jigglet
Banned
True, except it's forced to render in 4K as oppose to most people's 1080p monitors. So the odds are even, if it's not the PCs that have an advantage.
this is a good point. Even 1440 is relatively rare outside the hardcore circles.
True, except it's forced to render in 4K as oppose to most people's 1080p monitors. So the odds are even, if it's not the PCs that have an advantage.
1) It takes a special kind of naive to think that Sweeney wasn't marketing on Sony's behalf, especially considering...
2) ...that it seems that the Series X is equally capable of running that demo without any 'scale down' required.
I think the point here is, that they don't exactly need to "scale down" since the streaming from SSD that's happening in that demo isn't that spectacular to begin with that it would exclude the Series X.
On the contrary, it's more like they can "scale up" to the Series X GPU power.
5.5GB/s is a speed given in seconds, not a per-frame max capacity.
If we go by that raw number it can load the 768 MB of data from drive in about 768/5500 seconds, so a bit more than a 10th of a second, so let's say 100 ms.
For 60 FPS, which is 16 ms per frame, it means it would take about 6 frames to load in those 768 MB. And remember this is also theoretical, with several showstoppers along the way.
That doesn't "debunk" anything. It just implies that the demo was a pitch to convince Sony to invest.
True, OP reminded me of that famous quote by Bill Gates that said nobody ever needs more than 640k of Ram (I think he denied it later)
But my point is, in technology never say never to having bigger numbers. It might be overkill today but it sure will be outclassed tomorrow.
Might be, that was certainly not how it was presented here in discussion about "dat SSD" over the last few months.Epic themselves said that were the case. People are just trying to twist it. Plenty here have called out how the OP is misinterpreting the data.
It's excessive for this demo, indeed. Claiming that it would run with any SSD from 5 years ago is a stretch though. It does need something that can push around 1GB/s.it's shocking how excessive it actually is with some real context.
Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that.No point arguing when you won't accept anything from Epic themselves.
If that's not possible then why did Xbox go with an SSD thats nearly half the speed? Just curious if they were so exact on what they needed, how did the end up on two completely different spec'd SSD's?People here really think that Sony and even Microsoft would waste money on SSDs many times faster than what's needed?
Not really - at least in the video the OP linked to me. Time stamp for the data stream breakdown and I/O requirements for the demo?
You may have confused a breakdown of the Engine's asset pipe line, and the third speaker explaining the methodology that Nanite uses, for a breakdown of the streaming pool figure of 700-ish mb. That info only explains that a streaming pool is used - it doesn't describe the fundamentals of how it is used in relation to the specific demo shown on the PS5. They didn't break down what, when, and where streaming occurred in the demo, or the raw data I/O requirements necessary to use Nanite in the demo. The requirements for this feature in the Engine aren't "xgb/s" but asset dependent, so it follows they wouldn't break down a tech demo for their third party engine in the specific way we'd need to better understand Sony's bespoke I/O hardware.
Happy for someone with more knowledge to fill in the gaps for me.
Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that.
In the absence of that I'm not about to take your pro-Sony interpretation at face value. i know how marketing deals work, what they haven't said may be equally important in this case.
All this bickering and fanboying over bloody SSD's, that probably will be used for nothing more than loading speed in 90% of next gen ganes overall.
Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that.
In the absence of that I'm not about to take your pro-Sony interpretation at face value. i know how marketing deals work, what they haven't said may be equally important in this case.
"This is not just a whole lot of polygons and memory. It's also a lot of polygons being loaded every frame as you walk around through the environment and this sort of detail you don't see in the world would absolutely not be possible at any scale without these breakthroughs that Sony's made."
Sweeney says that Sony's storage architecture is far ahead of "the best SSD solution you can buy on PC today. And so it's really exciting to be seeing the console market push forward the high-end PC market in this way."
I love how some of the radicals were accusing Dynamite of fanboying with this, even though its from Epic themselves. We have had 3 or 4 months of the most ludicrous SSD talk on here, with some things said that is beyond bizaare, but now prrof that its all bullshit, from Epic themselves, is 'fanboying and trolling'.
What?You're the one assuming, I made no link to the '700-ish mb' issue at hand, but I largely think the issue of it being shown on PS5 is a red herring considering the rest of the video talks about how they're aiming to make UE5 platform agnostic.
It's going to be a shocker for some and for others like me not so much, because I've been saying this for months now. I hate to break it to some of you but that demo's data streaming could be handled by a 5 year old SATA SSD.
![]()
768MB is the in view streaming requirement on the hardware to handle that demo, 768 MEGABYTES... COMPRESSED. And what was the cost of this on the rendering end?
Well, this is the result...
![]()
This confirms everything I've said, not that these SSD's are useless, because they're 100% not. That data streaming would be impossible with mechanical drives, however, and this is a big however. That amount of visual data and asset streaming is already bottlenecking the renderer, it's bringing that GPU to its knees. There's very little cost to the CPU as you will see below, but as noted about 100 different times on this website and scoffed at constantly by detractors; the GPU will always be the limiting factor..
![]()
I've maintained this since square one, Microsoft and Sony both went overkill on their SSD's. That amount of I/O increase is not capable of aligning with the rendering pipeline in terms of the on demand volume of data streaming these SSD allow.
So what's the point here? You've got two systems with SSD's far more capable than their usefulness, but one came at a particularly high cost everywhere else in the system. I'll let you figure out which one that is and where.
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Sorry, I'm just not following your posts. Did I miss something?
Or it is simply a marketing argument, just like the Emotion Engine and the Cell before.Spending money to jam in an SSD which is better than 99.9% of people's PC SSD but pair it with specs that look like can't even take advantage of it leads to some curious decision making and perhaps some secret shit Sony has up its sleeve to use it
I asked "Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that."![]()
PS5 SSD Is 'Far Ahead' of High-End PCs, Epic Games CEO Says - IGN
The PlayStation 5 breakthroughs on SSD and storage are ahead of any PC alternatives.www.ign.com
I asked "Where has Epic stated outright that the demo couldn't run on the Series X at the same quality? I'd listen to that."
So you link me to an article that says this...
"While Epic wouldn't comment on any potential performance differences between the PS5 and Xbox Series X"
and Geordiemp posts un unhelpful twitter exchange...
Where the 'no' either refers to there not being a large tech difference between the two, or that there is no deal with Sony. Well, we know at least one of those things isn't true.
Either way you two have failed (twice) to supply a direct quote from Epic saying that the UE5 demo wouldn't run just as well on the Series X.
It's going to be a shocker for some and for others like me not so much, because I've been saying this for months now. I hate to break it to some of you but that demo's data streaming could be handled by a 5 year old SATA SSD.
![]()
768MB is the in view streaming requirement on the hardware to handle that demo, 768 MEGABYTES... COMPRESSED. And what was the cost of this on the rendering end?
Well, this is the result...
![]()
This confirms everything I've said, not that these SSD's are useless, because they're 100% not. That data streaming would be impossible with mechanical drives, however, and this is a big however. That amount of visual data and asset streaming is already bottlenecking the renderer, it's bringing that GPU to its knees. There's very little cost to the CPU as you will see below, but as noted about 100 different times on this website and scoffed at constantly by detractors; the GPU will always be the limiting factor..
![]()
I've maintained this since square one, Microsoft and Sony both went overkill on their SSD's. That amount of I/O increase is not capable of aligning with the rendering pipeline in terms of the on demand volume of data streaming these SSD allow.
So what's the point here? You've got two systems with SSD's far more capable than their usefulness, but one came at a particularly high cost everywhere else in the system. I'll let you figure out which one that is and where.
![]()
This thread is all wrong because streaming in the picture says NANITE that's just for 1 type of assets which is NANITE which is geometry and geometry is meshes(triangles) which takes 768mb per POV to stream if you include textures, audio anything else data for streaming would be much higher.It's going to be a shocker for some and for others like me not so much, because I've been saying this for months now. I hate to break it to some of you but that demo's data streaming could be handled by a 5 year old SATA SSD.
![]()
768MB is the in view streaming requirement on the hardware to handle that demo, 768 MEGABYTES... COMPRESSED. And what was the cost of this on the rendering end?
Well, this is the result...
![]()
This confirms everything I've said, not that these SSD's are useless, because they're 100% not. That data streaming would be impossible with mechanical drives, however, and this is a big however. That amount of visual data and asset streaming is already bottlenecking the renderer, it's bringing that GPU to its knees. There's very little cost to the CPU as you will see below, but as noted about 100 different times on this website and scoffed at constantly by detractors; the GPU will always be the limiting factor..
![]()
I've maintained this since square one, Microsoft and Sony both went overkill on their SSD's. That amount of I/O increase is not capable of aligning with the rendering pipeline in terms of the on demand volume of data streaming these SSD allow.
So what's the point here? You've got two systems with SSD's far more capable than their usefulness, but one came at a particularly high cost everywhere else in the system. I'll let you figure out which one that is and where.
![]()
You clearly don't understand how Lumen works. It' only uses low resolution Voxels for far away geometry, closer up and medium sized ones uses Signed Distance Fields and the the finer details uses Screen Space GI. Also the GI has infinite bounces by doing a new bounce each frame and constantly accumulating over time. This solution will require little to NO effort on the artists side and will just work. They are aiming for 60fps on next gen and is very likely an achievable target.Voxel GI is demanding, part of the reason we didn't see it used on consoles this gen. Sadly I expect most developers to just bake lighting like they've been doing even when using UE5.
Pure ignorance.
The 768MB working set of RAM dedicated to nanite streaming is so small, precisely because the I/O bandwidth is so high + they could leverage dedicated hardware compression.
What this means is you have a shit ton of headroom for everything else:
- Lumen acceleration structures, shaders, materials, BDRFs
- Non-nanite assets (mirror-reflective or translucent assets, skinned assets etc)
- Animation data, collision data, auxiliary physics data
- Audio data, gameplay scripts
- Niagra data, scripts, materials, anim data
- Everything else a modern game may need
Without the kind of I/O bandwidth next gen consoles provide that 768MB would likely be something like ~12-18GB to make up for the extreme latency, in-order to ensure you can stream the data to make available for rendering.
As far as I can follow all the tech discussions, these two posts are the only ones that seem to make sense (compared to OP) and seem to fall in line with what Cerny explained during Road to PS5:Ok ok... Just throwing this out there... The streaming pool is the amount of textures that you are keeping in RAM, to stream to the GPU. The streaming pool size of 768MB is specifically for nanite, which means all the rest leaves your RAM free to load a bunch of other stuff into RAM. The slower your storage, the larger your streaming pool needs to be. If they are working to lower this size further, it means they can still squeeze more out of the storage transfer speeds.
The real amount of streaming from SSD to RAM can unfortunately not be derived from this. At least, not without some calculations to estimate it, and as of now, I don't have time to do this estimation.
its almost like when people won't accept anything from microsoft themselves.No point arguing when you won't accept anything from Epic themselves.
There are 30-60 frames in a game, per second!so with no compression at all, the Series X could load the required data per second ~3.5 times and about 6 times or more when actually using compression.
BUT WE ALL KNOW THAT ONLY THE PS5 CAN DO THAT!![]()
Well Mate that's how discussion works. One side brings up a point supported by something, then the other side disputes it with points supported by something.Do we need to disprove his hot take claim based on a video he watched and rushed to post a castle of his own claims built on top to do some more console warring with (let's not joke about with the pretence of console fairness his argument would actually say that both consoles are obscenely overspecced and both PS5 and XSX's XVA are a waste of money and resources and source of false hype, if we took his argument as is, and I somehow do not see him fighting with the hordes of people hyped up in the XVA threads?)? Nah, not how it works mate.
So if I am the first to say something about you it is now your duty to prove me wrong beyond any reasonable doubt? Again, not how it works.
Several people, myself included, already discussed his interpretation, the data he presented and the conclusion he took: he identified the size of one of the video memory pools UE5 allocates and decided that it was not a transient pool meant to have data move in and out.
You are double quoting the sama postAs far as I can follow all the tech discussions, these two posts are the only ones that seem to make sense (compared to OP) and seem to fall in line with what Cerny explained during Road to PS5:
That PS5 architecture (specifically the SSD) is designed to reduce the need for RAM keep a pool reserved. Freeing up RAM for all other tasks.
Also, nobody said the tech-demo can't run on other platforms. The entire point of UE5 is to make it scale automatically to match the hardware capabilities.
Can you post the direct quote you're referring to?Yes. The article I linked refers to PC but XSX isn't better than PC.
Lol yeah, thanks for pointing it out. Fixed it.You are double quoting the sama post
No, it works like this.Well Mate that's how discussion works. One side brings up a point supported by something, then the other side disputes it with points supported by something.
Throwing insults without substance comes off as fanboyism. Guys like you are the ones who have hyped up the PS5 SSD system and act like the MS SSD system is a mouse on a wheel with cheese. He presents facts from a video by Epic, one that has new information, and you presented none.
Generally having a smaller pool of any resource is a Good Thing. Whether that is a pre-allocated resource, or a enumeration of things like, connections and so forth. The idea is you use them up as quickly as possible and return them to / reuse the pool. It conserves the underlying resource.Wasn't the 768mb value the ram usage due to the SSD stream being so fast?
Am I the only one that understood it that way? Can we have one of the "tech guys" to clarify this?