I’ve tried to understand this thread. I’ve really tried. It’s just nerdvox overdrive. I don’t understand a word.
The video looks great, though.
It's very simple...
The Xbox is likely to uses 2 of its 12 dooblewats to jig the data from the zenozap to the ubershniz but the PS5 is going to instead have a more streamlined gumleflung to doodle the wats instead.
It's very simple...
The Xbox is likely to uses 2 of its 12 dooblewats to jig the data from the zenozap to the ubershniz but the PS5 is going to instead have a more streamlined gumleflung to doodle the wats instead.
Thank you for the clarity! As long as the noodleram can handle the gurbleflops, I’ll be happy. And THAT’S NUMBERWANG.
Say the game file sizes were massive due to size of the assets, wouldn't that be the reason for Sony's pursuit of the SSDs it has which would mean that the flops were worse pursuit rather than the ability to crunch the memory?
Say the game file sizes were massive due to size of the assets, wouldn't that be the reason for Sony's pursuit of the SSDs it has which would mean that the flops were worse pursuit rather than the ability to crunch the memory?
Yeah absolutely. At the moment it falls on the CPU to unpack all the data and pass it across to the GPU to then turn it in to graphics. This puts a large load on the CPU which is the biggest cause of the bottlenecks. The custom I/O will instead pass each part of the data, once processed, to the GPU and ram while the CPU works on the next chunk at an accelerated rate (5.5gb/s). The Xbox will hope to do this with brute force.
The Xbox series X also has dedicated decompression hardware to alleviate the CPU too. Both consoles are using Zlib for general purpose data with Kraken (PS5) and BCPack (Xbox) for textures. BCPack is condsidered superior out of those two. The sampler feedback streaming tech in the XsX is pretty smart meaning only the required portion of a texture is loaded rather than the full thing saving bandwidth.
Although if Unreal Engine 5 is anything to go by future rendering models are going to be compute heavy. Nanite looks like it is bypassing vertex shaders and a lot of the time mesh shaders too placing the burden on the compute units. And the new lighting system in UE5 is probably sucking up way more compute than the geometry side.
I love the technical talk. In layman terms storage for game consoles is about to get expensive. Very expensive. Even if it is the future.
^ I'm sure people are aware but USB 3.x drives are just going to be for storing games or playing backward compatibility stuff only; so XBO, 360 and Xbox games. XSX games will need to be on the internal drive or the expandable Seagate Storage drive as mentioned.
No, Sony are saying you can use 'certain' PCI-E 4.0 NVMe drives which meet their certification. Although they aren't there aren't that many that meet that spec at the moment (from the little we know). Therefore given it's not proprietary it might be cheaper in the long-run, but probably still expensive to begin with.
I imagine so. But essentially will be the same thing you're plugging into your PC/Laptop which is going to help with prices (eventually).
EDIT - although looking back on the DF analysis it's not just the drives meeting certain PCIe 4.0 NVME M2 standards, but also being physically compatible with the PS5 slot. So this will knock out drives with heatsinks or that are too big. But again that might not be an issue given how little we know.
It's okay, Sony prepared us with the cost of Vita memory cards. For me that was the main, completely avoidable, issue and reason for it's downfall. So day 1 a lot of folk will be spending an extra 200 quid for a TB of storage. I have 1.5TB full on PS4. I could delete games and play one at a time. That's true.
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