Metroiddarks
Member
You are not quoting you are interpreting with your words what he said and looks like is harder than you think to understand it. Quote is just add the tweet without any opinion.Ronald has said SFS is a new feature and an effective multiplier on available system memory and I/O bandwidth, resulting in significantly more memory and I/O throughput. These are not my words, I'm just quoting Jason Ronald.
There's also James Stanard (MS engine architect) further confirming what SFS does. According to him compression and SFS gains stack.
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It's not hard to understand what MS engineers have said. The implications are obvious but I guess some people dont like to hear what MS engineers have to say, because it's already established here XSX is bottlenecked like PC (and lets not forget about bruteforce), while PS5 is more efficient and better engineered in every way. SFS suggest the otherwise, so now you guys are trying to tell me SFS will not work like Ronald has said, or SFS is nothing new.
PS5 / XSX launch is not long from now, so we will know how performance looks in real games without any biased interpretations of PS5 / XSX architectures. Personally I expect both consoles to be extremely close. Maybe even digital foundry will be not so sure who is the clear winner. I guess sony fans dont want such scenario, because some of you (like for example FieRR) have already visualized a reality, where PS5 games looks like next gen games compared to XSX thanks to SSD.
The number 2x-3x came from the case of stream all the textures vs using SF for all the textures, thing which in the reality is not possible according to the same Microsoft.
Yes is a new feature which use hardware (already present in 2018 GPUs) because before the dev had to create its own solution based in software which is less efficient because yes
already some your AAA titles use this kind of technology is not the fault of this forum you don't understand that.
http://drivenbynostalgia.com/files/Texture Virtualization for Terrain Rendering.pdfVirtual texturing is a technique that allows the use of arbitrarily large textures within the limited physical video memory. Through a paging and streaming system, only the
currently visible parts of a mipmap chain are stored in the video memory while the rest of the data may reside in any other memory or storage device.
Video timestamped just see the first minute.
James is not lying:
Yes, they stack : you can use SFS with the compressions, he only never said this cannot be used for each call of textures
Decompression amplifies data beyond the raw speed : is true your quantity of texture is bigger when you compare against any engine without a virtual texture solution
SFS is a strategy for not wasting bandwidth on unneeded textures : is also true, but that doesn't mean you remove completely that
And if you think the SSD doesn't improve the quality of your assets please inform of this to Xbox team which in the last weeks are foccus in that.
In some way you get a good feature of XSX and transform to the new hidden GPU as 7 years ago.
Let's put it in this way is like I say the PS5 barely will use the memory GDDR6 because can load directly to the cache of GPU. Is the same I take a good feature and transform in
the holy grail of my crusade.
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