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And how does the focus of the PS5 to have no load screen somehow prove that it is not the focus of the XSX....?No Load Screens
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And how does the focus of the PS5 to have no load screen somehow prove that it is not the focus of the XSX....?No Load Screens
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Interesting question. But games (and thus consoles) don't work on the 'second' level, but on the millisecond level. What this means?
Let's assume the games will be 4K 60 FPS. 60 FPS means you have to have a new 4K frame at the latest every 16.7 ms. How large is a 4K frame? If we assume 32 bit color depth, a non-compressed 4K frame would be around 33.2 MB.
So by that metric, the transfer rate of the PS5's SSD amounts to 91.7MB per frame (raw), or 133.3MB - 150 MB per frame (compressed).
What about the XSX? 2.4 GB/s raw would be 40 MB per frame (raw). As for the compressed value, ignoring BCPack and using only the given compressed number by MS, it would net you 80 MB per frame.
So what do we get from this? The raw SSD transfer speed of the XSX is already enough to transfer a full uncompressed 4K image from the SSD to your display in less than 16.7ms, allowing you to have 60 fps. Add compression, and you can transfer two frames per 16.7 ms, which basically means it is fast enough to transfer a 4K image directly from your SSD to your display at 120 FPS. The PS5 is beyond that.
But what does this all mean? It means that the SSD of the XSX is theoretically fast enough to do what Sony is advertising, which is, not requiring loading times. The speed of the SSD in the XSX allows faster loading than the max time that a frame has available for construction.
Another simple way of looking at it is, if a 4K frame is 33.2 MB (raw), and you need 60 every second, you need a transfer of 33.2 x 60 = 1992 MB = 1.992GB every second. The XSX has 2.4 GB. Note that this is for formed frames only though. You'll need to load multiple textures and other assets to form the full image. And for the Xbox, that's where SFS comes into play.
And how does the focus of the PS5 to have no load screen somehow prove that it is not the focus of the XSX....?
And how does the focus of the PS5 to have no load screen somehow prove that it is not the focus of the XSX....?
Did Microsoft try to sell the elimination of load times?
Remember they won't market anything that they can't achieve.
Did they market anything regarding their next gen games? Because pretty much everything was about backwards compatibility and making older games run better. Does that mean the XSX will not have next gen games?They would have stated as such, either directly or indirectly via the hardware details.
Each CU has one intersection unit (ray-tracing) that runs at the clock of the GPU... so yes higher clocks = faster.Sorry, answer doesn't inform me completely. I'll reframe it; is RT detached from clock speed?
Which is better at RT, assumption is both are identical architectures;
10 CU GPU at 3000mhz vs 20 CU GPU at 1000mhz?
That's not true at all.Indeed, they've thrown so much money on Ghost of Tsushima, TLOU2. No need to spoil them this early. Still, some of my friends were asking about PS4 Slim or Pro to buy, give them the bigger picture, one decided to wait for PS5 and that's 2-3 months ago.
Those ~326K sales in one week are just ridiculous this late, and PS4 Slim/Pro are still the most expensive around (most profitable at this time).
There is no such thing as finished.
PS3 continued to sell after PS4 released. The same for PS2 the generation before that.
So what you're saying is that Sony is keeping devs quiet because they still have to sell PS4's ?
Did they market anything regarding their next gen games? Because pretty much everything was about backwards compatibility and making older games run better. Does that mean the XSX will not have next gen games?
There you go. That being said, the games that will be released on both the XBO consoles and the XSX consoled will most likely get a 'gimped' version on the XSX compared to what they could have done with it. That is definitely true. The same thing will happen on the PS4 vs PS5 though, although most likely to a lesser degree. That still doesn't mean that the lack of loading screens is impossible on the XSX. My last post all the way on the bottom of the previous page, has an overview as to why I think the XSX SSD speed, despite being slower than the PS5, is still fast enough to achieve this.They spoke about hardware using DF as the outlet.
As for next-gen games, no. Not for the first couple of years. Xbox games will come to the entire family.
There you go. That being said, the games that will be released on both the XBO consoles and the XSX consoled will most likely get a 'gimped' version on the XSX compared to what they could have done with it. That is definitely true. The same thing will happen on the PS4 vs PS5 though, although most likely to a lesser degree. That still doesn't mean that the lack of loading screens is impossible on the XSX. My last post all the way on the bottom of the previous page, has an overview as to why I think the XSX SSD speed, despite being slower than the PS5, is still fast enough to achieve this.
No they wouldn't. Because PC games are still programmed with HDDs in mind, the lowest common denominator. The same argument that the XSX will be hampered by games needing to keep the Xbox One in mind is applicable to PC games. You would need to have a CPU that can handle what the custom hardware is doing in the consoles. But at this point, most CPU cores are idling anyway if you have anything more than a 4C/8T CPU.It doesn't just come down to SSD speeds to achieve this otherwise PC would have achieved it already.
I still see no reason why the XSX is incapable of this. Time will tell.Sony have implemented a ton of custom hardware to streamline games to load while playing instead of loading prior to playing.
I'm not interested in going in discussion circles.They're on different journeys. MS would be metoo'ing if it were the case but it is not.
No they wouldn't. Because PC games are still programmed with HDDs in mind, the lowest common denominator. The same argument that the XSX will be hampered by games needing to keep the Xbox One in mind is applicable to PC games. You would need to have a CPU that can handle what the custom hardware is doing in the consoles. But at this point, most CPU cores are idling anyway if you have anything more than a 4T/8T CPU.
I still see no reason why the XSX is incapable of this. Time will tell.
I'm not interested in going in discussion circles.
The SSD is just one piece of the puzzle there's a lot of places where bottlenecks can occur in between the SSD and the game code that uses the data. You can see this on PlayStation 4 if I use an SSD with 10 times the speed of a standard hard drive I probably see only double the loading speed if that for PlayStation 5 our goal was not just that the SSD itself be a hundred times faster it was that game loads and streaming would be a hundred times faster so every single potential bottleneck needed to be addressed and there are a lot of them.
People really seem to forget why PS4 is still MASSIVE in 2020, and why it's ridiculously dominant:
We are talking about one of them being one of the best games in gaming history to have a sequel on PS4, and one of the most promising games GoT as well. Both being to shape as GOTY contenders.
It's natural to talk about hopeful tomorrow if your current day is bad.
Mate, there were games still being released for PS3 even after PS4 was officially unveiled at PlayStation Meeting in 2013.I mean, sell hardware is one thing. Dev/Sony stop releasing new games on PS3 at some period of time. Sony stiil sell those hardwares, but they don't getting new sofware.
Making PR of PS5 don't need to be agressive as this year still an amazing year for PS4. Is safety to say 2020 looking for the best year of PS4, at least in software departament.
No it's because PS5 is highly customised to achieve this feat.
Lol no. Please, stop right there.The Last of Us 2 maybe is the only title which can sell more than Spiderman in PS4 (regarding exclusives) so yes I am agree with you.
For example I bought for my Xbox one the special edition of Ori and the will of the wisps and that's all for my xbox one I don't plans to
buy another exclusive title, I prefer to play the new Halo in the new console or even in PC.
In other hand for PS5 this year I have P5R, TLOU2, Ghost of Tsushima, FF VII for this year.
And? PS3 is not in the same position as PS4. Last gen was a hole different story. They can't hype PS5 until PS4 software still in place. When I say 'software' I mean games that have potential to push hardware.Mate, there were games still being released for PS3 even after PS4 was officially unveiled at PlayStation Meeting in 2013.
Lol no. Please, stop right there.
*sigh* Here you go;
With Xbox Series X--the official name of Project Scarlett--Microsoft is aiming to eliminate load times.
And
"So we've invested in MVME SSDs and we're also giving developers a lot of new capabilities on top of that to try to virtually eliminate load times."
And
"You know, whether that's a level-based game and I'm going from level one to level two, or if you think about a massive open-world game and actually want to fast-travel or teleport from one end of the world to the other, I shouldn't have to [have] this loading experience [that takes] me out of the immersion, and that's all possible with some of the investments we've made on the I/O side."
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Microsoft Wants Xbox Series X To "Virtually Eliminate Load Times"
Xbox Series X, formerly Project Scarlett, is far more powerful than Xbox One, offering faster load times and decreasing overall latency.www.gamespot.com
Now what's your next argument?
Microsoft Wants Xbox Series X To "Virtually Eliminate Load Times"
"It's really about ensuring there's less waiting and more time playing because that's ultimately what we all want to do."
Oh so we're down the semantics and selective quoting... Completely ignoring these;The article states-
Virtually eliminate and 'less' waiting goes against your argument of no load times and supports what I said about reducing load times not removing them completely.
So scales with TF. Assumed as much, thanks.Each CU has one intersection unit (ray-tracing) that runs at the clock of the GPU... so yes higher clocks = faster.
The difference between Xbox and PS5 is around 18%.
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It is actually together with Texture Engine.
Below the diagram of a RDNA CU... the intersection unit is in the yellow part.
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his sources fucked him over. he shared beers with those guys.Yo what ever happened that that guy @OsirisBlack
well. If the ps5 is twice as fast and has sub second load times then Xbox is probably at 2 seconds max.The article states-
Virtually eliminate and 'less' waiting goes against your argument of no load times and supports what I said about reducing load times not removing them completely.
What is there to hype when companies around the world are heavily affected by a rampant disease. Are you that unaware of current situation?And? PS3 is not in the same position as PS4. Last gen was a hole different story. They can't hype PS5 until PS4 software still in place. When I say 'software' I mean games that have potential to push hardware.
Reading the back & forth about the SSD...
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It's your article if you didn't want me to quote it disproving your logic then you shouldn't have posted it.Oh so we're down the semantics and selective quoting... Completely ignoring these;
Microsoft is aiming to eliminate load times.
I shouldn't have to [have] this loading experience [that takes] me out of the immersion, and that's all possible with some of the investments we've made on the I/O side."
I guess we're done here.
If the PS5 is 0.27 seconds as advertised, and is twice as fast as the XSX, that means the XSX would be 0.54 seconds. Still fast enough.his sources fucked him over. he shared beers with those guys.
well. If the ps5 is twice as fast and has sub second load times then Xbox is probably at 2 seconds max.
Time will prove you wrong. And I bet they say 'virtually', because everything requires at least some loading on initial start-up. That doesn't mean you're going to have to load during the game.It's your article if you didn't want me to quote it disproving your logic then you shouldn't have posted it.
The first part of what you quoted came from Gamespot not MS.
The second part is from MS but doesn't state there is no loading experience, just a long loading experience.
Did Microsoft try to sell the elimination of load times?
Remember they won't market anything that they can't achieve.
I haven't checked your streaming calculations, but even then, you're comparing something akin to a video stream. If the ssd were sufficient to saturate the GPU, you wouldn't even need ram.You know what I find the funniest, that this post of mine was ignored;
Feel free to shoot it down. I'm open to it, and I'll be waiting.
well. If the ps5 is twice as fast and has sub second load times then Xbox is probably at 2 seconds max.
RT performance scales with CUs not clockspeed. That's according to multiple sources including Digital Foundry.Sorry, answer doesn't inform me completely. I'll reframe it; is RT detached from clock speed?
Which is better at RT, assumption is both are identical architectures;
10 CU GPU at 3000mhz vs 20 CU GPU at 1000mhz?
The second statement is true. The first one sort of isn't though.I haven't checked your streaming calculations, but even then, you're comparing something akin to a video stream. If the ssd were sufficient to saturate the GPU, you wouldn't even need ram.
Yeah. Compressed is the key here. And it's lossy compression, not lossless, which can reduce the size by a LOT. Even lossless compression can reduce the size of an image by 3x. If we talk about the latest video codecs, we're actually achieving 1000x frame size reduction. That is not a typo.Heck you can even stream 60fps 4K video off the internet (compressed), GPU via power of the cloud?
Indeed. But I took the worst case scenario for the sizes, which are bitmaps, and will not be compressed. A compressed PNG file can easily reduce the size by 3x for certain textures.Think about it, a single texture can be a full 4K image, how many hundreds of textures can make up a single rendered scene, not to mention all other objects.
The article states-
Virtually eliminate and 'less' waiting goes against your argument of no load times and supports what I said about reducing load times not removing them completely.
You could start games instantly on both systems by pushing 4GB instantly into RAM. Eliminate load times in both machines.The second statement is true. The first one sort of isn't though.
Yeah. Compressed is the key here. And it's lossy compression, not lossless, which can reduce the size by a LOT. Even lossless compression can reduce the size of an image by 3x. If we talk about the latest video codecs, we're actually achieving 1000x frame size reduction. That is not a typo.
Indeed. But I took the worst case scenario for the sizes, which are bitmaps, and will not be compressed. A compressed PNG file can easily reduce the size by 3x for certain textures.
Basically, for most textures you would need multiple 4K maps, like an opacity map, roughness map, height map etc. So technically, you need to load 4 or 5 4K images per texture, to do the rendering of the final image. In reality, you will rarely need truly 4K textures though, because no texture will take the full screen, and stuff that's far away can easily be textured with low res maps. But that's what the RAM is for; keeping the stuff that is needed there to allow loading of something else that is required.
The initial loading will be the slowest. For the RAM alone, if you have 8-9GB/s on the PS5, the initial loading will take about 2 seconds. For the XSX with 4.8GB/s, it would be around 3 and a half seconds... Not a big deal.
Indeed. I assumed in my post that you require to fill the full 16GB before starting the game. This isn't true for multiple reasons.You could start games instantly on both systems by pushing 4GB instantly into RAM. Eliminate load times in both machines.
The article states-
Virtually eliminate and 'less' waiting goes against your argument of no load times and supports what I said about reducing load times not removing them completely.
Indeed. I assumed in my post that you require to fill the full 16GB before starting the game. This isn't true for multiple reasons.
16GB is not fully available for the games, so it will be less, meaning the loading can take place faster. For the XSX it's known to be 2.5GB for the OS. and if you use all the RAM, you have 13.5GB available.
Whatever has already been loaded into RAM can be enough to display something before the full RAM capacity is full.
So yeah. I fully agree with you.
Interesting question. But games (and thus consoles) don't work on the 'second' level, but on the millisecond level. What this means?
Let's assume the games will be 4K 60 FPS. 60 FPS means you have to have a new 4K frame at the latest every 16.7 ms. How large is a 4K frame? If we assume 32 bit color depth, a non-compressed 4K frame would be around 33.2 MB.
So by that metric, the transfer rate of the PS5's SSD amounts to 91.7MB per frame (raw), or 133.3MB - 150 MB per frame (compressed).
What about the XSX? 2.4 GB/s raw would be 40 MB per frame (raw). As for the compressed value, ignoring BCPack and using only the given compressed number by MS, it would net you 80 MB per frame.
So what do we get from this? The raw SSD transfer speed of the XSX is already enough to transfer a full uncompressed 4K image from the SSD to your display in less than 16.7ms, allowing you to have 60 fps. Add compression, and you can transfer two frames per 16.7 ms, which basically means it is fast enough to transfer a 4K image directly from your SSD to your display at 120 FPS. The PS5 is beyond that.
But what does this all mean? It means that the SSD of the XSX is theoretically fast enough to do what Sony is advertising, which is, not requiring loading times. The speed of the SSD in the XSX allows faster loading than the max time that a frame has available for construction.
Another simple way of looking at it is, if a 4K frame is 33.2 MB (raw), and you need 60 every second, you need a transfer of 33.2 x 60 = 1992 MB = 1.992GB every second. The XSX has 2.4 GB. Note that this is for formed frames only though. You'll need to load multiple textures and other assets to form the full image. And for the Xbox, that's where SFS comes into play.
Global hardware sales week of April 11:
PS4 - 325,988
Switch - 147,832
XB1 - 47,191
% of total:
PS4 - 62.6%
Switch - 28.4%
XB1 - 9.0%
That is assuming that the reading and rendering of the data cannot start until after the full data package has been loaded. Obviously without compression as well.Data Transfer Rate of PS5's SSD: 5.5GB/s = 5500 MB/s = 5500MB/1000ms = 5.5MB/ms
Size of 4K Frame with 32Bit Color Depth = 33.2MB
Time that it takes the PS5's I/O system to transfer a full 4K frame's worth of data to RAM: 33.2MB/(5.5MB/ms) = 6.036ms
Time that the PS5's GPU has to read the data from RAM and render it while maintaining a render rate of 60 frames per second:
1 second = 1000ms
1000ms/60 frames = 16.67ms
16.67ms - 6.036ms = 10.634ms
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Data Transfer Rate of XSX's SSD: 2.4GB/s = 2400MB/s = 2400MB/1000ms = 2.4MB/ms
Size of 4K Frame with 32Bit Color Depth = 33.2MB
Time that it takes the XSX's I/O system to transfer a full 4K frame's worth of data to RAM: 33.2MB/(2.4MB/ms) = 13.83ms
Time that the XSX's GPU has to read the data from RAM and render it while maintaining a render rate of 60 frames per second:
1 second = 1000ms
1000ms/60 frames = 16.67ms
16.67ms - 13.83ms = 2.84ms
The 6GB/s is not the theoretical max throughput for the XSX. Thats not true.
That is assuming that the reading and rendering of the data cannot start until after the full data package has been loaded. Obviously without compression as well.
Not only that. First of all, you cannot measure render buffer output with input data. An in-engine scene can use multiple textures, one texture for multiple objects but also none (objects with shaders only). Then you have game logic, player input data, many other factors. In other words: you can't tell if the I/O throughput is enough in theoretical terms. This can be done only on case-to-case basis, in particular applications of a given game in development.Doesn't decompression take time? We'd have to factor that time into our calculations when considering compressed data?
I see that PS4 sells over 6 times faster than Xbox. This is while we have a weaker Xbox base model (S) and a weaker Pro model (compared to X) - so the most pessimistic scenario for Playstation (XSX turns out to be more efficient at multiplats and Lockhart becomes reality). You should also take note that the situation at hand is after any months of Xbox Game Pass on ridiculously cheap promotion (1 EUR for three months), which should have helped to move a lot of units, right?
Based on those facts, I think we could make a quite informed prediction for the next generation: Playstation is going to sell at least twice or even more consoles than Xbox and is going to dominate the next generation. I see no reason to believe otherwise.
Now prove me wrong with facts to the contrary. Let's help Spencer keep his job in those difficult post-pandemic times.