Ok. so I wasnt the only one confused by this part too, seeing recent posts about SFS. Only thing I am clear about is VA is made up of 4 parts:I don't think people have issue understanding that it's streaming in only the portions it needs, therefore leaving out data it doesn't need and increasing effective memory. That's the largest key benefit local hardware streaming has always had.
The issue I have is that numbers are never given within a well defined context. This is what Jason Ronald's article on Xbox.com states about SFS: "This innovation results in approximately 2.5x the effective I/O throughput and memory usage above and beyond the raw hardware capabilities on average. SFS provides an effective multiplier on available system memory and I/O bandwidth, resulting in significantly more memory and I/O throughput available to make your game richer and more immersive."
To me, the bolded sounds like it's being compared strictly against the peak hardware bandwidths and not against other similar streaming methods such as PRT or PRT+. Hopefully if I'm wrong, someone will correct me and show me a source that is more clear.
In the Xbox vs Playstation debates, it often sounds like people are comparing one machine that can render a scene using 2.5x less textures loaded(SFS) vs one that requires all the textures(No SFS) but I don't think that is an accurate representation of these consoles.
Shouldn't we be comparing a machine with SFS vs PRT+? I want to know if it is more akin to a 2.5x multiplier vs a 2.0x multiplier or whatever the real numbers.
The Xbox Velocity Architecture comprises four major components: our custom NVME SSD, hardware accelerated decompression blocks, a brand new DirectStorage API layer and Sampler Feedback Streaming (SFS).
Xbox Velocity Architecture: A Closer Look at the Next-Gen Tech Driving Gaming Innovation Forward on Xbox Series X - Xbox Wire
When we set out to design the Xbox Series X, we aspired to build our most powerful console ever powered by next generation innovation and delivering consistent, sustained performance never before seen in a console with no compromises. To achieve this goal, we knew we needed to analyze each...
news.xbox.com
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