Demo: XBox Series S Quick Resume

It was easy to develop for because they used x86, which virtually all devs are familiar with...because it's what Windows PCs use.

Well also having unified ram was helpful as well especially when compared to the split ram setup the PS3 had. Plus I believe the Ice Team helped improve the API if I'm not mistaken.

Edit: I would like to add that while the PS3 and Xbox 360 used Power PC chips, the CELL processors design was noticeable more difficult to program for then Xenon and Xenos.
 
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The comment was ridiculous. You were flat out saying that they'll remove the quick resume feature because they removed snap.

In the currently shown implementation? It won't last. The OS will go through so many changes over its lifetime, bloat will set in, and full blown next gen titles will strain the system too much.
 
Does PS5 offer quick resume? It requires more than just an SSD, you would have to develop software for it
I sure hope so, its a killer feature on Xbox Series SX.

I saw speculated elsewhere that PS5 may have a feature where volatile save states are possible. Namely game data variables are dumped, not a full 16gig memory dump. Assets would re-loaded from game storage upon resume, not the mem dump file.

If this is the case, unlimited games could be resumed - but would it be as seamless as the xbox system remains to be seen.
 
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I have you on ignore since you said you didn't want to deal with me anymore. This is the last time your getting a response from me.
I didn't say I don't want to deal with you, I said stop tagging me in threads but all good, you do you.

In the currently shown implementation? It won't last. The OS will go through so many changes over its lifetime, bloat will set in, and full blown next gen titles will strain the system too much.
How do you figure? This is a RAM dump to storage. There's no amount of "too much strain on the system" lol. RAM -> SSD. SSD -> RAM.
 
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Wrong.

It is still unknown that does PS5 have or need feature like this.

There is no reason why PS5 could not do it.

Pretty big reason in fact if the OS doesn't support it. Remember MS built entire virtual machine infrastructure on the xbox to facilitate fast switching, Bc ect. If Sony hasn't announced fast switching at this point it isn't coming.
 
I love this! Some games are just perfect to pick up and play, this is great news for those games. Fall Guys would be a perfect example, just pop in for a round or two and then go back to playing something else.
 
If the feature hasn't been announced, it's an unknown. It's not a 'Nope, it doesn't resume multiple games'.

In fact, we've yet to know anything about the UI. If we go by your logic, then the UI doesn't exist.

We have to wait first.

You launch your games from a UNIX command line on PS5.
 
since with Sony SSD™ you dont need a GPU, its only logical you don't need wifi too. SSD will just insta-load internet on demand
 
im pretty sure using this with my ps4 since launch im pretty sure the ps5 would do that to.
No you haven't. This is completely different to suspend/resume on PS4 and XB1.

On the PS4 and XB1 you can store the current game in RAM. As soon as you load a new game, that other game is gone completely and you cannot restore it. This is storing the entire game state from the RAM to the SSD, and you can then switch back to it from another game which will then have its entire game state stored on the SSD, and have the first games state restored completely, ie. back to the exact in-game moment that you were at.
 
I said it in a previous similar thread but I want them to confirm I can use quick resume to search in a party of game 1 > matchmaking then switch to game 2 solo play and auto pause/resume between them as matches are found and stay in my party chat the whole time. I hope they put that out as a demo video before launch or build the feature to work like that.
 
Jesus the back and forth swiping in here is childish at best and pathetic at worst, some of yas could do with growing up a bit

On topic, I dont play multiple games at once really so it's kind of redundant to me but cool for people who have a few games always on the go at all times
 
I said it in a previous similar thread but I want them to confirm I can use quick resume to search in a party of game 1 > matchmaking then switch to game 2 solo play and auto pause/resume between them as matches are found and stay in my party chat the whole time. I hope they put that out as a demo video before launch or build the feature to work like that.

It definitely doesn't work like that. That would require both games to actually be running simultaneously, which isn't gonna happen.
 
It definitely doesn't work like that. That would require both games to actually be running simultaneously, which isn't gonna happen.

I don't think it's that crazy to code based on the existing feature set of quick resume. Essentially the trigger point for finding a match leaves enough time for quick pause/resume to do its magic and you're really only background loading something like the Smart Match system for the multiplayer game in a holding pattern. I would have liked a little vision for Xbox and a next generation platform/dev involvement for this to work as I outlined. Killer feature that they've missed out on market leading with.
 
i dont see the point of this tbh, yeah sure is cool to have, but if im playing single player game i tend to stay on till im done with it and then switch to different game, cool feature but tbh i cant see it been used too much.
 
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I don't think it's that crazy to code based on the existing feature set of quick resume. Essentially the trigger point for finding a match leaves enough time for quick pause/resume to do its magic and you're really only background loading something like the Smart Match system for the multiplayer game in a holding pattern. I would have liked a little vision for Xbox and a next generation platform/dev involvement for this to work as I outlined. Killer feature that they've missed out on market leading with.

It would have to be done on a system level in that case, not by the game itself. Which wouldn't be impossible, but also isn't really like what you're saying.
 
i dont see the point of this tbh, yeah sure is cool to have, but if im playing single player game i tend to stay on till im done with it and then switch to different game, cool feature but tbh i cant see it been used too much.

And I don't play multiplayer games, therefore I declare that Fortnite, Call of Duty Warzone and others will not be available next gen. Take that!

(Is there a full moon at the moment?)
 
Spiderman was neither. That was only tech demo of their SSD performance not game.
Yeah nobody knows the file size of the Spider-Man footage and if it contained the full game or if it was just a demo of the area they showed off. Your 100% right
 
If the feature hasn't been announced, it's an unknown. It's not a 'Nope, it doesn't resume multiple games'.

In fact, we've yet to know anything about the UI. If we go by your logic, then the UI doesn't exist.

We have to wait first.

Sony can easily implement this on PS5. It's just like VMs on PC.

But I kind of think Sony might opt out of this feature because they may be wary about the implication on SSD durability. Sony may have something akin to this like the one they have been hinting about. Jump straight to any part of the game including online game lobbies in an instant.
 
It would have to be done on a system level in that case, not by the game itself. Which wouldn't be impossible, but also isn't really like what you're saying.

I'd imagine it would be both e.g. built into the platform as the framework and opened up in the XDK for in game use/control and implementation specifics.
 
Yeah nobody knows the file size of the Spider-Man footage and if it contained the full game or if it was just a demo of the area they showed off. Your 100% right

We do know the same game/demo took 15 seconds to load on PS4.

On the TV, Spidey stands in a small plaza. Cerny presses a button on the controller, initiating a fast-travel interstitial screen. When Spidey reappears in a totally different spot in Manhattan, 15 seconds have elapsed. Then Cerny does the same thing on a next-gen devkit connected to a different TV. (The devkit, an early "low-speed" version, is concealed in a big silver tower, with no visible componentry.) What took 15 seconds now takes less than one: 0.8 seconds, to be exact.

 
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I saw speculated elsewhere that PS5 may have a feature where volatile save states are possible. Namely game data variables are dumped, not a full 16gig memory dump. Assets would re-loaded from game storage upon resume, not the mem dump file.

That makes more sense than a pure memory dump to SSD akin to VM. That would wear off the SSD in time.

That may become a feature on PS5, there's a lot Sony has to talk about the features and UI. What Sony has already hinted at though is something like being able to jump straight into whatever parts of the game (probably checkpoints) as well as boot straight into a lobby for an onlin multiplayer match in an instant.
 
I sure hope so, its a killer feature on Xbox Series SX.

I saw speculated elsewhere that PS5 may have a feature where volatile save states are possible. Namely game data variables are dumped, not a full 16gig memory dump. Assets would re-loaded from game storage upon resume, not the mem dump file.

If this is the case, unlimited games could be resumed - but would it be as seamless as the xbox system remains to be seen.
Not sure how would that work for BC...
 
That makes more sense than a pure memory dump to SSD akin to VM. That would wear off the SSD in time.

That may become a feature on PS5, there's a lot Sony has to talk about the features and UI. What Sony has already hinted at though is something like being able to jump straight into whatever parts of the game (probably checkpoints) as well as boot straight into a lobby for an onlin multiplayer match in an instant.
If the o/s is aware of the data types , I.e. variables vs assets, it should be doable. Dump the variables only...assets being static can be re-loaded easily from the actual game files.

Not sure how would that work for BC...

Yes, true. Something like this would need to be in the SDK day 1. So only PS5 titles likely under such an approach.
 
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4 to 6 seconds to load 8GB of RAM at most.

Best case

2GB/s load time

Worst case

1.3GB/s load time

QUANTUM VELOCITY ARCHITECTURE

This is only loading save states stored in the SSD. It means that the data doesn't have to go through check-in, load management, file i/o, mapping, coherency and decompression. This is pure dump from RAM to SSD and SSD to RAM. That's why it can do 6 seconds. Meanwhile the usual xss/xsx game boot up as demonstrated takes 12 seconds for a current-gen game.
 
We don't even know if the PS5 has multiple game resume yet lol. If it does, no, it will not be faster than starting a game from scratch. The benefit of resume is it keeps your place in the game.

You're forgetting that it has to save the current games RAM to the HDD and then load the other games RAM from the HDD.

You're forgetting that this is an SSD and not an HDD, and that Xbox fanboys were saying quantum velocity architecture was capable of speeds up to 12GB/s, faster than the PS5. So far we've seen... 2?
 
This is only loading save states stored in the SSD. It means that the data doesn't have to go through check-in, load management, file i/o, mapping, coherency and decompression. This is pure dump from RAM to SSD and SSD to RAM. That's why it can do 6 seconds. Meanwhile the usual xss/xsx game boot up as demonstrated takes 12 seconds for a current-gen game.
Which I am sure does have optimalisation for such things. Well maybe with outer world it has been patched, however without specially calling that decompressor it's going to ve decompressed by CPU...
 
That's damn neat. And it's also got another pretty neat feature where if you do lose power to the console, you can still resume from where you left off!
How would that work? I highly doubted because unless you put game to that safe state you are fucked...
 
You're forgetting that this is an SSD and not an HDD, and that Xbox fanboys were saying quantum velocity architecture was capable of speeds up to 12GB/s, faster than the PS5. So far we've seen... 2?
Replace HDD with SSD and it changes nothing. It has to do potentially 28GB there, in 6 seconds, so no it's not 2GB/S.

I don't know anyone that was saying VA can do 12GB/S to the SSD when the SSD isn't capable of that.....

This is only loading save states stored in the SSD. It means that the data doesn't have to go through check-in, load management, file i/o, mapping, coherency and decompression. This is pure dump from RAM to SSD and SSD to RAM. That's why it can do 6 seconds. Meanwhile the usual xss/xsx game boot up as demonstrated takes 12 seconds for a current-gen game.

That's because those are BC games that were never made for SSDs lol. You don't just get instant load times from things that were never made for SSDs.
 
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Replace HDD with SSD and it changes nothing. It has to do potentially 28GB there, in 6 seconds, so no it's not 2GB/S.

I don't know anyone that was saying VA can do 12GB/S to the SSD when the SSD isn't capable of that.....


That's because those are BC games that were never made for SSDs lol. You don't just get instant load times from things that were never made for SSDs.

Xbox One games use 5.5GB RAM, not 28GB. So at most you'd be loading a save state of 5.5GB into your SSD and loading a similar amount. This would make it a peak 11GB/s.

Now, unless Microsoft has incompetent devs, which I don't think they do, they would not be uploading 5.5GB into the SSD for each save state. If you have 6 games, that's already 33GB of saved states on disc. They are likely uploading a smaller save game and then loading assets on the fly. This means that their SSD is not outputting 11GB/s total, but something more like anything between 6 and 8.

What we've seen so far is the Series S taking full seconds to load a save game and take as low as 4s to load a save state. Even at full occupancy, that's less than the promised 2.4GB/s raw. Worst case scenario it's actually around 500MB/s.

Now, you don't know anyone saying VA can do 12GB/s? You must have signed up a week or two ago.

Enjoy: https://www.neogaf.com/threads/xbox...-custom-hardware-decompression-block.1532436/

EDIT: as for loading times, there's a video in a previous thread showing the load times being a far cry from a PC with an SSD. You know why? Because the Xbox Series S/X are bottlenecked to shit, not because the games haven't been optimized. If I find it i'll add it here.
 
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Xbox One games use 5.5GB RAM, not 28GB. So at most you'd be loading a save state of 5.5GB into your SSD and loading a similar amount. This would make it a peak 11GB/s.

Now, unless Microsoft has incompetent devs, which I don't think they do, they would not be uploading 5.5GB into the SSD for each save state. If you have 6 games, that's already 33GB of saved states on disc. They are likely uploading a smaller save game and then loading assets on the fly. This means that their SSD is not outputting 11GB/s total, but something more like anything between 6 and 8.

What we've seen so far is the Series S taking full seconds to load a save game and take as low as 4s to load a save state. Even at full occupancy, that's less than the promised 2.4GB/s raw. Worst case scenario it's actually around 500MB/s.

Now, you don't know anyone saying VA can do 12GB/s? You must have signed up a week or two ago.

Enjoy: https://www.neogaf.com/threads/xbox...-custom-hardware-decompression-block.1532436/

EDIT: as for loading times, there's a video in a previous thread showing the load times being a far cry from a PC with an SSD. You know why? Because the Xbox Series S/X are bottlenecked to shit, not because the games haven't been optimized. If I find it i'll add it here.
That's just complete conjecture and assuming a *lot* lol.
 
These are standard xbox one (even xbox classic) BC games, not made to use velocity architecture (HW decompression, SFS) so it doesn't show full I/O potential.
 
These are standard xbox one (even xbox classic) BC games, not made to use velocity architecture (HW decompression, SFS) so it doesn't show full I/O potential.
That's ram dump, pretty much exactly same you can make when you save state of virtual machine or any emulator. It has nothing to do with what is running in that moment.
 
Sony can easily implement this on PS5. It's just like VMs on PC.

But I kind of think Sony might opt out of this feature because they may be wary about the implication on SSD durability. Sony may have something akin to this like the one they have been hinting about. Jump straight to any part of the game including online game lobbies in an instant.
I remember one of the patents mentioning that. Something about jumping in and out of games like Netflix, using save states or something. I think. Still just a patent though.
 
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Xbox One games use 5.5GB RAM, not 28GB. So at most you'd be loading a save state of 5.5GB into your SSD and loading a similar amount. This would make it a peak 11GB/s.

Now, unless Microsoft has incompetent devs, which I don't think they do, they would not be uploading 5.5GB into the SSD for each save state. If you have 6 games, that's already 33GB of saved states on disc. They are likely uploading a smaller save game and then loading assets on the fly. This means that their SSD is not outputting 11GB/s total, but something more like anything between 6 and 8.

What we've seen so far is the Series S taking full seconds to load a save game and take as low as 4s to load a save state. Even at full occupancy, that's less than the promised 2.4GB/s raw. Worst case scenario it's actually around 500MB/s.

Now, you don't know anyone saying VA can do 12GB/s? You must have signed up a week or two ago.

Enjoy: https://www.neogaf.com/threads/xbox...-custom-hardware-decompression-block.1532436/

EDIT: as for loading times, there's a video in a previous thread showing the load times being a far cry from a PC with an SSD. You know why? Because the Xbox Series S/X are bottlenecked to shit, not because the games haven't been optimized. If I find it i'll add it here.
It's impossible to load the game state separately from assets, unless you make the game engine work that way. Those games don't have such feature so they have to be memory dumps. They could do it for future games but it needs to be implemented in every engine plus the system. As we can see, Microsoft went another way.

Also, maybe it's the video quality or something but Fallen Order textures look bad. I get it that other games shown are older but I played that game and it was quite impressive visually.
 
That's ram dump, pretty much exactly same you can make when you save state of virtual machine or any emulator. It has nothing to do with what is running in that moment.
Of course these are RAM dumps, and that's another reason why I think full potential of velocity architecture isnt used here.

I think we can only see here just 2.4GB/s SSD RAW speed in action (and probably much slower for writing) while games build for velocity architecture will load 4.8-6GB/s (decompression speed) and not to mention the amount of data will be reduced (2.5x less data thanks to SFS), so for example 2.2GB instead of 5.5GB.
 
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Also, maybe it's the video quality or something but Fallen Order textures look bad. I get it that other games shown are older but I played that game and it was quite impressive visually.

Did you play One S or One X version?
 
It's conjecture substantiated on data. Your conjecture mentioned 28GB in 6s, which is not conjecture, it's bullshit.
You're assuming that literally the only thing happening is full speed SSD reading lol. That's not substantiated with anything. You literally have no idea what's happening in the background.
 
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