into future purchases of games by those developers in genres they never would have previously bought a game from.

    Thinking more on this. In that sense, even if MS were losing money on their 1st party exclusives due to day and date release of Gamepass, those potentially work as advertisements to get people to try games they never would have purchased in the past. That potentially translates to future revenue increases as people buy games from those 3rd party developers due to the delayed release of 3rd party games on Gamepass. And that's even assuming that all games from those developers eventually make it into Gamepass.

    Regards,
    SB
     
    Lightman, tinokun, eastmen and 3 others like this.
  16. Kise Ryota

    Newcomer

    Joined:
    Apr 3, 2020
    Messages:
    24
    Likes Received:
    39
    From an interview with Technical Director at Codemasters David Springate about optimizing Dirt 5 for Xbox Series X:

    Link: https://news.xbox.com/en-us/2020/06/10/inside-xbox-series-x-optimized-dirt-5/
     
  17. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,632
    Location:
    The North
    hmm interesting. I guess I was wrong about dumping data in mid-frame. Then again, just because you can, doesn't mean you should. But interesting. Curious to see if there is more development into this area whether it's an ideal solution or design paradigm that everyone follows or not.

    wtf. lol.

    I just don't get it anymore. I tried. I honestly tried. But until someone can hand hold me through this process. His current setup is fast enough to just fly in textures on demand mid-frame. We haven't even gotten to talk about SFS or anything else. This is just Codemasters software here.

    Nice nod to the CPU though.
    Interesting, curious to see how they divvied the work up.

    video
     
    #797 iroboto, Jun 11, 2020
    Last edited: Jun 11, 2020
    Silent_Buddha, Jay, Lightman and 4 others like this.
  18. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,678
    @iroboto virtual texture streaming, extra compression on disk, low latency access to disk, low latency decompression to RAM, probably sampler feedback to help reduce the load on memory consumption.
     
  19. Dictator

    Regular

    Joined:
    Feb 11, 2011
    Messages:
    681
    Likes Received:
    3,969
    I am also a bit ??? at the idea of mid frame usage of something from the SSD. Like, how small is that chunk or texture that could realistically be used mid frame? For that matter a 16.6 or 8.3 ms frame for that game (60hz/120hz)?

    Tying a mid-frame bit of used data to the slowest and largest latency hardware sub-component?
     
    iroboto and PSman1700 like this.
  20. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,235
    Likes Received:
    4,259
    Location:
    Guess...
    Zen2 does seem to perform better than Intel offerings in multithreading relative to it's single threaded performance in PC benchmarks. I assume that's what he's referring to although it seems quite a strange way to frame it. It's not as if the XSX is using a custom CPU that handles SMT differently to it's desktop counterpart, not that we've been made aware of anyway.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...