Lort
Banned
You can shout SFS all you want, but the raw speed is still 2.4GB/s, and 4.8 compressed. How does SFS makes up for that i/o difference.
im pretty sure i just explained that .. and lets be honest i did not shout or even call anyone "dumb".
You can shout SFS all you want, but the raw speed is still 2.4GB/s, and 4.8 compressed. How does SFS makes up for that i/o difference.
I am not sure they even bother. Their remaining fans are diehards (almost by definition) who would probably not jump ship even if Xbox Division shuts down. I guess the PR department needed to get their paychecks somehow.I think the MS strategy is missinforming their fans with catchy phrases, and being not transparent with things that are worse on their side. There is literally no chance that XSX SSD/IO is on the same level as PS5. Thinking that its better is just dumb.
That wont work ( for numerous reasons) one being bandwidth lets say you have 10 gBytes a sec SSD... that divided by 60 fps = 166 mBytes per frame.. you could only address THAT each frame ( which uses the whole time to just load and 0 time to setup geometry, render shaders or pixels and 0 latency for an SSD read). Of course if you wanted to make the most of that bandwidth youd want to ve VERY selective of what you loaded .. you could sample the previous scene and precache data from that automatically... Wow i think i just invented SFS...!
So, just wanted to point out that we went from
2.4 raw - > 4.8 Compressed
to
2.4 raw -> 4.8 compressed, but actually 6
to
2.4 raw -> 6 compressed x 2 = 12
to 2.4 raw x 2.5 -> 12 compressed x 2.5
I predict, sometime next week, that we will be at
![]()
So, just wanted to point out that we went from
2.4 raw - > 4.8 Compressed
to
2.4 raw -> 4.8 compressed, but actually 6
to
2.4 raw -> 6 compressed x 2 = 12
to 2.4 raw x 2.5 -> 12 compressed x 2.5
I predict, sometime next week, that we will be at
![]()
This is the kinda bullshit Microsoft does, i remember one of the videos a month ago, and i said they were being dishonest in that, but xbots were like no no no, its not misleading.
I am surprised there is not a watchdog for this kinda crap where they get finned for purposely trying to mislead people. The real horrid thing about all this is people will just keep arguing and defending this disgusting type of behaviour. People talk about "Oh, there so pro consumer" Look at this shit they are doing, this is like the most anti consumer stance they could take. Openly misleading and lying to customers is just not right, STOP DEFENDING IT PEOPLE.
I would agree no court would fine them over this. They are being creative with words, but they are giving accurate information. Then they let people extrapolate. But the essence of the information is truthful. And let's face it, every company does it, even Sony. The difference is that Sony is a Japanese company and they are usually more practical with their communication (nowadays, they were a shitshow in the PS3 era).
Just look at Apple and their "super retina HD + sharpness bazooka display" which is nothing more than a second grade Samsung display.
Microsoft has a way with words, their marketing team is strong. It looks like most Xbox only fans seem to be buying into the 12GB/s narrative, even though that is NOT what Microsoft said (but worded to purposely mislead). This information is from https://news.xbox.com/en-us/2020/07/14/a-closer-look-at-xbox-velocity-architecture/.
First, let's look into the actual I/O performance. There will be omissions as I don't want to copy the whole text, but please check the original article as I want to keep the context intact:
Custom NVME SSD
Translation: As opposed to normal PC SSD's, this one is designed to deliver consistent 2.4 GB/s raw I/O throughput. That's it. That's as much as you're gonna get.
Hardware Accelerated Decompression
Translation: If you assume a 2:1 compression ration, which is perfectly possible, you will get a 4.8 GB/s compressed I/O throughput. I will assume this is on average, so the peaks will likely be higher, up to whatever their decompressor allows, and some data will not compress as well, but that's it. Your average is 4.8 GB/s, not more, not less.
Sampler Feedback Streaming (SFS)
Translation: First, let's clarify again - The Series X still has a raw I/O throughput of 2.4 GB/s. Now that we've clarified that, let's clarify the funny word play. Assuming the numbers they mentioned are correct, on older systems you'd access 1/3 or less of the loaded textures, and with the new tech, you boost utilization by 2.5 of the effective raw bandwidth. This means that if you didn't have this tech, your available bandwith would be equivalent to 0.96 GB/s, as you'd be loading that data you don't need. This is pretty much what we saw with their old gen game switching (video below), where the average time to switch between game A and B was of 6 seconds, or 5.76 GB/s of RAM being loaded (games were programmed for 5.5 GB/s AFAIK).
So, to recap, the capabilities are:
Also, I'm not devaluing the tech. This is great, because without SFS, they would be loading 10 or 13.5GB into RAM only to actually need 1/3 of that. This gives Devs way more usable space which, coupled with the super fast SSD speeds, will effectively provide a generational leap.
- 2.4 GB/s raw I/O throughput
- 4.8 GB/s compressed I/O throughput.
- A boost of 2.5 times compared to old gen tech, meaning you can fully utilize the numbers above, as opposed to 1/3 of the numbers available to last gen games
Edit: Sorry, forgot the video I mentioned above
This is the kinda bullshit Microsoft does, i remember one of the videos a month ago, and i said they were being dishonest in that, but xbots were like no no no, its not misleading.
I am surprised there is not a watchdog for this kinda crap where they get fined for purposely trying to mislead people. The real horrid thing about all this is people will just keep arguing and defending this disgusting type of behaviour. People talk about "Oh, there so pro consumer" Look at this shit they are doing, this is like the most anti consumer stance they could take. Openly misleading and lying to customers is just not right, STOP DEFENDING IT PEOPLE.
I'm guessing the rough 2.5 comes from data they obtained using the hardware profiler on the one x and just gave an average. People forget since Microsoft is putting games on the PC to day 1 they need solutions that can be implemented on the PC and are cheap enough to be adopted. They don't have the luxury of doing what they want and letting 3rd parties figure out the PC port.To answer some of your questions, Microsoft said:
The x2.5 applies to the complete memory usage due to this change to textures. SFS only applies to textures and makes sure only the 1/3 that is needed is loaded, which results in a total of x2.5 more bandwidth that can be used because it's not only textures that need to be loaded. Simplified but take this as an example:
Memory bandwidth of 100:
* textures uses 90
* other stuff 10
Due to SFS it now is:
* textures uses: 30
* other stuff 10
Only 40 is being used, so we have x2.5 as much memory that is now free to use. You might be wondering, but why the 90-10 split? 2 reasons, first of all most bandwidth is being used by textures, secondly, the math works perfectly like this so I'm pretty sure Microsoft used the same distribution to get to these numbers.
It's Sony strategy as well and if you think otherwise then tell me if 5.5GB/s SSD is sustained or peak raw transfer? I also want to know how much PS5 GPU will downclock in the worst possible scenario. Cerny has said "not much", but I want to know exactly.I think the MS strategy is missinforming their fans with catchy phrases, and being not transparent with things that are worse on their side. There is literally no chance that XSX SSD/IO is on the same level as PS5. Thinking that its better is just dumb.
What did they "Openly mislead and lie about" now? LOL
What did they "Openly mislead and lie about" now? LOL
It's Sony strategy as well and if you think otherwise then tell me if 5.5GB/s SSD is sustained or peak raw transfer?
Just like other terms, DirectStorage is just a fancy name to getting rid of all that I/O bloated layers, courtesy of Windows, and going straight to the needed data. However, it must still have more hardware abstraction than what Sony is using in their API, cause it's got to support PC.I think that instead of needing to make all kinds of API calls before one can start reading the data of a disc you now simply have instant access, as in, no need to do any API calls to set it up, you can just start reading it.
That's the only thing that would make sense to me, otherwise it's silly, they are still constrained by the speed of the I/O system...
Found to be fake supposedly. Really good one though.
Edit: some of the comments in the post say it can't be identified if it is![]()
Cerny didnt mentioned if 5.5GB/s is sustained and I'm not intersted in your interpretation.If you watch the Road to PS5, Cerny explains they targeted at least 5, gave the reasons for it and said they ended up achieving 5.5.
If you come away from the detailed information given by Sony and the feedback from devs with such nagging suspicion, then it's incomprehensible how you believe anything from the other guys without painting yourself as a foolish fanboy.
The Cherno reacts to the new Microsoft Flight Simulator trailer.
He assumes it's running on the Series X, due to the XBox logo and 'captured in real-time 4K' text, but surely they would have said it was captured on Series X if so?
Please stop!So, just wanted to point out that we went from
2.4 raw - > 4.8 Compressed
to
2.4 raw -> 4.8 compressed, but actually 6
to
2.4 raw -> 6 compressed x 2 = 12
to 2.4 raw x 2.5 -> 12 compressed x 2.5
I predict, sometime next week, that we will be at
![]()
I guess it's down to the predictable distance to the player's ear.
They'll need some sort of software for calibrating for other types of speakers... but.. that's just such a weird thing to not think you'd have ready by launch to me.
Cerny didnt mentioned if 5.5GB/s is sustained and I'm not intersted in your interpretation.
1. Sustained , peak is 22 gb/s without oodle textures , could be around 30 Gb/s peak with that.It's Sony strategy as well and if you think otherwise then tell me if 5.5GB/s SSD is sustained or peak raw transfer? I also want to know how much PS5 GPU will downclock in the worst possible scenario. Cerny has said "not much", but I want to know exactly.
OK, for the fun of it, you realise that SFS is completely software based, right? It's also rather similar to PRT (Partially Resident Textures) which is in hardware and could be used by the PS5. Besides that Sony could create some software that does the exact same thing.
Then what? The base speed of the whole I/O system of the PS5 is much higher than on XSX, so if a software thing on XSX can make it do something faster than Sony can make something in software to do the same...
If it were all done in hardware, then it would've been amazing! Now not so much...
Cerny says that speed is 5.5 Gb/s RAW and between 8 and 9 Gb/s compressed, and with peaks of up to 22 Gb/s... Maybe U want see that on "Raad to PS5".
This if you are ignoring the texture compactor Oddle ... an average of 40 to 60% texture compaction ... I'm just saying that these numbers will increase..
Cerny says the speed is 5.5 Gb / s RAW and between 8 and 9 Gb / s compressed, with peaks of up to 22 Gb / s ... You might want to see that in "Road to PS5".Cerny didnt mentioned if 5.5GB/s is sustained and I'm not intersted in your interpretation.
I guess it's down to the predictable distance to the player's ear.
They'll need some sort of software for calibrating for other types of speakers... but.. that's just such a weird thing to not think you'd have ready by launch to me.
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Multi-dimensional sound
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Acoustic Multi Audio is available on screen sizes 55" and above on XH95 and available on screen sizes 65" and above on XH90.
Enjoy multidimensional sound with S-Force Front Surround
Hear sound as you would from a separate multi surround speaker. By upconverting inputs, S-Force Front Surround virtually reproduces a multi surround speaker system within your TV so you can enjoy all the thrills of more immersive sound.
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Its the vagueness and intentional wording. Read the last 5 pages, read the post above this one. Its there, on a plate for you. If you think its, fine, more power to you, i don't. sorry.
1. Instant access
2. 2.5 x less memory than a baseline something whatever
We now have posters claiming XSX is less latent because of instant, and 15 Gbs because of 2.5 x.
Most are easily confused by vague wording, and its on purpose.
Let's summarize:
Custom SSD
Raw speed: 5.5 GB/s(PS5) > 2.4 GB/s(XSX)
Hardware decompression block
Kraken+Oodle Textures/Zlib(PS5) >=(?) BCPack/Zlib(XSX)
Storage access API
Hardware specific(PS5) > DirectStorage(XSX) (Sony's API is more efficient cause support is for only one hardware, MS' must support Xbox and PC)
Texture streaming efficiency
Software(Partially Resident Textures) + hardware(cache scrubbers, coherency engines, two co-processors, on-chip RAM pool, DMA dedicated controller)(PS5) > SFS(software solution)(XSX)
But SFS and BCPack will not just close the gap, it will exceed it...
The Cherno reacts to the new Microsoft Flight Simulator trailer.
He assumes it's running on the Series X, due to the XBox logo and 'captured in real-time 4K' text, but surely they would have said it was captured on Series X if so?
So, just wanted to point out that we went from
2.4 raw - > 4.8 Compressed
to
2.4 raw -> 4.8 compressed, but actually 6
to
2.4 raw -> 6 compressed x 2 = 12
to 2.4 raw x 2.5 -> 12 compressed x 2.5
I predict, sometime next week, that we will be at
![]()
NO NO NO.
hope your 40 virgins awaiting you in heaven are fat, old and like to go shopping alot with your credit cards.
That will teach you.![]()
RAM memory, not storage.It sounded like they were saying the demo itself took only <800mb of space on disk.
I'm not sure what they mean by the streaming pool in this case
I see plenty of nonsense from Sony fans too (That 60x faster io comes to mind), I don't hold Sony accountable for idiotic statements I read online.
What can you say about number 1, it's by its own nature a hyperbolic word in common usage. Most people get it in the right context.
2, the comparison there is obviously about 1X, they have never mislead on the SSD speed. There are several ways they could have, like listing the 4.8 with no qualifiers, etc. If they've solved some of the primary problems with resident textures, the inefficient lookup processes and the misses caused by that, for example, good on them. Them emphasizing greater memory efficiency likely has more to do with 1X than PS, at face value 12GB to 16GB is a very small jump.
You got me corneredCan't counter that.
But I would rather introduce you to your piranha cousins.
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This is actually pretty damn impressive considering the frame time limit for 30FPS (33.3ms) and 60FPS (16.7ms). Formula is 1000milliseconds/FPS the game's currently running at. So since it says the frame time the PS5 achieved just through geometry rendering is "comfortably in budget" for 60FPS output, that means even after rendering the entire frame (including the GeometryBuffer and everything else), PS5's frame time will still probably be under 10ms. Meaning it can easily run the UE5 demo at 4K@60FPS.
MS is really nice putting multipliers for their fan base, I've read multiple comments over the curse of 2 hours that suggest the new 2.5x means they can go now to 12GB/s...
I have watched Cerny "the road to PS5" presentation on YT, but there's no definitive answer there (and the same with GPU clock). On PC no one gives average raw numbers for SSD, but only peak, so if you buy the fastest possible SSD on PC, it's average speed will be slower. If PS5 SSD has sustained 5.5 GB/s read transfer than it's peak transfer would be much higher. I just want a definitive answer from sony, because I dont want to base my opinions on guesses and different interpretations.Cerny says the speed is 5.5 Gb / s RAW and between 8 and 9 Gb / s compressed, with peaks of up to 22 Gb / s ... You might want to see that in "Road to PS5".
That's if you're ignoring the Oddle texture compactor ... an average of 40 to 60% texture compaction ... I'm just saying that these numbers will increase.
You see that word too that is highlighted
You are admitting Microsoft are being misleading.
Ok gotcha, thanks bud. CASE FUCKING SOLVED.
Why not just say that in your first post you linked instead of saying I quote. What did they "Openly mislead and lie about" now? LOL
Come on dude, be better. If its bullshit call it out, if Sony does it call it out. If anyone does it call it out.
Microsoft have been flooding the airways over the last few months with a constant barriage of information.
They know what they are doing.
I believe both consoles are designed in a way that their RAW speed is consistent, unlike PC.I have watched Cerny "the road to PS5" presentation on YT, but there's no definitive answer there (and the same with GPU clock). On PC no one gives average raw numbers for SSD, but only peak, so you buy the fastest possible SSD on PC, it's average speed will be slower. If PS5 SSD has sustained 5.5 GB/s read transfer than it's peak transfer would be much higher. I just want a definitive answer from sony, because I dont want to base my opinions on guesses and different interpretation.
Saw this image floating around, XVA better than PS5's I/O complex confirmed. Misinformation is around the corner. People just outright refuse to accept PS5 has an advantage over XSX. Funny enough, this is the same people that gets mad at others who can't accept the GPU advantage on XSX.
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