Microsoft Details Its Velocity Architecture Behind the Xbox Series X:
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Denial
fry178
@kieron fleming
No its not. Its the games.
Since ps1 the xbox has been outsold about 1:4,
yet had/has faster hw.
How much use is it to have +100 million and able to afford a F1 car, but no track to legally drive it,
vs buying a ~3 million Chiron that "i" can drive on normal streets?
Carfax
Loobyluggs
Ne1l
I played with Fusion IO cards and RAMdrives 8 years ago... I kept my games, and still do, on the "FusionIO" drives and I 'had' a script loaded whatever steam game (or back in the day Battlefield 3) I wanted from it into a RAMdrive (magicdisc).. I've not had less than 64GB in my PC's for the last 8 years.
basically, that wow feeling of moving from SSD to HDD is never going to happen again.. did moving SSD to NVMe feel any faster to anybody really?
No matter how fast the storage is it's about optimization... if a game can only work with the massive IO Sony is talking about it will lose revenue from sales from PC & xbox. So just a few niche exclusive PS5 games from first parties.., what's new about that?
Here's my old startup bat file from 2012, the 20 second timeout was needed to let windows start before I hit it with IO 😀
@Echo OFF
ECHO "Copy Origin to RAMDrive"
TIMEOUT 20
MD "R:\Games\Origin"
xCOPY "S:\Origin test" "R:\Games\Origin" /K /E /H /O
rm082e
Crystal Ball Prediction: Both consoles will still have 30fps games.
Carfax
https://i.imgur.com/8wl1rua.png
Nanite performance:
https://i.imgur.com/dQOnqne.png
CPU usage:
https://i.imgur.com/lNv2lKl.png
Source:
[youtube=roMYi7BU1YY]
Care to expound on that a bit?
Epic just released the tech specifics for their UE5 demo, and as many thought, the streaming can easily be done on a PCIe 3.0 gen SSD.
Streaming pool for the demo was 768 MB/s, with a resolution of 1440p. CPU usage was very low, which shows that the entire demo was very GPU bound.
So, as I said before, the XSX will have a major advantage over the PS5 in performance due to its greater compute performance. This will be the most salient in games that use ray tracing and or target 4K/60 FPS.
Ne1l
https://www.guru3d.com/articles-pages/pc-power-amp-cooling-mk-iii-silencer-1200-review,1.html
All this fuss over 'plug and play' consoles.. I miss the EVGA SR-2 days and pushing the bleeding edge with a pair of 5690's@4.4 with air cooling.. 🙂
I hope not.., I want the 60-120fps@4K as advertised, if nextgen games need more then I'll get 2x 3080Ti's instead of just the one and the xBox.
God forbid I'll need them but I have 6 x 6+2-pin PCI-E on my trusty old 2012 power supply.., Loobyluggs
theoneofgod
Loobyluggs
ruthan
There are lots of questions.
1) Would be this Direct Storage AP available on PC? If yes when? Does it means some HW compatibility support, or it is pure SW thing?
2) When we will see first PC games, which would require SSD within minimal specs? After that we can finally mark magnetic disc as dead for modern gaming.
And some facts:
A) 40x faster that previous generation - it simply means that previous generation was bad, because there wasnt such jump increase in HW performance in these years and also means that consoles 7 years cycles sucks.
B) Well long time ago, i though that game loading are mainly about storage performance, but it changed long time ago.. and there never was loading speed boost related to proportionally storage device boost. So there is lots of processing on CPU or GPU side.. AFAIK GPU is stupid and it does not need own addition processing of already loaded data, so all of these has to be CPU processing. I really hope (because otherwise would be problem elsewhere within game engine) that majority of this time is just pure decompression of already loaded data from storage.
Some philosophical thought:
I) Im not really sure that multiple levels of compression is really good thing. Because even basic archive decompression with good archive as 7zip and fast CPU could be quite long.. and if there would be some magic HW acceleration solution, i would be already build in todays cpus /gpus => decomperision is always problem and means always main slowdowns.
From developers perspective is compression again only complication if assets has reasonable size, because is faster to work with uncompressed data and compress them later in preparation product to shipping. Compression was there at the start because of game distribution media size / price also because of game install sizes, later to decrease games / updates download times, all if this make sense, from fro everything but performance.
I thing that i would make sense, also compress data, before they are moved through computer bus.. to move them faster and decompress them in RAM or VRAM, if that would be faster that just move data uncompressed..
But back to original problem:
I.a) asset is compressed itself to shipping to decrease it size - sound to mp3 / flacs, graphics from bitmaps to something more modern, some for models, dialog etc.
I.b) because developers usually dont like that someone is messing with their assets, they are usually added so some archive, often probably crypted with some password. - 1st level of compression
I.c) buss compresion
And probably there are other layers.. or some additional compression for some particular game logic. All of this has it cost. We can solve internet download speed easily. But i wonder how much better would games running if they would consume more space and all would be uncompressed?
theoneofgod
almighty15
Velocity architecture is nothing special, it's essentially partial resident textures with some custom blending hardware, It actually makes no sense for a machine that's using an SSD.
Velocity architecture breaks textures down in to small tiles just like partial resident textures does so you only load the part of the texture you actually need (PRT was introduced by AMD in the 7000 series and is something both current gen consoles use and is also PS5 supports)
The special part of VA is when you need a high resolution version of a tile but you only have the low resolution version in memory, at that point it's takes a while to load the high res version from storage so the system uses the low resolution version as a place holder until the high resolution version has been loaded and instead of the texture 'popping' from the low to the high res version the custom blenders......duh....blend the 2 together so it's a lot less noticeable.
This system would of been awesome for ID Software's mega texture as it would have removed the jarring texture pop that games like RAGE suffered with.
But;
1. If you are always finding yourself in a situation where you never have the high res texture you need in memory for VA and the custom blenders to be of a benefit you're doing it wrong.
2. The raw speed of an SSD would hide it 99% of the time anyway.
3. It's something your competition has so it's not a big selling point like they make it out to be.
Sony have demonstrated that the SSD in PS5 is the real deal with the Ratchet & Clank PS5 demo, the scenes with the portals might have been on rails but it was still loading full levels IN SECONDS.
almighty15
Carfax
Carfax
almighty15
almighty15
Loobyluggs