pawel86ck
Banned
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 doesn't 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

- 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.