Looks like this game on PS5 takes 7 secs to load/transition. As a multi-console user, it seems like reality is catching up. Timestamped below.
AMD's FidelityFX CAD VS DLSS 2.0, could this be implemented in next gen consoles?
AMD RX 5700 XT vs Nvidia RTX 2080 Ti:
AMD's FidelityFX CAD VS DLSS 2.0, could this be implemented in next gen consoles?
AMD RX 5700 XT vs Nvidia RTX 2080 Ti:
Interesting James uses the phrase 'fine grained' as that is exact same phrase Granite use to describe their advanced texture streaming middleware used all this generation:
"We call Granite SDK a fine-grained streaming system because we load very small tiles of texture data. This is happening in the background while playing the game. The size of the tiles is configurable but a commonly used setting is 128×128 pixels. When using virtual texturing, you will only load the texture tiles into memory that are actually viewed by the virtual camera. The main benefit is that you can save on the amount of video memory that you need for you texture data, but there are a bunch of side benefits. Loading times are reduced and disk access is more constant and predictable. The bottom-line is that you can really increase the graphical fidelity of games, while staying within the limited of the current hardware"
Now I don't doubt SFS is nice addition to the SDK/middleware tool kit, but it really isn't a revolution from what I can tell and I'm sure all platforms will benefit from the same or similar.
SFS as James says takes what the above description of Granite explains is done this gen and then goes a little further and uses only part of a mip (rather than all) further saving RAM/time etc.
That is how I read and understand it.
So in response to this...
I thought the below was helpful and a good find in another thread about the ever more confusing SFS debacle.
So if this is it and that old and dated (2014) granite was doing basically the same as SFS then surely Sony wouldn't be so stupid to not utilise something that can maximise their ssd, io investment and advantage.
Then also that means Microsoft seem to be jumping on this tech, which the main parts are not exclusive, to magically make up the biggest gap on the next gen despite no reason Sony can't and won't (?) use similar tech...
Someone tell me I'm wrong here because this is crazy if so given the back and forth its caused....
If Sony can use similar tech then MS releasing info the way it was released seems a bit like secret sauce damage control to confuse regular people IMO and worked a treat......
Only problem with that is.... it only gives a temporary victory... the reality still has to hit eventually...
So in response to this...
I thought the below was helpful and a good find in another thread about the ever more confusing SFS debacle.
So if this is it and that old and dated (2014) granite was doing basically the same as SFS then surely Sony wouldn't be so stupid to not utilise something that can maximise their ssd, io investment and advantage.
Then also that means Microsoft seem to be jumping on this tech, which the main parts are not exclusive, to magically make up the biggest gap on the next gen despite no reason Sony can't and won't (?) use similar tech...
Someone tell me I'm wrong here because this is crazy if so given the back and forth its caused....
If Sony can use similar tech then MS releasing info the way it was released seems a bit like secret sauce damage control to confuse regular people IMO and worked a treat......
Only problem with that is.... it only gives a temporary victory... the reality still has to hit eventually...
A technique called Sampler Feedback Streaming - SFS - was built to more closely marry the memory demands of the GPU, intelligently loading in the texture mip data that's actually required with the guarantee of a lower quality mip available if the higher quality version isn't readily available, stopping GPU stalls and frame-time spikes. Bespoke hardware within the GPU is available to smooth the transition between mips, on the off-chance that the higher quality texture arrives a frame or two later.
Funny that they are the leading fanboy war under General GreenbergPhil Spencer on the 'console war' mentality, and Xbox's shift away from the box
XSX is not important? I am confused.
no around one device is what make things simpler phil you don't get it.
Can anyone address these tweets regarding SFS as posted by someone in another thread by @Bernkastel
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Xbox Velocity Architecture - 100 GB is instantly accessible by the developer through a custom hardware decompression block
don't tell me someone that had no idea what they were talking about in this thread suggested that "Perhaps Unreal 5 won't work with the hardware optimizations on XSX" and now a few are entertaining the idea? Fact is it's not true and there is nothing to suggest that nanite won't benefit from...www.neogaf.com
Can the PS5 do similar and will it use similar methods? Will devs happily get somthings running on PS5 using its speed and not use this because they don't need to but will on xbox because they have to? Meaning if similar was used on PS5 it could have more performance but may go unused?
I know people have said partially resident textures has been around ages so is this really all that as claimed below?
What cost does sfs have, cpu ,latency etc...
This guy saying PS5 does it normal way not like sfs.... is he right...?
Few pages ago I have asked the same question but only to learn it's not a good thread to ask such questions. Quick summary
- I've no idea what I'm talking about even when I'm only quoting MS engineers, because experts here know better
- SFS is useless software trick and nothing special, PS5 doesnt need it.
- PS5 I/O eats XSX I/O for breakfast no matter what clever bandwidth saving tricks XSX will use.
From what I gather the answer is yes, the aspect of SFS that gives the 2.5x boost that Microsoft is talking about seems to not be new tech and to have been implemented on a hardware level last gen. I keep hearing that something unique about SFS is it blending between the textures as they get loading in better.
I can't say that Sony's implementation isn't slower or something but I also can't say it isn't faster.
TLDR: Yes
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If I'm totally wrong then let me know.
If PS5 has 13.5Gb ram for games, shouldn't games load in under 2.5 seconds every time. Or am I missing something?
If PS5 has 13.5Gb ram for games, shouldn't games load in under 2.5 seconds every time. Or am I missing something?
AMD CAS is just very good sharpening filter and cant be really compared with DLSS 2.0.
Here's comparison CAS vs DLSS 2.0.
CAS lines show saw like pixels on the lines in the distance, while DLSS rebuiled these missing pixels so all lines are smooth and detailed. DLSS 2.0 can be mistaken as 4K native with TAA, while CAS looks like standard upscaling on HDTV. I would only use it on PC monitor because PC sharpening filters looks ugly.
Careful, dont start disrespecting magic, your on dangerous ground young Bo![]()
Papa Phil is full of shit, as always.
He says no console wars, yet in his statements he throws shadow at Sony.
He says no nextgen exclusives, then he says it's the developer who decides.
He says they don't care where you play their games, yet they don;t release the games on NS or PS.
Fuck this lies.
Well how it's done if no flickering and strange things happening from time to time and more stable then it's welcome. Did you read that?
AMD RX 5700 XT ($409) vs Nvidia RTX 2080 Ti ($1480)
The difference between both is extremely minor.
Well, it's already pretty close to PS4 Pro anyway with higher framerates at native 4K.
Yeah, they didn't like the screenshots, my secret weapon against BS.That UE5 Demo is beyond any upscaling known to man.
Loading screen can sometimes involve more than just reading data, there could games that have to process a lot of data during load.
Data can also take longer to load when you are loading sequentially.
The 2.4~5GB/s figure aren't there to deceive, they are the standard way to measure that can be quickly understood when you want to compare one to another. But it doesn't literally mean it will Load at that speed under any and all circumstances.
Funny that they are the leading fanboy war under General Greenberg
Yeah the hypocrisy is real on this one. Every gd pr shit he says is overshadowed by a little shady purposeful remark or a tweet from another Xbox exec throwing shade. The good good cop/bad cop stuff is getting corny.
In the end its just gaming, this fictitious war isn't taking lives just getting some ppl upset or banned on social media let's not be tarts lol, it's not tht serious❤
❤![]()
Bo my dear friend, How is the game, is it good?, i have seen some screenshots of some of the areas and its the most beautiful game i think i have ever seen.
How does it compare to Tlou2, which do you prefer.
Bo has been playing Got for 20 hours straight, he replies here when he runs for bathroom breaks, That is a SERIOUS problem.
You know, if i was a pimp and bo was one of my girls, i would be damn rich, the dedication he puts in.![]()
TLOU2 is 10/10 for me. Ghost of Tsushima is still solid 8.5/10 but I'm still at the very beginning. I'm not liking the acting of some characters and some stories that seem low budget to me. The Japanese voice acting is majestic but I can't read fast enough or during combat so I'll stick with English that seems they've gathered them from the neighborhood. It can end up 9 or 10 though, I had the same feeling with The Witcher 3, one of the best games in the history of gaming. Graphics wise it's 8/10, it's pushing PS4 Pro too hard. TLOU2 is still holding the crown there.
If you love reflex-based difficulty, then you'll enjoy it a hard especially in the epic 1-on-1 duels. Can't see a reason not to pick it up I'm enjoying it a lot, but would've loved better camera angles for side missions convo as it looks bland like AC Origins then AC Odyssey made a great step there and made The Witcher-like camera angle for side missions conversations.
The big complaint i saw people was camera angles. Well glad your enjoying it.![]()
Lol hey I played for several hours straight but had to work, work out, take care of my son and cleanbut the game is addictive lol
But a game like Astro boy isn't going to be complex to load. I don't understand why people would think that game would need 7 seconds to load.
But a game like Astro boy isn't going to be complex to load. I don't understand why people would think that game would need 7 seconds to load.
From what I gather the answer is yes, the aspect of SFS that gives the 2.5x boost that Microsoft is talking about seems to not be new tech and to have been implemented on a hardware level last gen. I keep hearing that something unique about SFS is it blending between the textures as they get loading in better.
I can't say that Sony's implementation isn't slower or something but I also can't say it isn't faster.
TLDR: Yes
![]()
If I'm totally wrong then let me know.
The big complaint i saw people have was camera angles. Well glad your enjoying it.![]()
If PS5 has 13.5Gb ram for games, shouldn't games load in under 2.5 seconds every time. Or am I missing something?
Well its late, look forward to seeing what new fud is spread tomorrow or what old tech is labelled as new.
Its like a box of new tricks everyday.
Hope the above does not Trigger you to much sleep doctor,![]()
Every post I got triggered by sleepdoctor but I have him on ignore now.
I feel like I am a prime target for the xbox discord lol
Its been funny today, we have had Far cry not 4K excitement and trolls, and then ubi said woops.
And we have had a supposed developer....claim XSX will claw back Ps5 SSD speed, turned out it was odium who is just a warrior (banned from era for warring).
All I ever got was laughing face off the sleepy doctor, must have one hell of a sense of humour that bloke.
What was with that Far cry reply though? It is a strange reply....
Well, I won't pretend to have "Proven" anything.![]()
Damn... so not only is it old tech but PS4 GPU offered native hardware support for it. So PS5, unless they all collectively banged their heads, forgot their names and have been living on silly street, is not likely to go backwards.
Would love to hear some xbox fans analysis on this now its (to me at least) becoming a lot clearer.
Hardcore Sony fans on twitter upon reading this thread and learning how to tackle the new Microsoft narrative...
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Well, I won't pretend to have "Proven" anything.
Perhaps SFS allows you to only load 5% of mip1 instead of being having to load a quarter of it. Perhaps there is overhead, the discussion continues until it's in everyone's hands.
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UBI said they cannot discuss other consoles resolution at this time (MS marketing deal) and removed all references.
Also GAF thread title was changed lol
Well, I won't pretend to have "Proven" anything.
Perhaps SFS allows you to only load 5% of mip1 instead of being having to load a quarter of it. Perhaps there is overhead, the discussion continues until it's in everyone's hands.
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4k 60 according to Digital Foundry.At what frame rate is Astros Playroom? I cant tell from stream
There is also a performance costs discussed in Dx12 ult to the feedback, its all about cycles and time taken up doing shit,... i cant be bothered to link it. I posted it last week sometime...
Anyway...Good night chaps/
I never believed that anything is "instant". Everything has a cost. I'm just saying in reality 2- 15 seconds is acceptable. Nobody wants 30-90 secs of loading anymore.
Ok, this is clearly a transition/loading screen. Which is OK! In reality, loading is reduced not eliminated. I'm good with 2 - 15 secs transition/loading screens.
Edit:
There is no good reason to put a transition/loading screen here except for loading. They could effectively put areas in the hub area that goes through the feature of the controller and then reinforce it through gameplay.
THANK YOU.Yup its been around for while, for ps5 you now have coherency engine and cache scrubbers and 2 controllers for managing the SSD - oh I wonder how they might help lol
Well, wouldn't such a claim require a complete and exhaustive knowledge of the facts and ideas from the development cycle of the game? Perhaps there are reasons you aren't aware of?
So, from your perspective, there is absolutely no logical or technical reason as to why you'd see 7-ish seconds of loading when we've seen far more complicated games that load in much less time?