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The PS5 worked fine with the slowest compatible SSD we could find

IntentionalPun

Ask me about my wife's perfect butthole
From what I've read they took the cheapest route to obtain those speeds. It's why the PS5 has a weird chip count and it's below 1TB.
Yeah it's about the large number of cheaper chips running in parallel to achieve the speeds is what I remember reading.

And it seems legit considering Sony saying they are profiting off of the machine.

Thing about being "custom" that is a bit of a misnomer is it often is something cheaper not more expensive.
 
Yeah it's about the large number of cheaper chips running in parallel to achieve the speeds is what I remember reading.

And it seems legit considering Sony saying they are profiting off of the machine.

Thing about being "custom" that is a bit of a misnomer is it often is something cheaper not more expensive.

Why yes what they did wouldn't work with a traditional NVME. So going with soldered chips allowed them to hit a much lower price point. If they went with a Gen4 5.500GB/s NVME the PS5 would have been a lot more expensive to make.
 

Stooky

Member
This seems far fetched as far as games that would be pushing I/O; any links to devs talking about this?
Wait for the GDC talks. It’s just my opinion from what I’ve seen working with it. As of now you can’t scale Motion matching based on thousands of various pc user specs. The amount of memory it would take for a sports game using ‘fat’ version of motion matching would be large. I think consoles I/O balances that out. As more tools become available for managing motion matching, and PC’s bottom line spec gets higher I can see them adding the ‘next gen’ animation tech back in.
 
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Hoddi

Member
That's interesting. I thought the decompressors were general purpose and didn't have to be built for a specific format. Now I'm curious as to how they are built to handle those formats.
If you're willing to get a bit technical then Fabian Giesen (of Oodle) did a short writeup of the differences between the BCPack and Kraken texture formats.

BC = BC1,2,3,4,5,6H,7 = suite of lossy texture formats used by PC GPUs. All these need to support efficient random access and work by encoding 4x4 blocks of pixels to a fixed-size format (either 64 or 128 bits per block). They are decoded as part of the texture fetch. It is safe to assume that at any point in time, the vast majority of texture data in GPU memory is in one of these formats.

BC1-7 encoding is lossy. BCPack is a lossless coder on top of the lossy BCn data. As such, comparing to Kraken is fair.

Both are run on reading data from disk into memory, thus they don't have the random-access requirement that textures in memory do, and indeed better entropy coding is a likely thing to try. I can't comment on what exactly BCPack does or how its performance compares to Kraken, either "full fat" or the PS5 subset; this is covered by NDAs with both MS and Sony.

For BC1-5 there are several well-known, easy lossless transforms that tend to significantly increase compression ratio (5-15% reduction is common, depending on the BCn format and the data) with your usual LZ. This is really simple stuff. For example, a 64-bit BC1 block is 32 bits of color endpoints then 32 bits of 2-bit indices for every pixel in the 4x4 block. Reordering data to separate endpoints from indices, putting them into separate blocks (and so they get separate Huffman tables in say a Deflate stream), helps massively for coders that don't use the low-order bits of the position in the stream as context. This is a lot better than straight Deflate/Kraken on this type of data and both the Xbox Series S/X and the PS5 support it as part of their output write from the decompressor to memory. (Not quite free, but very nearly so.)

BCPack is more sophisticated than that, PS5 decided that the basic reordering plus Kraken was good enough.

BC6H and BC7 have many modes and a more irregular block layout and such trivial transforms don't work. Oodle Texture has "BC7Prep" which is a lossless transform that can be run on BC7 blocks to make them more amenable to compression by byte-aligned LZs, and is easy (and very fast, often >180GB/s) to undo on the GPU. It mostly boils down to making the transform aware of the different modes. BC6H we don't have anything in particular yet because it was <1% of the texture data sets for all games we looked at so there were better things to spend our time on.

In short, XBox Series S/X have regular Deflate and BCPack which is a lossless coder for _only_ BC1-7 data (itself lossy), PS5 has Kraken, both support certain simple on-the-fly transforms on BC1-5 blocks as part of the decompression process, and both can use Oodle Texture BC7Prep via GPU compute shader for BC7 where the simple transforms don't work.

BCPack is aware of BC1-7 data, Kraken is not, and both can potentially get much better results when the BC1-7 encoder feeds them the kind of redundancy they know to exploit.
 
If you're willing to get a bit technical then Fabian Giesen (of Oodle) did a short writeup of the differences between the BCPack and Kraken texture formats.

Maybe I'm reading this wrong but it seems to suggest that BCpak will be better for some things. But honestly I haven't seen any evidence of what those things might be. Usually when it comes to compression the PS5 ends up with smaller file sizes.

Maybe it's something that we haven't seen yet?
 

Hoddi

Member
Maybe I'm reading this wrong but it seems to suggest that BCpak will be better for some things. But honestly I haven't seen any evidence of what those things might be. Usually when it comes to compression the PS5 ends up with smaller file sizes.

Maybe it's something that we haven't seen yet?
I honestly have no idea. Xbox games seem to have similar/same install sizes when compared with their PC counterparts so it seems likely that they use the same formats. RE8 only reads about 500MB on level loads so those 10s load times on Xbox seem far too long.
 
I honestly have no idea. Xbox games seem to have similar/same install sizes when compared with their PC counterparts so it seems likely that they use the same formats. RE8 only reads about 500MB on level loads so those 10s load times on Xbox seem far too long.

Maybe that's just how the engine works with the velocity architecture?

The game does seem pretty well optimized on both platforms. Then there's Doom Eternal which seems to load a lot faster on the PS4 if I'm not wrong.
 

IntentionalPun

Ask me about my wife's perfect butthole
Wait for the GDC talks. It’s just my opinion from what I’ve seen working with it. As of now you can’t scale Motion matching based on thousands of various pc user specs. The amount of memory it would take for a sports game using ‘fat’ version of motion matching would be large. I think consoles I/O balances that out. As more tools become available for managing motion matching, and PC’s bottom line spec gets higher I can see them adding the ‘next gen’ animation tech back in.

In Ubsofts examples of ML based motion matching they make the data sets extra small via ML, not larger though:


They turn a half gigabyte dataset into ~17mb.
 
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I have no doubt the PS5 will have games that will eventually make use of the whole insane SSDs speed. But that's not the truth yet and probably won't for a good few years.

I already posted here that I believe Series X's solution, currently, is as good as PS5s.
 

HeisenbergFX4

Gold Member
I have no doubt the PS5 will have games that will eventually make use of the whole insane SSDs speed. But that's not the truth yet and probably won't for a good few years.

I already posted here that I believe Series X's solution, currently, is as good as PS5s.
Who knows how long it will be before games actually have to have the speed of the internal SSD.

The Xbox expansion is overpriced atm but I do love their solution

Funny not that long ago most people didn't believe these consoles would have SSDs and now fighting over which solution is better over games that are loading insanely fast as is
 

Hoddi

Member
Maybe that's just how the engine works with the velocity architecture?

The game does seem pretty well optimized on both platforms. Then there's Doom Eternal which seems to load a lot faster on the PS4 if I'm not wrong.
I've no idea but I find it kinda doubtful. If the architecture was causing it then they might as well just decompress it on the CPU which is probably what they did.
 
I've no idea but I find it kinda doubtful. If the architecture was causing it then they might as well just decompress it on the CPU which is probably what they did.

Doesn't make sense why they wouldn't use the decompressor. The same goes for Doom Eternal.
 
I already posted here that I believe Series X's solution, currently, is as good as PS5s.

You mean the performance of the drive?

I guess it depends on which games you look at. But the trend seems to favor the PS5s I/O where next gen games are concerned. But I guess it's up to you to decide if they are the same or not.
 
You mean the performance of the drive?

I guess it depends on which games you look at. But the trend seems to favor the PS5s I/O where next gen games are concerned. But I guess it's up to you to decide if they are the same or not.
There are so few actual next gen only multiplat games so far (if any?) that it's actually kinda hard to know for sure tbh. Some tend to favor PS5 but the difference is really small imo.
 

Hoddi

Member
Doesn't make sense why they wouldn't use the decompressor. The same goes for Doom Eternal.
Again, I have no idea. It doesn't explain Doom Eternal though because that game loads as fast, if not faster, on my PC than any game does on my PS5. And it does so without any kind of hardware acceleration whatsoever.

When the game first came out then it was accidentally released without any kind of DRM. And to say it loads quickly is a massive understatement.

I've no idea why loads so slowly on PS5/XSX but it has nothing to do with any kind of hardware decompression. And it's not even a small amount of data that it reads because the above video is pulling over 3GB from disk. So, it's a bit more complex than many people like to think.

Edit:

On a side note, the Game Pass version loads much, much slower than the DRM-free version. It's also interesting to note that Doom Eternal is compressed via Kraken and was very much the first true 'next-gen' game in my opinion.
 
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There are so few actual next gen only multiplat games so far (if any?) that it's actually kinda hard to know for sure tbh. Some tend to favor PS5 but the difference is really small imo.

Well when your down to loading in a few seconds the difference might seem small time wise but the amount of data being moved per second could be a lot larger.

Looking at several pieces on the Velocity Architecture and the PS5s I/O I really don't see why they should perform exactly the same. If anything it would suggest some sort of bottleneck for the PS5s I/O and I'm not really seeing anything that could cause that. On paper 2.4GB/s<5.5GB/s if that doesn't happen then something must be wrong.
 

StreetsofBeige

Gold Member
PS5 running on a slower speed SSD goes to show Sony is full of shit the whole time where they'd been plugging minimum 5.5gb/s.

As for taking the plunge and saving a few bucks taking the risk a 3.9 gb/s SSD works well, thats on you. I'd just wait until Sony "officially" states which SSDs are fully compatible and which ones work but have issues. I wouldnt even trust all these game sites dabbling with it because you don't know exactly which games might or might not have issues.

Of course Sony can just cap PC SSDs at only ones they know fully work, but looks like they will just let it loose and whatever SSD fits and works or kind of works is on you to figure out. You are doing SSD beta testing for them.

Xbox has been clear with external SSD storage. The Seagate card is the one to buy and it is the same as the internal. External HDDs require 3.0 USB and can be used to play and store games too, but it won't get Series S/X perks.

Just wait for official word from Sony. I'm going to assume they will speak up after the beta test to recap PC SSDs. It would be odd if they just left it all for game sites and gamers to roll the dice themselves hoping every game works right.
 
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Stooky

Member
In Ubsofts examples of ML based motion matching they make the data sets extra small via ML, not larger though:


They turn a half gigabyte dataset into ~17mb.
That’s one character turning in a circle A sport game is way more complex than that . I’m talking specifically about sports games NBA 2K thinking about all the animations of the crowds, courtside, all the player etc. The animations can be compressed or streamed. And we have 2 consoles that are really good at that.At this moment If they could do it and support it on the wide range pc’s they would have. We’ll know for sure when the game is released.
 
That's just FUD spreading on your part. Every PS5 has a 5.5GB/s internal drive. The games that need that speed to be playable will be installed on it. That's why Sony doesn't guarantee the same performance with slower drive. They literally warn you that if performance isn't adequate you need to install it on the internal drive.

Developers will design their games around the internal drive first because thats what everyone has. Then if their game doesn't need those 5.5GB/s they will be perfectly playable on the NVME. If not users will have to move it to the internal drive.

Your suggesting that Sony is going to out a hard cap on data transfer speeds so that the game will perform the same on even the most slowest of drives. According to the proof that's out there that won't happen.

You install a slower drive and if a game requires a faster one you will see a downgrade in performance. If it becomes unplayable you just shift it to the soldered drive.
That's exactly what people are saying. Thanks to Sony's Focus on PC, they want developers to make games focused on slower hard drives. So now there won't be able game utilizing the full capabilities of the internal SSD
 
PS5 running on a slower speed SSD goes to show Sony is full of shit the whole time where they'd been plugging minimum 5.5gb/s.

As for taking the plunge and saving a few bucks taking the risk a 3.9 gb/s SSD works well, thats on you. I'd just wait until Sony "officially" states which SSDs are fully compatible and which ones work but have issues. I wouldnt even trust all these game sites dabbling with it because you don't know exactly which games might or might not have issues.

Of course Sony can just cap PC SSDs at only ones they know fully work, but looks like they will just let it loose and whatever SSD fits and works or kind of works is on you to figure out. You are doing SSD beta testing for them.

Xbox has been clear with external SSD storage. The Seagate card is the one to buy and it is the same as the internal. External HDDs require 3.0 USB and can be used to play and store games too, but it won't get Series S/X perks.

Just wait for official word from Sony. I'm going to assume they will speak up after the beta test to recap PC SSDs. It would be odd if they just left it all for game sites and gamers to roll the dice themselves hoping every game works right.

The NVME expansion seems pretty straight forward from the videos that I've seen. There's already plenty of drives to choose from at many different price points and sizes. I don't see how that's a bad thing.

In reality it's probably far from a disaster that you think it is.
 

IntentionalPun

Ask me about my wife's perfect butthole
That’s one character turning in a circle A sport game is way more complex than that . I’m talking specifically about sports games NBA 2K thinking about all the animations of the crowds, courtside, all the player etc. The animations can be compressed or streamed. And we have 2 consoles that are really good at that.At this moment If they could do it and support it on the wide range pc’s they would have. We’ll know for sure when the game is released.
For the final test they added nearly half a GB of information under normal motion matching conditions; dozens of joints, 30 different styles of movement, and they shrank it to 17MB. It wasn't just the data for moving in a circle.

I dunno I just think it's far more likely it's the ML aspect of the Fifa tech that made them decide not to port to PC.

But we'll see I guess if they ever explain it at GDC like you said.
 

StreetsofBeige

Gold Member
The NVME expansion seems pretty straight forward from the videos that I've seen. There's already plenty of drives to choose from at many different price points and sizes. I don't see how that's a bad thing.

In reality it's probably far from a disaster that you think it is.
Never said it was a disaster.

But if a 3.9gb/s SSD can work just as good, that's great. But nobody knows how good an SSD that's 30% slower will work across all games.

That's why I said the best thing to do is wait for Sony to officially approve which ones are fully legit and work and which ones might gimp out. But for now, Sony is just letting it fly and whatever SSD fits the min specs and dimensions seem workable.

It's like external HDDs requiring USB 3.0 to work on Xbox. I'm sure MS can allow gamers to use USB 2.0 HDDs. But the games would probably run shit. So they made the minimum 3.0 for full compatibility at non-next gen performance.

Sony has a few choices after all this beta testing:

1. Mandate a certain speed for full compatibility and performance

2. Mandate a certain speed (like 3.9) that works good enough (with slower loading times/performance etc..)

3. Just mandate dimension/type specs and let gamers try it themselves which speeds work or not. "Whatever happens happens"

Right now it's #3
 
Never said it was a disaster.

But if a 3.9gb/s SSD can work just as good, that's great. But nobody knows how good an SSD that's 30% slower will work across all games.

That's why I said the best thing to do is wait for Sony to officially approve which ones are fully legit and work and which ones might gimp out. But for now, Sony is just letting it fly and whatever SSD fits the min specs and dimensions seem workable.

It's like external HDDs requiring USB 3.0 to work on Xbox. I'm sure MS can allow gamers to use USB 2.0 HDDs. But the games would probably run shit. So they made the minimum 3.0 for full compatibility at non-next gen performance.

Sony has a few choices after all this beta testing:

1. Mandate a certain speed for full compatibility and performance

2. Mandate a certain speed (like 3.9) that works good enough (with slower loading times/performance etc..)

3. Just mandate dimension/type specs and let gamers try it themselves which speeds work or not. "Whatever happens happens"

Right now it's #3

Actually I saw someone do a benchmark of faster drives and they seem to bring better performance than the internal drive. No idea how that's possible but the opposite should be true for slower drives.

In the end I don't think there will be much of an issue with upgrading the drive. Whether it's Sony or tech sites there will be an easy list to follow of compatible drives and whether or not they are worse, the same or better than the internal drive.

It's going to be a much more simple process than you think it is.
 

Shmunter

Member
They are but I thought there would be some sort of limit within the system. It was definitely something that I wasn't expecting.
The sequential speed of a 7gig drive must carry an advantage over an internal 5.5. It's the read parallelism of the internal that is unique.

That uniqueness can't be about basic load times, it's about random fetches at low latency to facilitate realtime in game asset transfer to ram. There would be no need for all the customization if simple large chunk data was the goal.
 
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MonarchJT

Banned
False.
It can be used with several processors since it match the requirements... but only Oodle Texture works on Xbox.





Plus Dedicated hardware do matter.
Imagine if Xbox Descompressor could decode Kraken algorithm (it can't) in half time a frame is generated...




you don't know what are you talking about ...those decompresssors are in both consoles basic programmable asics they can swap the algorithm as they want....and 100% can use all oodle algorithm (paying) if they want ...period.
Ask for more information on Twitter but avoid making a bad impression on the developer engineers as usual. etho)

in any case it is an argument that leaves the time it finds. Microsoft is not interested in changing their algorithms and has a counterpart for oodles textures
 
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you don't know what are you talking about ...those decompresssors are in both consoles basic programmable asics they can swap the algorithm as they want....and 100% can use all oodle algorithm (paying) if they want ...period.
Ask for more information on Twitter but avoid making a bad impression on the developer engineers as usual. etho)

in any case it is an argument that leaves the time it finds. Microsoft is not interested in changing their algorithms and has a counterpart for oodles textures

You have to admit that what they have isn't as effective though. Plus there does seem to be a confirmed difference between the strength of the decompressors.
 

MonarchJT

Banned
You have to admit that what they have isn't as effective though. Plus there does seem to be a confirmed difference between the strength of the decompressors.
I don't know the only real, extremely tangible difference between the two consoles is the space occupied by the games. The gen is long of course ... but I still haven't seen anything that can only be done on a console thanks to the advantage of the 'I / O ....the famous ue5 demo was the most practical example of how many have overestimated this advantage. Master I'll repeat it until I die, before we get to see the i / o limit in both consoles we will see gpu limits
 

Sw0pDiller

Member
The only thing i take away from this is that devs still haven't tapped into the the max speed of the SSD. So there is massive headroom. Using a cheaper SSD now can/will bite you in the ass a couple of years in the lifetime of ps5. I still use a normal ssd drive for my ps4 games and the 5-6 ps5 games on my ps5 are barely taking up 300 gb.
 

MonarchJT

Banned
The only thing i take away from this is that devs still haven't tapped into the the max speed of the SSD. So there is massive headroom. Using a cheaper SSD now can/will bite you in the ass a couple of years in the lifetime of ps5. I still use a normal ssd drive for my ps4 games and the 5-6 ps5 games on my ps5 are barely taking up 300 gb.
and what game scenario you think, more than rachet showed, the devs need to find to tap that limit?)))) ...obviously all this before having problems with the gpu limit ... because from my point of view rachet stresses the ps5 GPU quite a bit
 
I can fit my big Boy in tight jeans somehow but that doesn't mean i feel comfortable wearing it or my Boy feels happy in tight jeans? No.

Similarly, You can connect shitty slow ssds but that doesn't mean PS 5 will like it or you will get as good as results as internal factory SSDs used by Sony.

I hope i made my point clear. :)



This article is stupid and makes no sense.
 
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phil_t98

#SonyToo
You know right we are at the start of the generation and developers don't know yet how to push such faster data in an useful manner? Just to say eh. You can't pretend they are capable to use it at the maximum speed already. It's blatantly ignorant.

but the same can be said of xbox's power advantage, people playing it down at the start of the gen just like your saying the SSD isn't being utilised at the start of the gen
 

ethomaz

Banned
you don't know what are you talking about ...those decompresssors are in both consoles basic programmable asics they can swap the algorithm as they want....and 100% can use all oodle algorithm (paying) if they want ...period.
Ask for more information on Twitter but avoid making a bad impression on the developer engineers as usual. etho)

in any case it is an argument that leaves the time it finds. Microsoft is not interested in changing their algorithms and has a counterpart for oodles textures
Again.

Facts from the tools creator:

- Xbox can do Oodle Texture just like any other device.
- Xbox can’t do Oodle Kraken for whatever reason… like I said Kraken can run in any type of processor including the Jaguar CPU it just won’t reach fasted compression ratio.
- Xbox lacks a specialized Kraken Decompressor unit.
- PS5 has a specialized Kraken decompressor unit.

BTW devs pays to use Oodle tools… it just Sony paid the licenses to any dev on PS4 or PS5 uses it…. you can see as the cost of the license is already Included in the SDK using it or not.
 
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Papacheeks

Banned
I don't know what you are trying to say here. Not being snarky just don't know what that has to do with my post.

Sony's SSD is custom from a major manufacturer, not many SSD's even now have a full write speed past 5gb/s. Sony's is 5.5GB/s (Raw), Typical 8-9GB/s (Compressed). Something like that soldered to a board with custom chips they designed for I/O is expensive.

Reason they are now making money off it is a redesign happened for internals on top of them making some of the components themselves. Other companies like looking at series x are losing a ton of money because nothing is made in-house, and they went with a much larger ship and specialized external storage.

There are so few actual next gen only multiplat games so far (if any?) that it's actually kinda hard to know for sure tbh. Some tend to favor PS5 but the difference is really small imo.

Until someone slaps a 2.4gb/s nvme in PS5 and runs Miles morales or ratchet we wont really know. But looking at load times of PS5 first party games compared to xbox it's night and day.
 
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Clear

CliffyB's Cock Holster
A very significant part of the equation is the bespoke prioritization system thats part of Sony's offering. For obvious reasons if you are just looking to pull in as much data as possible in the shortest amount of time then this isn't really going to be a factor, and based on the durations and circumstances of these tests its fair to say that's precisely what's being compared.

Cerny stressed that the requirement for third-party SSD's to exceed specification in terms of raw bandwidth was purely due to this, (essentially it'd have to transfer the same volume faster due to fewer "pipes" being employed concurrently) so its plausible to me that we're not in a good position to evaluate the impact yet.

In simple terms, you don't judge a drag-race in the same way you do the efficiency of a production line. First-past-the-post isn't really that significant a criteria outside of scenarios where its the only thing that matters.
 

Topher

Gold Member
but the same can be said of xbox's power advantage, people playing it down at the start of the gen just like your saying the SSD isn't being utilised at the start of the gen

Or could be both Xbox's GPU advantage and PS5's SSD advantage only show up on paper and the only time we truly see either being used to its full potential is from first party. It isn't like any graphical differences that favor PS5 or XSX are noticeable without DF using tools to detect them or them stopping gameplay to zoom in and point them out. And SSD differences are negligible in multiplats as far as load times as well. So far, all this is comes out to be a wash.
 

MonarchJT

Banned
Again.

Facts from the tools creator:

- Xbox can do Oodle Texture just like any other device.
- Xbox can’t do Oodle Kraken for whatever reason… like I said Kraken can run in any type of processor including the Jaguar CPU it just won’t reach fasted compression ratio.
- Xbox lacks a specialized Kraken Decompressor unit.
- PS5 has a specialized Kraken decompressor unit.

BTW devs pays to use Oodle tools… it just Sony paid the licenses to any dev on PS4 or PS5 uses it…. you can see as the cost of the license is already Included in the SDK using it or not.
again probably you don't know what those decompresssors are...i invite you to get more info from.ppl.innthe know
those have very anything of "specialized" in both machines
 

Sethbacca

Member
If there was no difference in load times than the internal storage does not work as advertised. I really doubt about the findings they have.
More likely is just that software isn't fully taking advantage of the high speed features yet so you're not seeing the same disparity that later, more highly optimized titles would show. I mean, the games are obviously using it, but it's not being taxed to the same extent that later games will tax the system.
 
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ethomaz

Banned
again probably you don't know what those decompresssors are...i invite you to get more info from.ppl.innthe know
those have very anything of "specialized" in both machines
"And of course, it all works incredibly with the PS5's built-in hardware Kraken decoder."
 

Zathalus

Member
Sony's SSD is custom from a major manufacturer, not many SSD's even now have a full write speed past 5gb/s. Sony's is 5.5GB/s (Raw), Typical 8-9GB/s (Compressed). Something like that soldered to a board with custom chips they designed for I/O is expensive.

Reason they are now making money off it is a redesign happened for internals on top of them making some of the components themselves. Other companies like looking at series x are losing a ton of money because nothing is made in-house, and they went with a much larger ship and specialized external storage.
There is no proof that the PS5 has 5.5GB/s write speeds, the only speeds they revealed are read speeds. Which makes sense, what game would even need that amount of write speed?
 
Weird thread.

So did Ratchet and Clank started looking bad now that it can run on 3900mbps ssd?

Play games, not specs.

I bet people getting upset are same ones who think Series S games don't look good cause it targets 1080p.
 
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