JackMcGunns
Member
What’s the latest on install size? Are PS5 games still smaller? What’s Mass Effect’s install size difference?
I'll tell you otherwise. You have the same game but the memory of the graphics card has a speed of 250 or 500 or 750 giga / sec. What will it do with what we see on the screen? It will definitely not be perfectly fine for both. Exactly the same is the 200-500% difference between SSD IOP on PS5 and XSX.
This innovation results in approximately 2.5x the effective I/O throughput and memory usage above and beyond the raw hardware capabilities on average. SFS provides an effective multiplier on available system memory and I/O bandwidth, resulting in significantly more memory and I/O throughput available to make your game richer and more immersive.
Mass Effect is a PS4/X1 gameWhat’s the latest on install size? Are PS5 games still smaller? What’s Mass Effect’s install size difference?
PS5 will load it at 2x 5GB/s speedI'll tell you otherwise. You have the same game but the memory of the graphics card has a speed of 250 or 500 or 750 giga / sec. What will it do with what we see on the screen? It will definitely not be perfectly fine for both. Exactly the same is the 200-500% difference between SSD IOP on PS5 and XSX.
3.16Does anyone knows whats the multiplier of Kraken+Oodle texture??
PRT+ and SFS both do this. i.e. they load only what is visible.
Mass Effect is a PS4/X1 game
People look at PS5 SSD, bashing Xbox and dont really realize how big of a deal SFS really is.
And I blame Microsoft for that. They are soooooooo silent about it and sooooo delaying the launch of it in games, its painful.
Though often called the same thing or conflated to describe the functionality, even in Microsoft own official DirectX documentation, the capabilities of SFS and basic PRT are not entirely the same.
PRT is the foundation of SFS, but PRT by itself is definitely not SFS.
Yeah, well i guess you know that those 1s and 0s represent instructions to specific parts and functions of the hardware. There is quite a lot of hardware in both these consoles not accounted for in instructions written for last gen consoles.In terms of optimization I get it, but data is data, 1’s and 0’s, shouldn’t matter if its a Super Famicom game
Traditionally speaking, yes. PS5's I/O is anything but traditional.In terms of optimization I get it, but data is data, 1’s and 0’s, shouldn’t matter if its a Super Famicom game
In terms of optimization I get it, but data is data, 1’s and 0’s, shouldn’t matter if its a Super Famicom game
SFS isn't just about only loading what's visible, but operating much faster and helping the streaming system much more accurately determine what should have never been loaded in the first place. Sampler Feedback's functionality combined with PRT is what allows the kinds of insane 2.5x-3x effective multipliers on system memory and I/O bandwidth Microsoft are talking about because whereas PRT simply streams out high-res texture mips, SFS steams in/out parts of a mip in a much more fine grained way, delivering only a specific corner or middle section of a whole texture if need be without having the rest of the parts not seen occupying memory. PRT is swapping out whole texture mips, not tiny parts of them.
Though often called the same thing or conflated to describe the functionality, even in Microsoft own official DirectX documentation, the capabilities of SFS and basic PRT are not entirely the same. These various tweets by the guy working on it at Microsoft probably gives a better picture than I could.
PS5 will load it at 2x 5GB/s speed
On Xbox side, if SFS is implemented in that game, it will load at 2-3x 4.8GB/s speed
SFS isn't just about only loading what's visible, but operating much faster and helping the streaming system much more accurately determine what should have never been loaded in the first place. Sampler Feedback's functionality combined with PRT is what allows the kinds of insane 2.5x-3x effective multipliers on system memory and I/O bandwidth Microsoft are talking about because whereas PRT simply streams out high-res texture mips, SFS steams in/out parts of a mip in a much more fine grained way, delivering only a specific corner or middle section of a whole texture if need be without having the rest of the parts not seen occupying memory. PRT is swapping out whole texture mips, not tiny parts of them.
Though often called the same thing or conflated to describe the functionality, even in Microsoft own official DirectX documentation, the capabilities of SFS and basic PRT are not entirely the same. These various tweets by the guy working on it at Microsoft probably gives a better picture than I could.
No that multiplier does not come on top of PRT usage and Stanard is the one disagreeing with you in the tweets you just quoted saying PRT + SF = SFS, for example, clarifies what SF does in this case, and does not say anything suggesting that PRT loads entire high res texture mips and not only part of the texture (which nobody stated.Sampler Feedback's functionality combined with PRT is what allows the kinds of insane 2.5x-3x effective multipliers on system memory and I/O bandwidth Microsoft are talking about because whereas PRT simply streams out high-res texture mips
Sampler Feedback's functionality combined with PRT is what allows the kinds of insane 2.5x-3x effective multipliers on system memory and I/O bandwidth Microsoft are talking about because whereas PRT simply streams out high-res texture mips, SFS steams in/out parts of a mip in a much more fine grained way, delivering only a specific corner or middle section of a whole texture if need be without having the rest of the parts not seen occupying memory. PRT is swapping out whole texture mips, not tiny parts of them.
SFS is proprietary technology to Microsoft and it uses custom hardware piece. PS5 does not have an analogue. Nor HW supported, not SW. If they had, they would have talked about it. Sure they can develop SW accelerated solution, of course. But their focus was SSD and I/O performance itself, not optimizing asset size that need to be loaded in the first place.Both of these claims are completely incorrect. Virtualized texture or geometry is an ancient technology, just like PRT, PRT+ or later SFS. If it is supported at the HW level with XSX GPU, it also supports PS5 GPU. The API layer is software and code. It is not tied only to the DX12 ultimate. So I'm going back to the question of what benefits it will mean for the same game if the PS5 SSD IOP delivers 2-5 times more data to the frame ?
SFS is proprietary technology to Microsoft and it uses custom hardware piece. PS5 does not have an analogue. Nor HW supported, not SW. If they had, they would have talked about it. Sure they can develop SW accelerated solution, of course. But their focus was SSD and I/O performance itself, not optimizing asset size that need to be loaded in the first place.
Microsoft even talked about bringing it on PC. But they added that is will be software accelerated. They would have said: "you will get HW accelerated SFS on RDNA2 gpus". But no. They custom designed it on Xbox, not available on other RDNA2 configurations.
PRT was VERY limited in it's adoption rate and overall performance in last gen. Because you simply did not have storage fast enough to handle it. Not my words. I am quoting MS developer from Game Stack Event.
Timestamp included.
Small adjustment : SF is, not SFS, SFS is until now exclusive for Xbox, they made console specific adjustments for SF on Series consoles.SFS is part of the DX12 Ultimate .. API for many graphics cards. PRT has been here with us for over 10 years. PS4 supports PRT. It's naive to think that SONY left it as it was 10 years ago.
Both of these claims are completely incorrect. Virtualized texture or geometry is an ancient technology, just like PRT, PRT+ or later SFS. If it is supported at the HW level with XSX GPU, it also supports PS5 GPU. The API layer is software and code. It is not tied only to the DX12 ultimate. So I'm going back to the question of what benefits it will mean for the same game if the PS5 SSD IOP delivers 2-5 times more data to the frame ?
I know that PRT has been here with us for over 10 years.SFS is part of the DX12 Ultimate .. API for many graphics cards. PRT has been here with us for over 10 years. PS4 supports PRT. It's naive to think that SONY left it as it was 10 years ago.
In matter of I/O throughput? No, not even close. XSX won’t magically close the very significant hardware/processing power/speed gap with fantasy theories. As to GPU/CPU performance, you are right.This fighting over specs is a bit pathetic
both will be fast enough and produce similat results - better/worse depending on game/dev/engine.. just like the gpu and cpu difference
the main difference this gen will be exclusive games and services
- gamepass, quick resume, enhanced bc with fps boost for xbox..
- game help feature and game stream sharing on ps5
On a side not, we don’t know how automatic this all is , and if a dev needs to do more work, seems Sony’s hardware approach is a little easier. And how this would translate to real world use and results .We don't know if the PS5 GPU supports it. It's certainly not a guarantee that it does, but let's assume that it does even if I personally doubt it. Then in such a scenario PS5 is even more insanely faster than Series X still if it does, but with what the Series X will be capable of already at what point will we be at "fast enough?"
As I said in my 22GB texture request hypothetical.
22GB becomes 8.8GB due to SFS
8.8 / 2.4GB/s / 2 = 1.83 seconds. An insane effective I/O rate of 22GB/sec.
or
14GB texture request hypothetical.
14GB becomes 5.6GB due to SFS
5.6GB / 2.4GB/s / 2 = 1.16 seconds. An awesome effective I/O rate of 14GB/s
When would such a crazy thing NOT be enough? 2 on screen equivalent results that without SFS would easily exceed the RAM capacity of Series X, but is possible thanks to SFS. There is no way this will never be enough for this generation. If both consoles had way more than just 16GB of RAM, and more than 13.5GB-14GB of usable ram, then perhaps then the 2.4GB/s raw for the Series X SSD could become an issue, but that will never be the case for this generation of games.
Talked about this a couple of weeks ago, and got lols...smh.
Nah, it definitely matters because it isn't just about what the data and raw speeds are like. Without utilizing the proper APIs, which make proper use of the hardware to break through any I/O bottlenecks or limitations, you won't see the PS5 doing what it can truly do in a game that isn't properly built for it. Xbox's APIs clearly make getting something extra from the new hardware easier without necessarily having to build it ground up, which is why I often don't really see those things as anything to brag about when I see it. If I'm bragging about it, I'm just having some fun on that day lol.
On a side not, we don’t know how automatic this all is , and if a dev needs to do more work, seems Sony’s hardware approach is a little easier. And how this would translate to real world use and results .
Again, you’re talking about processor and performance which has nothing to do with static data on a disc.
The disc stores the compressed data, the system decompresses and reads said data. The amount of compression may vary depending on the amount of video or texture work used, but we’re talking about the same content, there’s equal amount of FMV and textures for both.
I heard that Mass Effect is smaller but it still BC (there is no PS5 or XSX version) so I wouldn't count that either way, even if it was.What’s the latest on install size? Are PS5 games still smaller? What’s Mass Effect’s install size difference?
Yes, MS added some additional instructions for non blocking I/O and texture filters and documented the additions they made (see prior posts in the thread, they make it easier to use efficiently, but you are not leaving competing consoles in the dust, what people have an issue with is it being oversold for some reason).SFS is proprietary technology to Microsoft and it uses custom hardware piece.
So they can and have a SW enhanced analogue for the SF/SFS parts as devs need to track visibility, prefetch the right data, and handle transitions between levels of detail (they do, that is how people had been doing virtual texturing before… see Rage on console or Doom 2016 as two examples out of likely a lot more)… about the if they had they would have talked about it bit? It would not be the first nor the last thing they gloss over while MS screams about it (look at DualSense improved input latency over DS4 which they dm ever mentioned when talking about the controller update while MS shouted about it).PS5 does not have an analogue. Nor HW supported, not SW. If they had, they would have talked about it. Sure they can develop SW accelerated solution, of course.
Do not quite find proof of this statement, you are implying a brawn vs brains approach. I do not see evidence they have failed to prioritise asset size/reducing the asset size of data that needs to be loaded (PRT is the core mechanism for both solutions, we do not know if SF is part of PS5 with another name, but you do have the HW mechanism to ensure the GPU does not store more data than it strictly needs and only partial texture regions, what you are doing yourself as a developer with PRT [SFS should be easier to use] is to determine what you need to load next and tell the GPU to prefetch it… and that is assuming PS5’s GPU does not include any improvements to its PRT support for texture streaming).But their focus was SSD and I/O performance itself, not optimizing asset size that need to be loaded in the first place.
I have to disagree with you again.
You are contradicting Stanard with the bolded. What you're describing is traditional mip streaming.
In Stanard's own words:
"PRT is using virtual memory to keep only part of a texture loaded in physical memory."
"The rough 2.5x efficiency comes from not reading whole mips but only the texture regions of interest."
SFS is being compared to traditional texture streaming, i.e. Whole mips, to get its 2.5x efficiency. He's not comparing it against PRT.
Here is an official AMD slide showing PRT as only loading partial mips.
Here is an amazing writeup I found that explains what PRT, PRT+, and SFS are. Full link is in the spoiler at the bottom.
Classic Texture Streaming
- Classic
- PRT
- PRT+SF
- SFS
Let’s start with classic texture streaming, which is the most basic and simple one. As we’ve talked about “mipmapping”, developers now have gained a new set of assets that is at least a half smaller than the original Mip0.
So, for saving the precious memory space, developers start to find out ways to use the high level mip8s (mip8 just for example). Before classic texture streaming, everything in a game level is loaded with mip0. With classic streaming, developers can now use different mip level for different objects, with different ranges or sizes.
Partial Resident Texture or Virtual Texture
PRT is the term used by Unreal Engine, and Virtual Texture is the term used by idTech. But generally they’re the same thing.
As the time moving forward, the mip0 is now larger and larger. We’re seeing 4K and 8K textures now, that can be a huge burden for the memory when loaded in a whole.
So, what about just loading parts of them?
PRT used the same idea of Virtual Memory. We don’t have to load every part of a texture into the memory. We can divide the large texture into small tiles.
By dividing the large texture into a tile array, now we can have more fine grained control over the tiles.
For different parts of the texture, some of them can be a part from Mip0, and some of them can be a part from Mip 3 or so.
The MinMip map above, have shown a 8x8 area, requesting for different level of mips.
In this particular example, Every tile has the same memory size. A single tile in Mip1 covers (2^1)^2=4 area size of a Mip0 tile. Thus it’s 4 times less detailed, smaller in general. But still covering the same area size. Likewise, a Mip2 tile covers (2^2)^2=4^2=16 area size, 16 times less detailed and smaller. But still covering the same area size. And the Mip3 tile can cover the whole 64 area size single handedly. Awesome right? But it’s extremely poor quality so we can only use it on the most insignificant part.
Before PRT, we need 64 units of tile memory space to cover that 8x8 area. With PRT, we can now use 1+3+3+1=8 memory space to cover that area. Assuming the mipmap is efficient, that’s a huge save isn’t it?
Well, that’s where the things get tricky: How to make sure the mipmap is efficient?
Before Sampler Feedback, the developers lack the ability to optimize things to the absolutely last drop. They could only make some guesses about visibility, importance or so, but they lack the direct control on things. It’s like you were riding a bike without your hands on the handle, yes you can still control the weight balance and speed using your muscles, but isn’t that shakey?
PRT+(Sampler Feedback)
Time to save the day! With DirectX 12 Ultimate, developers can now get reports from the sampler, and use that report to minimize artifacts, lag spikes and memory wastes! We can finally put our hands back on the bike’s handle now
Traditional PRT solutions were based on guess,
PRT+(PRT with sampler feedback) is based on hard facts. Because samplers are the real smart end consumers of texture assets, they know what they need (unlike some poor market in other areas of gaming, just kidding LOL). With SF, the streaming engine always only stream needed assets, no waste.
However you do need hardware support for PRT+, you need a modern GPU and SSD at least. And even PRT+ can be refined and optimised. Here we finally goes to the almighty
Sampler Feedback Streaming
SFS is based on PRT+, and PRT+ is based on PRT&Sampler Feedback. SFS it’s a complete solution for texture streaming, containing both hardware and software optimizations.
Firstly, Microsoft built caches for the Residency Map and Request Map, and records the asset requests on the fly. The difference between this method and traditional PRT methods is kinda like, previously you have to check the map but now you have a gps.
Secondly, you need a fast SSD to use PRT+ and squeeze everything available in the RAM. You won’t want to use a HDD with PRT+, because when the asset request emerges, it has to be answered fast (within milliseconds!). The SSD on Xbox is now priotized for game asset streaming, to minimize latency to the last bit.
Thirdly, Microsoft implemented a new method for texture filtering and sharpening on hardware. This is used to smooth the loading transition from mip8 to mip4 or mip0…etc. It’s not magic, but it works like magic:
image1118×648 140 KB
As we have stated, the Sampler knows what it needs. The developer can answer the request of Mip 0 by giving Mip 0.8 on frame 1, Mip 0.4 on frame 2, and eventually Mip 0 on frame 3.
The fraction part is used on texture filtering, so that the filter can work as intended and present the smoothest transition between LOD changes.
It also allows the storage system to have more time to load assets without showing artifacts.
A More Detailed Insight About Sampler Feedback Streaming
This is a explanation post for normal gaming enthusiasts, about the Sampler Feedback Streaming, including these topics: How do textures work in a nutshell History of texture streaming Classic, PRT, PRT+ (SFS) Differences between platforms (traditional PC vs XVA or XVA enabled PCs) How do...forum.xboxera.com
Judging from everything I've read, I don't think the PS5 has any sort of hardware support for Sampler feedback which should make PRT easier to implement on the Series X/S. I'm also very confident the PS5 does not contain hardware filters for smoothing the transition from one mip level to another so you might see some pop in on playstation despite the faster I/O.We don't know if the PS5 GPU supports it. It's certainly not a guarantee that it does, but let's assume that it does even if I personally doubt it. Then in such a scenario PS5 is even more insanely faster than Series X still if it does, but with what the Series X will be capable of already at what point will we be at "fast enough?"
As I said in my 22GB texture request hypothetical.
22GB becomes 8.8GB due to SFS
8.8 / 2.4GB/s / 2 = 1.83 seconds. An insane effective I/O rate of 22GB/sec.
or
14GB texture request hypothetical.
14GB becomes 5.6GB due to SFS
5.6GB / 2.4GB/s / 2 = 1.16 seconds. An awesome effective I/O rate of 14GB/s
When would such a crazy thing NOT be enough? 2 on screen equivalent results that without SFS would easily exceed the RAM capacity of Series X, but is possible thanks to SFS. There is no way this will never be enough for this generation. If both consoles had way more than just 16GB of RAM, and more than 13.5GB-14GB of usable ram, then perhaps then the 2.4GB/s raw for the Series X SSD could become an issue, but that will never be the case for this generation of games.
You should read the whole convoNonsense, he says the exact opposite. He said the drives are too slow to have any kind of diminishing return.
You should read the whole convo
and honestly what he says is really simple to understand as a concept. Anyway latency is at least as important as speed but I don't think the two consoles differ that much
This is something Sony both addressed in a PS5 Spider-man tech demo AND in their Spider-man GDC talks (not to mention their game was a lot bigger than needed due to assets size duplication)… not to mention disk speed (as well as available RAM of course) being a limiting factor in open world streaming engines (dictating the max movement speed of players) is something that nobody ever brought in as if it were debatable (it is common sense too).“The SSD speed can't help you when you are limited by file size. For example, Spider-Man was file size limited for streaming in assets and was not HDD speed limited.”
i know where you going...Pana and i gave you at least 3 or 4 practical example (that you ignored) of how file size is the limit and not the SSD / io speed .......you can't have games long 10 hours with a size of 47gb and stream 22gb/s....cmon now ...lol the stream will be even lower 500 mb/sHe is an enthusiast (by his own admission) not sure why he is a Carmack level source now, but anyways he is wrong and/or is not supporting some of his statements you are using as evidence.
For example:
This is something Sony both addressed in a PS5 Spider-man tech demo AND in their Spider-man GDC talks (not to mention their game was a lot bigger than needed due to assets size duplication)… not to mention disk speed (as well as available RAM of course) being a limiting factor in open world streaming engines (dictating the max movement speed of players) is something that nobody ever brought in as if it were debatable (it is common sense too).
Small adjustment : SF is, not SFS, SFS is until now exclusive for Xbox, they made console specific adjustments for SF on Series consoles.
SFS is SFS, "nothing" special about it ..
DirectX-Specs
Sampler Feedback
About this document
This document describes a Direct3D 12 runtime feature.
Overview
Sampler Feedback is a Direct3D feature for capturing and recording texture sampling information and locations. Without sampler feedback, these details would be opaque to the developer.
Motivation
Sampler feedback is one feature with two distinct usage scenarios: streaming and texture-space shading.
Both consoles have a lot to give for sure and no, we do not have proof PS5 has anything beyond basic PRT although it is a bit unlikely (SFS should make it easier to implement efficient texture streaming without an even small shader cost handling the texture pop-in case or handling texture data for prefetching calculations… interesting that people are saying SFS has yet to be used in a production title more than 6 months after launch then).Judging from everything I've read, I don't think the PS5 has any sort of hardware support for Sampler feedback which should make PRT easier to implement on the Series X/S. I'm also very confident the PS5 does not contain hardware filters for smoothing the transition from one mip level to another so you might see some pop in on playstation despite the faster I/O.
In my opinion, even when SFS for XSX and PRT for PS5 start being used to increase their I/O throughput even further, the difference between the consoles will show up just as it did in RE8 in third party games on average. Better initial loading times for one and better resolution/FPS for the other.
Outside of the loading extravaganza that is R&C, I think if you want to see where the fast I/O will be most beneficial for far more typically designed games then you should start looking at the bandwidth in milliseconds rather than in seconds. Small repeating assets can really benefit from these huge numbers.
The theoretical 12GB/s for Xbox by utilizing compression and SFS is nearly 200MB per frame at 60FPS. That's nuts!
For instance, in Halo you carry two weapons and you don't necessarily have to keep them both in memory anymore because you can stream their assets in so fast in real time.
Demon's Souls is a 24-hour long game, has a 66 GB file, and streamed data at 4 Gb/s.i know where you going...Pana and i gave you at least 3 or 4 practical example (that you ignored) of how file size is the limit and not the SSD / io speed .......you can't have games long 10 hours with a size of 47gb and stream 22gb/s....cmon now ...lol the stream will be even lower 500 mb/s
These are two different things and I'm not sure you've understood what was being said.You should read the whole convo
and honestly what he says is really simple to understand as a concept. Anyway latency is at least as important as speed but I don't think the two consoles differ that much
This is literally all there is to it.These are two different things and I'm not sure you've understood what was being said.
One is talking about saturating the SSD bandwidth completely whereby this game would not be possible in a slower drive.
This means that little to no games will be streaming in 22GB of uncompressed data in a second. If a game is 32GB you're talking about a game where you've streamed in 70% of the game in a second. No game is like this, you will never experience 70% of the entire game in a second. Games are size limited.
However this doesn't mean that the speed of the PS5 drive isn't twice as fast for streaming in whatever is required. For example if you had to stream in say 500mb as you traverse the world on a PS5. The game can either limit the max speed of the player or lower the asset quality while moving to maintain the same speed on an Xbox SSD. If you were doing say 500mb for a given speed your asset quality would only be 250mb (ie lower resolution) on an xbox SSD.
Yeah, sort of. The lowest denominator, whatever it may be (PS5, XSX, XSS, PC, last gen console) will be a factor.The TL;DR of all this is that the 3rd party games, where you can actually make 1:1 comparisons between consoles, will be limited by whatever PC does anyway, so all of this kinda doesn't matter?
First of all his example was about Spider-man and general open world assets streaming (if you cannot tie the speed of movement to the speed data is fetched from the disk at well ), second of all you made several straw man arguments and I already said why I disagreed with them and especially how you framed them.i know where you going...Pana and i gave you at least 3 or 4 practical example (that you ignored) of how file size is the limit and not the SSD / io speed .......you can't have games long 10 hours with a size of 47gb and stream 22gb/s....cmon now ...lol the stream will be even lower 500 mb/s
"Includes SFS" seems to oversimplify it. The entire point of SFS is to reduce the amount of assets you have to stream in the first place, so it has nothing to do with bandwidth throughput. Or to stick with Three's example, the PS5 is pushing 500 MB, the XSX is pushing 250 MB, but ideally both have the same asset quality because of SFS.This is literally all there is to it.
Everyone is just complicating stuff for the sake of complicating it. MS has given us the numbers: 2.4 Gb/s raw and 4.8 Gb/s compressed after using Velocity Architecture (which includes SFS). People here are unnecessarily complicating everything by taking 4.8 Gb/s compressed speed and then applying the SFS and other multiplayers on top of it.
The TL;DR of all this is that the 3rd party games, where you can actually make 1:1 comparisons between consoles, will be limited by whatever PC does anyway, so all of this kinda doesn't matter?
streamed data constantly at 4gb? inwhat instance respawn ?
PRT reduces the amount of assets (portions vs entire texture) you have to stream, SFS is about the HW doing work for you to help you understand what you need to load next and get it loaded there. So no, SFS does not buy you 2-3x bandwidth over PS5."Includes SFS" seems to oversimplify it. The entire point of SFS is to reduce the amount of assets you have to stream in the first place, so it has nothing to do with bandwidth throughput. Or to stick with Three's example, the PS5 is pushing 500 MB, the XSX is pushing 250 MB, but ideally both have the same asset quality because of SFS.
I attribute cross-gen stuff to be holding things back a bit but you're right, I shouldn't be asserting it isn't being used because I really don't know. I'm curious if R&C is using PRT.Both consoles have a lot to give for sure and no, we do not have proof PS5 has anything beyond basic PRT although it is a bit unlikely (SFS should make it easier to implement efficient texture streaming without an even small shader cost handling the texture pop-in case or handling texture data for prefetching calculations… interesting that people are saying SFS has yet to be used in a production title more than 6 months after launch then).
I'm really happy the companies diverged a bit because I love seeing unique hardware. Prior to launch I was trying to advocate that Sony wouldn't spend money on r&d and give up valuable die space for nothing. They also wouldn't have developed an SSD that offers less storage than an off the shelf counterpart unless the speed was worth it.Both have an insane theoretical per frame bandwidth (200-307.2+ MB per frame on XSX [307.2 MB assumes you are saturating the BCPack decoder and a 3x multiplier for SFS instead of 2.5x]… on PS5 we are talking about 341-600 MB if you take into account Oodle Texture + Kraken and inch a bit closer to maxing the Kraken unit decompression rate) indeed.
As you and others pointed out before the key is games being written and data authored to allow these SSD’s to flex their muscles and load lots of small assets very quickly and with a very low latency too… and as low CPU overhead as possible.
This is another area where I think the silicon they spent on PS5’s custom SSD controller and custom I/O complex will come in handy (considering some of the cuts they made to the Ryzen 2 cores and the lower peak frequency 3.5 GHz with SMT vs 3.6 GHz with SMT and 3.8 GHz)… and it better considering it took transistors away from many other components .