MasterCornholio
Member
Baseball but thats about as much info as you can drag out of me

Baseball but thats about as much info as you can drag out of me
Yep, that's why we in the job call it the killing kneeDozen or so surgeries and needing more work on my shoulder and knees, nothing too bad though![]()
those pigeon jokes are not getting old anytime soonI've been watching the speculation thread since the beginning and @HeisenbergFX4 turned out to be one of the best insiders that we have.
Oh and he didn't give us a bunch of pigeons.
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One of these days I'll get my revenge!!!!
Shout out to @o'dium
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Are you the pitcher that killed that Pigeon with a fastball? What did that pigeon say?Baseball but thats about as much info as you can drag out of me![]()
How are you going to tell the I/O on the PS5 what to do if you don't use the CPU?However that plays out, there is also CPU coordinating this on XsX, only PS5 has extra processing to not need cpu...
PS5
SSD > Hardware I/o block > RAM
XsX
SSD > Cpu > Hardware Decompression block > RAM
Damn, I remember an AMD presentation with similar technology we have on PS5 and it was rendering detailed graphics while another high end GPU struggled. I need to find it on youtube. I think it was presented by their guy who is now with Intel.
I don't know why PC manufacturers did not go that route.
You wouldn’t put game state on ssd.So does the 100GBs contain the saved states?
How are you going to tell the I/O on the PS5 what to do if you don't use the CPU?
I don’t know if this is a comparable version but this kraken decompressor looks to be about 5k source code unless I missed a file or something. That is not very big. Of course you would have to account for data storage as well.Correct. Thanks, and forgot about that.
The main difference being (3-5x) decompression speed over zlib, and the points you mentioned.
My guess that Kraken is also similar to zlib, in that it was easy to implement a fixed sized decompression buffer, that was smaller enough to fit on the chip, without having too high of a transistor cost.
It would interesting to know how big it is.
PC
---> LOAD ASSETS FROM SSD --> [SET ASIDE MEMORY FOR COMPRESSED ASSETS] --> [DE-COMPRESS USING CPU CORES] --> [REMOVE COMPRESSED ASSETS FROM MEMORY (THAT IS IF YOU NEED THAT SPACE)] --> [COPY ASSETS TO VIDEO MEMORY - ANOTHER MAJOR CPU OPERATION]
This is really inefficient use of memory, as the compressed assets took up space. So you always have to reserve a portion of memory. You could do "chunks" and use less memory, which would make more sense, especially if streaming in data while the game is running.
PS5
---> LOAD ASSETS FROM SSD --> [DE-COMPRESS USING FIXED HARDWARE] --> [STORE IN MEMORY]
The main advantage is that the CPU CORES are not needed for any heavy duty decompression, and no part of memory is needed to store the compressed assets.
Another main advantage the PS5 has, it's SSD does not use a file system. Everything is mapped via addresses, just like memory. So less overhead, and better use of space. I'm sure programmers will find that incredibly refreshing to work with.
There's hardware there to do exactly that function. The CPU is not needed at all for that.How are you going to tell the I/O on the PS5 what to do if you don't use the CPU?
Yea that’s neat. Played college football and it always surprised me how many athletes were into gaming beyond maddenHah. that's awesome. Huge baseball fan here....now you have me curious
The cpu or gpu will need to be involved to at least request the data and set aside space for data even if custom hardware does the heavy lifting.There's hardware there to do exactly that function. The CPU is not needed at all for that.![]()
Are you the pitcher that killed that Pigeon with a fastball? What did that pigeon say?
What about the GPU cache?To decode/decompress data you need to copy from RAM to RAM.
You cannot fetch something into GPU register or cache if it's not in RAM (not to mention that "piecewise" (de)compressors that can fetch small data are compressing badly)
Unless page faults are served by the memory controller directly. But it means the data needs to be prepared (decompressed/decoded) by the controller.
You can read everything in the Sony's SSD patent, I don't see any deficiencies there, it's an optimal path, given the constraints. And XBSX has the same constraints.
Those reflections at the very end of the video look crazy...
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Then what's the function of the I/O on the XSX?Game will request asset and the rest is handled seamless according to Cerney. Of course game code is on cpu but that’s the extent of it.
On XsX you have the game code doing the same as PS5, but the asset call will come back to cpu to handle it vs PS5 the i/o block will handle it.
The only additional I/o specific hardware on XsX is the decompressor. The rest is traditional like last gen.Then what's the function of the I/O on the XSX?
I was just watching that video. Wow.. Amazing. The only thing is..the cars look real and it looks like a pair of real cars driving to me...except... I don't know what it is. Something draws my eyes to the tires though as they go over pavement. I know it's not like cars like these leave a smoke trail from their tires everywhere they go but there's something about the tires that tells my brain this is fake still. It's kind of like how the eyes on face models used to be dead. So it was like an animated cadaver to me. Maybe the tires are staying too round despite the speed and turns and so my eyes are saying this is fake? Anyone know what this is. Because other than that...I'd think I was watching something on ESPN.
Man please you are the truth! Thanks for sticking it outMan everything?
Thats a terrible track record.
I wouldn't listen to me either.
You wouldn’t put game state on ssd.
XBO has higher memory bandwidth when compared to PS4, but XBO couldn't overcome its CU/ALU bound issues.Disclaimer: He was only referring to PS5, you may suffer from pop-ins, stutter, frame drops, screen tearing, and load screens on other inferior platforms.
XBO has higher memory bandwidth when compared to PS4, but XBO couldn't overcome its CU/ALU bound issues.
There are latencies outside of register storage. Zero level cache has latencies.Well, bandwidth is only a part of the matter, we're talking about SSD direct streaming at full potential speed with no latency (bottlenecks).
You don’t. You run 1 game at a time just like you do now.So how do you keep multiple states on only 16GB of ram?
There are latencies outside of register storage. Zero level cache has latencies.
No such thing as no latency. Low latency is probably what you mean. And everything has bottlenecks.Well, bandwidth is only a part of the matter, we're talking about SSD direct streaming at full potential speed with no latency (bottlenecks).
It only had more bandwidth for small data sets.XBO has higher memory bandwidth when compared to PS4, but XBO couldn't overcome its CU/ALU bound issues.
Their are probably other tricks you could do to decrease having to save all the data in ram if you wanted to lesson ssd storage.
Yes, the AMD's SSG workstation card vs nVidia's, rendering 250B polygons benefiting from its built-in 2TB SSG (Solid State Graphics). Nvidia's card just crashed, didn't even open the file(2017)
(Timestamped)
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Why build a $7,000, 2TB graphics card? AMD explains its monster Radeon Pro SSG
The AMD Radeon Pro SSG has 2TB of memory, making it the most storage-heavy graphics card in the world. What would you use it for?www.digitaltrends.com
The 2TB model was $7,000 USD. Now a smart ass will pay that much and run the UE5 demo with a total of $8-10K USD behemoth PC and laugh at a $500 PS5.![]()
If they are smart, a lot less than that. The software hopefully distinguishes game state vs assets. Suspend game state only maybe only a couple of gig. When resuming, reload state memory and the asset portion can be re-loaded off the game install.16GB (probably even less than that) isn't an issue with these systems.
I'm going to assume that the PS5 can do the same thing because it doesn't sound difficult to do. For comparisons sake Sonys console should be able to do that at twice the speed. So probably 1-2 seconds. That's extremely impressive.
If they are smart, a lot less than that. The software hopefully distinguishes game state vs assets. Suspend game state only maybe only a couple of gig. When resuming, reload state memory and the asset portion can be re-loaded off the game install.
However the above likely not viable for last gen bc games as they can be installed on USB storage.
Ok Curt Schilling.Being a Sony fan first and foremost I hoped my info was wrong and not only would the PS5 have the superior SSD but have that 13 tfs so many other people kept saying.
Even had a couple of those guys PM here saying how far off I was and I better get on the 13 tf or look like a fool.
Baseball but thats about as much info as you can drag out of me![]()
I assume so.16GB (probably even less than that) isn't an issue with these systems.
I'm going to assume that the PS5 can do the same thing because it doesn't sound difficult to do. For comparisons sake Sonys console should be able to do that at twice the speed. So probably 1-2 seconds. That's extremely impressive.
It's 1995, Microsoft launches Windows 95It's 1994, Playstation released in Japan
It's 1995, Microsoft relased Windows 95
Sorry for the off topic but the video is fucking hilarious
How are you going to tell the I/O on the PS5 what to do if you don't use the CPU?
You wouldn’t put game state on ssd.
The only additional I/o specific hardware on XsX is the decompressor. The rest is traditional like last gen.
MS claims to have optimised their cpu based I/o software to be magnitudes faster now tho. But personally I’m calling secret sauce shenanigans here. It’s feels like PR to combat Sony’s big strides in the sector. Why now? Why not previously on PC etc. if it’s just software tweaks.
The claims are too out there, 10%, 20, even 30 I can get behind but close to 100% efficiency gain is ridiculous, and likely only a very specific isolated example that wont be repeated in the real world.
I’m saying, take 2 cpu cores out of the equation for XsX i/o right now.
That actually sounds better however it seems trickier to me. I guess this will depend on how lazy the developers are.
So the dma just randomly loads whatever it feels like without any request from the cpu? That sounds really plausible. Sure hope the gpu and cpu have some magic way of knowing where this new data is stored.The DMA controller primarily (with assistance from the cache flush and coherency hardware), which amounts to 1-2 Zen 2 cores worth of processing.
So the dma just randomly loads whatever it feels like without any request from the cpu? That sounds really plausible. Sure hope the gpu and cpu have some magic way of knowing where this new data is stored.
Man everything?
Thats a terrible track record.
I wouldn't listen to me either.
The cpu or gpu will need to be involved to at least request the data and set aside space for data even if custom hardware does the heavy lifting.
Boy, do we think that Star Citizen might come to the next gen boxes or have they said anything about that? That would be AWESOME!Man, Beyond Good and Evil 2 is one of my most anticipated games on PS5! Never played the first, but this new one looks promising. The mixed species would be one of the most interesting aspects, along with exploration and ship recruitment. The air combat looked good as well, although melee combat doesn't look that polished.
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I personally couldn't comprehend the game when revealed, couldn't see how that would be possible. Star Citizen sealed it. I would expect much more better graphics that this game has been migrated to be a next-gen game now. I hope next Ubi event will show us something.
There are latencies outside of register storage. Zero level cache has latencies.
Bo_Hazem. Why do you keep talking about duplicates? I’m beginning to think you don’t have the slightest idea how any of this works.
The reason for duplicates on a hard drive is to minimize the time it takes the head on the hard drive to get to a piece of data. It is like a record player. If a piece of data is on the outer edge and the head is in the middle it has to move a long distance. If you put multiple instances on disk the it goes to the closest one and reads it.
Now here is the important part. An ssd doesn’t have any moving parts. The amount of time to access any data is the same no matter where it is stored. Hence the reason no duplicates are needed.
Do you understand?
And xsex apeears to have more of those latencies from the specs available today.