Holy s***, Resetera getting completely thrashed as usual.
Holy s***, Resetera getting completely thrashed as usual.
ConclusionContinued....
[UPDATE] After reading an explanation from James Stanard (over on Twitter) regarding how SFS works, it seems that it does also help reduce loading of data from the SSD. I had initially thought that this part of the velocity architecture was silicon-based and so the whole MIP would need to be loaded into a buffer from the SSD before the unnecessary information was discarded prior to loading to RAM but apparently it's more software-based. Of course, the overall, absolute benefit of this is not clear - not all data loaded into the RAM is texture data and not all of that is the highest MIP level. PS5 also has similar functionality baked into the coherency engines in the I/O but that has not been fully revealed as-yet so we'll have to see how this aspect of the two consoles stacks up. Either way, reducing memory overhead is a big part of graphics technology for both NVidia and AMD so I don't think this is such a big deal...
This capability, combined with the consistent access to the entirety of the system memory, enables the PS5 to have more detailed level design in the form of geometry, models and meshes. It's been said by Alexander Battaglia that this increased speed won't lead to more detailed open worlds because most open worlds are based on variation achieved through procedural methods. However, in my opinion, this isn't entirely true or accurate.
The majority of open world games utilise procedural content on top of static geometry and meshes. Think of Assassin's Creed Odyssey/Origins, Batman Arkham City/Origins/Knight, Red Dead Redemption 2, GTA 5 or Subnautica. All of them open worlds, all of their "variations" are small aspects drawn from a standard pre-made piece of art - whether that's just a palette swap or model compositing. The only open world game that is heavily procedurally generated that I can think of is No Man's Sky. Even games such as Factorio or Satisfactory do not go the route of No Man's Sky...
In the majority of games, procedural generation is still a vast minority of the content generation. Texture and geometry draws are the vast majority of data required from the disk. Even in games such as No Man's Sky, there are meshes that are composited or even just entirely draw from disk.
Looking at the performance of the two consoles on last-gen games, you'll see that it takes 830 milliseconds on PS5 compared to 8,100 milliseconds on PS4 Pro for Spiderman to load whereas it takes State of Decay 2 an average of 9775 milliseconds to load on the SX compared to 45,250 milliseconds on One X. (Videos here) That's an improvement of 9.76x on the PS5 and 4.62x on the SX... and that's for last gen games which don't even fill up as much RAM as I would expect for next generation titles.
Here I attempted to estimate the RAM usage of each game based on the time it took to swap out RAM contents and thus game session. We can see that State of Decay 2 has some overhead issues - perhaps it's not entirely optimised for this scenario... this is a simple model and not accurate to actual system RAM contents since I'm just dividing by 2 but it gives us a look at potential bottlenecks in the I/O system of the SX.
Now, this really isn't a fair test and isn't necessarily a "true" indication of either console's performance but these are the examples that both companies are putting out there for us to consume and understand. Why is it perhaps not a true indication of their performance? Well, combining the numbers above for the SSD performance you would get either (2.4 GB/s) x 9.78 secs = 23.4 GB of raw data or (4.8 GB/s) x 9.78 secs = 46.9 GB of compressed data... which are both impossible. State of Decay 2 does not (and cannot) ship that much data into memory for the game to load. Not to mention that swapping games on the SX takes approximately the same amount of time... Therefore, it's only logical to assume there are some inherent load buffers in the game that delay or prolong the loading times which do not port over well to the next generation.
In comparison, the Spiderman demo is either (5.5 GB/s) x 0.83 secs = 4.6 GB or (9 GB/s) x 0.83 secs = 7.47 GB, both of which are plausible. However, since I don't know the real memory footprint of Spiderman I don't know which number is accurate.
This is a really interesting implementation of using a power envelope to determine the activity across the die..
SONY's implementation of RT is able to be spread across many different systems..
FixedWho the hell is Itakagi, & why should I care about him or her opinion?
You mean Ninja Guidan and Dead or Alive Tomonobu Itagaki?Who the hell is Itakagi, & why should we care about him or her opinion?
The SSD is going to be a bigger deal than xbox fans want to admit but it's not going to be the be all end all of gaming either.
So I've been rocking Control on PC with the Raytracing recently, and decided to turn it off just to see what it looks like without it.... and, well... Raytracing is the future of graphics. I'm sooo happy the new consoles support it.
There is so much nuanced detail in the imagery it boggles me t HF at there are people who are unimpressed by it. Its really stark when you turn it off after having it for a while.
Not sure if serious?
No, it's not going to matter.
It will make no difference.
Nice to know you are still here! happy new yearNo, it's not going to matter.
It will make no difference.
I got you confused with somebody else.
I definitely think that the Xbox GPU is faster. I didn't think it was that much better, but that opinion is changing as I take in new information.
Wow, it seems like they really out maneuvered Sony at ever turn. Cerny is a really smart guy, but he's just barely keeping up with Microsoft's massive R&D.
Most of us haven't seen it in real gameplay on our own screens, I've seen videos of games like Watch Dogs: Legion where they show it being used for reflections and I think it seems like they are fairly limited in how much they can do with it but it does look nice. It's hard to appreciate things on youtube you really have to see it on local hardware to get the full impact.
Now this is funny.There will be nothing the PS5 can do that the Series X cannot do, and the Series X will always have superior cross platform games.
It's really that simple.
There will be nothing the PS5 can do that the Series X cannot do, and the Series X will always have superior cross platform games.
It's really that simple.
What about load times?
And audio. Well, and play PS exclusives. That's always the hill to die on.What about load times?
There will be nothing the PS5 can do that the Series X cannot do, and the Series X will always have superior cross platform games.
It's really that simple.