Prices of SSDs and DRAM will continue to fall in the fourth quarter

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They have been saying this for quite some time now. Yet prices in my area here haven't budged a single cent.
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Khronikos:

The SSD is WELL under a full TB for space on PS5 is what I am saying. I can barely deal with 1TB in my PS4 now as it has all the MP games on a Samsung SSD. 2TB is bare minimum for me on a PC now. I'd rather 4TB for a new rig, and we all know the prices for that are insane. So basically I am looking at a long ass time down the road, because I am not paying 300 dollars for an SSD ever again.
As I said in the announcement thread, the after-annoucement video thread, the PS5 thread, many other threads and now; this thread: Stop comparing current storage capacities based on what you perceivably believe life will be like on the PS5 or even, the xboxytrashcanairpurifierseriesxsx. New consoles and game engines will be using realtime and, that means the requirements of storage for a game will be lessened significantly. No more lightmaps! No more shadowmaps! No more normalmaps! No more LOD models! No more pre-baked levels! Better compression! No firing at you, I'm aiming at all who (for no logical reason) take a look at what they got and pass judgement. Not cool, and - it's a logical fallacy.
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Loobyluggs:

No more lightmaps! No more shadowmaps! No more normalmaps! No more LOD models! No more pre-baked levels! Better compression!
these will still exist.
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Astyanax:

these will still exist.
Everything will be real time this time for real, we swear!
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Loobyluggs:

No more lightmaps! No more shadowmaps! No more normalmaps! No more LOD models! No more pre-baked levels!
Minimum 10 years away, or two console generations, assuming there are no more snags in EUV process technology. GPUs that are at least 20 times more powerful than today's 3080+ are needed for actual real-time raytracing at Full-HD / 4K resolution with all the detail in place. You have to realize that current raytracing is using very few rays per frame, without that AI based de-noising/interpolation it looks like crap. https://hothardware.com/Image/Resize/?width=1170&height=1170&imageFile=/contentimages/NewsItem/46940/content/big_Quake-2-Ray-Traced-path-tracer-denoised.jpg And this is in a very old game with very low-polygon simple objects and textures. The more detailed objects are the more ray intersections need to be computed, and today's GPU raytracing is simply not powerful enough for real-time, full-detail frames. Far, far from it.
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Khronikos:

Not at all. Nobody in their right mind wants to continuously download 50GB MP games lol. Sony's service is not that fast. Not even close to Steam, and it's still a headache anyway.
I don't see problem with 100mb+ connection which is like standard now .
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Astyanax:

these will still exist.
Only to dumb developers.
wavetrex:

Minimum 10 years away, or two console generations, assuming there are no more snags in EUV process technology. GPUs that are at least 20 times more powerful than today's 3080+ are needed for actual real-time raytracing at Full-HD / 4K resolution with all the detail in place. You have to realize that current raytracing is using very few rays per frame, without that AI based de-noising/interpolation it looks like crap. And this is in a very old game with very low-polygon simple objects and textures. The more detailed objects are the more ray intersections need to be computed, and today's GPU raytracing is simply not powerful enough for real-time, full-detail frames. Far, far from it.
Unreal Engine 5 disagrees with you.
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Loobyluggs:

Unreal Engine 5 disagrees with you.
Yea, and magic is real. Casting my spell now: Ignoramus Userius !
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Loobyluggs:

As I said in the announcement thread, the after-annoucement video thread, the PS5 thread, many other threads and now; this thread: Stop comparing current storage capacities based on what you perceivably believe life will be like on the PS5 or even, the xboxytrashcanairpurifierseriesxsx. New consoles and game engines will be using realtime and, that means the requirements of storage for a game will be lessened significantly. No more lightmaps! No more shadowmaps! No more normalmaps! No more LOD models! No more pre-baked levels! Better compression! No firing at you, I'm aiming at all who (for no logical reason) take a look at what they got and pass judgement. Not cool, and - it's a logical fallacy.
You keep saying but fail to realize they more then likely say hey "we have more space to work with" PS5 drive is entirely to small and i not will put buy 500$ system then pay another 400$ to have the same space I have now. Games are not gona get small there might get smaller in the begin but they will just bloat up again cause they space saved from that stuff will just be used for something else.
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Loobyluggs:

Only to dumb developers.
no, every developer. Infinite Detail is a pipedream, you still need to step down content in the distance or you're just burning cycles on things you can't even see.
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tsunami231:

You keep saying but fail to realize they more then likely say hey "we have more space to work with" PS5 drive is entirely to small and i not will put buy 500$ system then pay another 400$ to have the same space I have now. Games are not gona get small there might get smaller in the begin but they will just bloat up again cause they space saved from that stuff will just be used for something else.
I get your point, but that is not correct - what makes more sense is this: it will mean they no longer have to do optimisation for levels and maps, which will save months off development time. If it saves them time, it saves them money, if it saves them money; they will do it. So...
Astyanax:

no, every developer. Infinite Detail is a pipedream, you still need to step down content in the distance or you're just burning cycles on things you can't even see.
Please understand my point - if they are smart, they are using DX12U, run their own engine (or use UE5), and as such can use mesh shaders. You can literally render instances of the same mesh, with multiple configurations, all with one draw call - so what you really need is a super-duper memory retrieval system, say, one that has access to efficient solid state memory? Both new consoles will have this, in varying degrees, but PS5 has the edge, so the performance is really down to how much can be pushed through into VRAM from the storage. Mesh shaders alone will not do this, but it's really the main point in question I think from you? A raw polygon/detail level objection? The command is something along the lines of 'hey, you remember that polygon you are rendering over there? Render the same at these locations, too - but give them all a different paint job, thanks!'. One draw call, versus, one draw call for each instance.
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it not gona stop them from use more space for the games and other programs though which what you are forgeting. 30+ years of gaming games and other programs have NOT got smaller they got BIGGER every chance they got cause they had more room on disc to play with. it happened with Cartridge to CD and CD to DVD and DVD Bluray and now Bluray to Ultra Bluray. They will FIND new uses for that space it been like that since day one and if will continue... if that wast the case they would not be making 4 8 12 tb drive and in 10 years time will we have 100tb drive if not more, cause the never ending need for MORE SPACE and more space we get the MORE space is used by stuff Games are gona get bigger no mater what you think they been "releasing" tech and other features for decades to "reduce" space use but the oppisite happens cause THEY HAVE MORE SPACE to work with I remeber when GPU drivers and sound drivers were 5mb if that, now they easily 1gb, this DX12U stuff insta gona change that it my reduce space required in short term till they START using more again. you kidding your self if you think that it will stop games or programs from bloating past 100gb mark. as thing get more complex and more soficaticated so does the code and there it size
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Loobyluggs:

Please understand my point - if they are smart, they are using DX12U, run their own engine (or use UE5), and as such can use mesh shaders.
I get it, but you've got ubisoft and indies to contend with that have probably never heard of it.
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Astyanax:

I get it, but you've got ubisoft and indies to contend with that have probably never heard of it.
I'm pretty sure they have heard of saving millions of dollars in dev costs, though.