Panajev2001a
GAF's Pleasant Genius
It was part of the PR, but it was oversold (they made it look like nobody did use similar technologies before and likely compared it with no partial resident texture / no partial texture levels streaming). Sure, targeting Xbox and PC means targeting one platform that supports it and another one with massive IFs and Depends on top of it (right GPU vs right driver vs absence of performance gotchas).SFS was a key part of xbox velocity architecture. This technology impressed me a lot five years ago with its potential and tech demos (huge VRAM savings of 2–3x)
Apparently there are performance issues / support issues with it (not too dissimilarly from another velocity architecture bullet point like Direct Storage):


Again, when one thinks about HW architecture the probability features that cost dear silicon budget would have a great impact and would likely get a lot of use by devs need to be at the forefront of your mind.but it seems SFS is totally ingored by developers now. The same with mesh shaders (I think only Alan Wake 2 use it?). There was also VRS, which was used in quite a few games, however, I always turned it off because it impacted the image quality, causing pixelation in various areas.
The summary of this thread is that Cerny's team did an excellent job designing PS5… the more we look at the results and the more people try to take pot shots at the features it does not have, the not true RDNA2-ness, etc… the more you are complimenting Cerny and his team. I do hope people realise that

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