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Forums - Sony - PS3 Has “Tight memory, Poor IO Performance” – John Carmack

The last comment from Carmack I saw had him saying the PS3's CPU was the more more powerful of the two but offset by having a weaker GPU , now this one says equal CPU weaker GPU, looks like he was down playing things either unconsciously or deliberately , What I got from playing Rage isit has a nice 60fps framerate but was a very linear game that gave the illusion of freedom with open vistas let down by hidden barriers , flat lo-res textures and lacking gun play, as a showcase for their mega texture tech it is poor and seeing it will never be used as a first party engine we we will never know for sure how much blame to lay at who's ever door.



Research shows Video games  help make you smarter, so why am I an idiot

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goforgold said:

"RAGE has been criticized on all platforms since its launch on October 4th, especially the PC version of id Software’s shooter." so we're going to conviently forget that part....

the mandatory 8gb install for ps3 and 3 disk for 360.....we're going to forget that part too huh

well considering who's in the circle jerk going on here (only missing slowmo) .....carry on

 

 

 

 

 

 

 

 

*Filed under non issue


I generally choose to not lower myself arguing with known trolls these days.  Kind of short on people you can actually debate with anymore it seem sometimes.  Such a shame really as you used to be able to have a civilized adult discussion without insults flying in the forums.

 

OT - Everyone knows the PS3 is a pain in the ass to get working well with multiplatform engines, this is hardly surprising.  It took Epic a couple of years to get parity close to the 360 with their engine, same with Rockstar's engine, Ubisoft's engine, Crytek's.  The list is quite comprehensive that proves the architecture isn't particularly versatile and is heavily reliant upon optimisation to get the best from it.  I doubt those people who wil play only the PS3 version of Rage will have too many complaints though so it really isn't a big deal.  I seem to recall a thread a while ago when Carmack criticized the 360 for it's DVD storage that a lot of Sony fans had a new found love for the guy, guess he's Mr Scum again now.  Who cares, it's just one mans opinion.



mjk45 said:
The last comment from Carmack I saw had him saying the PS3's CPU was the more more powerful of the two but offset by having a weaker GPU , now this one says equal CPU weaker GPU, looks like he was down playing things either unconsciously or deliberately , What I got from playing Rage isit has a nice 60fps framerate but was a very linear game that gave the illusion of freedom with open vistas let down by hidden barriers , flat lo-res textures and lacking gun play, as a showcase for their mega texture tech it is poor and seeing it will never be used as a first party engine we we will never know for sure how much blame to lay at who's ever door.

The blame lays between the nature of megatextures and the limitations of the hardware. Virtual texturing does one thing well and that is allowing every inch of the game world to be uniquely textured so no 2 areas look the same. Unfortunatly that come with several dissadvantages vs traditional methods the first is that as every inch of the world has it's own texture you have to load in the texture data for every inch of the world and also store unique texture data for the entire world which leads to very large texture data which is why the game is 22GB now as RAM on consoles is very limited you can't keep a lot of that data in memory so you have to load each section of the world as you look at it.

This makes IO performance veery imortant for RAGE now the PS3 is known to use 2 main weaknesses which is the slow read times of the Blu ray and also some issues with the HDD formating which limits the advantages of the HDD and also the limitations of the partitioned RAM which makes memory mangagement an issue when you have very large data sets. This leads to texture pop in being a slightly bigger issue on PS3 than a fully installed 360 version which can use the faster HDD IO and full install to reduce texture load times. Now RAGE on PS3 does use something to mitigate these issues by using the CELL to transcode textures faster but there is only so much difference that can make.

It will be interesting to see how the tech performs in the 30fps enviroment of Doom 4 as that will give the engine twice as long to load in texture before rendering the next frame so there should be far less pop in in that game. Alternatively if you used an SSD in the PS3 that could improve the pop in issues a lot, but they are expensive.

As for the PC version well that is just a bad port as by default the game only uses 600MB of RAM to cache textures even if you have a system with 4GB+ RAM. Add in the generally poor OpenGL drivers compaired to Direct X and you get basically the same performance as the consoles at a higher resolution which to a PC gamer is horrible. The fact that AMD put out the wrong driver at launch didn't help ether. The next patch should make the PC version much better looking tho with the new texture upscalling which will aliviate the blurry textures.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

slowmo said:
goforgold said:

"RAGE has been criticized on all platforms since its launch on October 4th, especially the PC version of id Software’s shooter." so we're going to conviently forget that part....

the mandatory 8gb install for ps3 and 3 disk for 360.....we're going to forget that part too huh

well considering who's in the circle jerk going on here (only missing slowmo) .....carry on

 

 

 

 

 

 

 

 

*Filed under non issue


I generally choose to not lower myself arguing with known trolls these days.  Kind of short on people you can actually debate with anymore it seem sometimes.  Such a shame really as you used to be able to have a civilized adult discussion without insults flying in the forums.

 

OT - Everyone knows the PS3 is a pain in the ass to get working well with multiplatform engines, this is hardly surprising.  It took Epic a couple of years to get parity close to the 360 with their engine, same with Rockstar's engine, Ubisoft's engine, Crytek's.  The list is quite comprehensive that proves the architecture isn't particularly versatile and is heavily reliant upon optimisation to get the best from it.  I doubt those people who wil play only the PS3 version of Rage will have too many complaints though so it really isn't a big deal.  I seem to recall a thread a while ago when Carmack criticized the 360 for it's DVD storage that a lot of Sony fans had a new found love for the guy, guess he's Mr Scum again now.  Who cares, it's just one mans opinion.

yeah but I do, I gave up with the civilized debates on this site seeing as I bearly got one, most of the time I got the this is my opinion and it's fact becasue I said so, will not prove my point in no way but it's fact deal with it

http://gamrconnect.vgchartz.com/thread.php?id=135523&page=7#8 <--being the lastest facepalm completely ambused with irrelevant bullshit from the same people in here no less

your second however part I agree with completely



_mevildan said:

Seems I must assume id/carmack defense position again.

The PC version was a mess up because of the rubbish drivers that AMD put out. All I will say is that:
1.) The PC version played perfectly at QuakeCon.
2.) Developer drivers aren't the same as release drivers.
3.) Carmack said they worked closely with AMD before the launch of Rage but in the end, drivers on launch day were a screw up. Even AMD acknowledged they messed up the driver.

As for the PS3 "issues"... I am endlessly amused when people pull out Naughty Dog as their slam-dunk example of PS3 = Christ.

Uncharted:
-33ms game tick
-Repeating tiled-texture system.

Rage:
-16ms game tick
-unique streaming texture system.

The texture pop-in visible on the PS3 is the BEST they can do. Uncharted doesn't have to do these jobs:
1.) Isolate texture pages based on player view
2.) Check blu-ray disc and hard disk install (Sony only allowed id 8gb) and temp cache visible textures and stream from disk cache.
3.) Transcode texture pages into system memory/disk cache/video memory at mutliple mip levels.

PS3 limitations:
1.) Slow(er) buffered IO reads.
2.) Less available memory than Xbox 360
3.) Smaller max tile size (Carmack said it himself. Max texture size smaller on PS3). Shhhh. Don't tell anyone, but this forced them to go with the smaller tex size on both consoles. Shhh.
4.) Forced to stream at least two thirds of the data from the very slow blu-ray drive on the PS3.

id tried all they could to make the experience the best it could be on PS3:
1.) They said that the cell is allocated texture page transcoding jobs constantly when available.
2.) They twisted arms to get 8gb out of Sony for an install (when the full 22gb would be ideal).

And the end result... a fantastic looking game that doesn't quite keep up to speed with other platforms but is still a great technical achievement.

Carmack said at Quakecon as far as physics heavy scenes go, the PS3 pulls ahead of the X360. But (some) PS3 fans don't want to hear faint praise for their console. They literally want a spunk load, or nothing else.

Seems people will ignore all the facts and just cry "Waa waa waa. Naughty Dog! Killzone! TEH CELL!"

PS: I have a PS3 with 60+ games and no Xbox 360. Take from that what you will.

Wow /thread



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zarx said:
mjk45 said:
The last comment from Carmack I saw had him saying the PS3's CPU was the more more powerful of the two but offset by having a weaker GPU , now this one says equal CPU weaker GPU, looks like he was down playing things either unconsciously or deliberately , What I got from playing Rage isit has a nice 60fps framerate but was a very linear game that gave the illusion of freedom with open vistas let down by hidden barriers , flat lo-res textures and lacking gun play, as a showcase for their mega texture tech it is poor and seeing it will never be used as a first party engine we we will never know for sure how much blame to lay at who's ever door.

The blame lays between the nature of megatextures and the limitations of the hardware. Virtual texturing does one thing well and that is allowing every inch of the game world to be uniquely textured so no 2 areas look the same. Unfortunatly that come with several dissadvantages vs traditional methods the first is that as every inch of the world has it's own texture you have to load in the texture data for every inch of the world and also store unique texture data for the entire world which leads to very large texture data which is why the game is 22GB now as RAM on consoles is very limited you can't keep a lot of that data in memory so you have to load each section of the world as you look at it.

This makes IO performance veery imortant for RAGE now the PS3 is known to use 2 main weaknesses which is the slow read times of the Blu ray and also some issues with the HDD formating which limits the advantages of the HDD and also the limitations of the partitioned RAM which makes memory mangagement an issue when you have very large data sets. This leads to texture pop in being a slightly bigger issue on PS3 than a fully installed 360 version which can use the faster HDD IO and full install to reduce texture load times. Now RAGE on PS3 does use something to mitigate these issues by using the CELL to transcode textures faster but there is only so much difference that can make.

It will be interesting to see how the tech performs in the 30fps enviroment of Doom 4 as that will give the engine twice as long to load in texture before rendering the next frame so there should be far less pop in in that game. Alternatively if you used an SSD in the PS3 that could improve the pop in issues a lot, but they are expensive.

As for the PC version well that is just a bad port as by default the game only uses 600MB of RAM to cache textures even if you have a system with 4GB+ RAM. Add in the generally poor OpenGL drivers compaired to Direct X and you get basically the same performance as the consoles at a higher resolution which to a PC gamer is horrible. The fact that AMD put out the wrong driver at launch didn't help ether. The next patch should make the PC version much better looking tho with the new texture upscalling which will aliviate the blurry textures.

Interesting read, one of the things that troubles me is people forget that in the case of 360 the HDD is not universal and it would also be interesting to know what percentage of people on 360 actually install the game , but the tech reviews are never undertaken on say , one with no HDD ,one installed ,one uninstalled , I understand why but it would be nice  to see the differences. Concerning the HDD there shouldn't be a major difference after all the PS3 uses standard 2. 5"  laptop drives, I remember Sony talking about lack of memory for PS2 not being so big an issue  because it could swap memory in and out real fast because it had big fat pipes and used that same mantra again with the PS3, if this was true you would think mega texturing would be right up it's ally ,then again we live in the real world, I like many had high expectations for this tech especially it's low memory benefits, Simply put Rage was probably the wrong type of game to show it off apart from the Framerate side, and yes your right bring on Doom 4  at 30fps , I wonder what the people on here who  think that 60fps on console and it's attended short comings is better than 30fps and cleaner graphics think of that decision , looking back I have come to the conclusion  that like many Multiplats you can get to your baseline easier on the 360 and end up good across the board with PS3 you can get results in certain areas that equal or better the 360 but not across the board and not so easy and not when you have to maintain a certain parity not just game wise but time and resources wise after all its a multi platform engine, if you wanted the best outcome especially for the PS3 you would have them make two separate dedicated engines each built from the ground up for the  two platforms.



Research shows Video games  help make you smarter, so why am I an idiot

mjk45 said:
zarx said:

The blame lays between the nature of megatextures and the limitations of the hardware. Virtual texturing does one thing well and that is allowing every inch of the game world to be uniquely textured so no 2 areas look the same. Unfortunatly that come with several dissadvantages vs traditional methods the first is that as every inch of the world has it's own texture you have to load in the texture data for every inch of the world and also store unique texture data for the entire world which leads to very large texture data which is why the game is 22GB now as RAM on consoles is very limited you can't keep a lot of that data in memory so you have to load each section of the world as you look at it.

This makes IO performance veery imortant for RAGE now the PS3 is known to use 2 main weaknesses which is the slow read times of the Blu ray and also some issues with the HDD formating which limits the advantages of the HDD and also the limitations of the partitioned RAM which makes memory mangagement an issue when you have very large data sets. This leads to texture pop in being a slightly bigger issue on PS3 than a fully installed 360 version which can use the faster HDD IO and full install to reduce texture load times. Now RAGE on PS3 does use something to mitigate these issues by using the CELL to transcode textures faster but there is only so much difference that can make.

It will be interesting to see how the tech performs in the 30fps enviroment of Doom 4 as that will give the engine twice as long to load in texture before rendering the next frame so there should be far less pop in in that game. Alternatively if you used an SSD in the PS3 that could improve the pop in issues a lot, but they are expensive.

As for the PC version well that is just a bad port as by default the game only uses 600MB of RAM to cache textures even if you have a system with 4GB+ RAM. Add in the generally poor OpenGL drivers compaired to Direct X and you get basically the same performance as the consoles at a higher resolution which to a PC gamer is horrible. The fact that AMD put out the wrong driver at launch didn't help ether. The next patch should make the PC version much better looking tho with the new texture upscalling which will aliviate the blurry textures.

Interesting read, one of the things that troubles me is people forget that in the case of 360 the HDD is not universal and it would also be interesting to know what percentage of people on 360 actually install the game , but the tech reviews are never undertaken on say , one with no HDD ,one installed ,one uninstalled , I understand why but it would be nice  to see the differences. Concerning the HDD there shouldn't be a major difference after all the PS3 uses standard 2. 5"  laptop drives, I remember Sony talking about lack of memory for PS2 not being so big an issue  because it could swap memory in and out real fast because it had big fat pipes and used that same mantra again with the PS3, if this was true you would think mega texturing would be right up it's ally ,then again we live in the real world, I like many had high expectations for this tech especially it's low memory benefits, Simply put Rage was probably the wrong type of game to show it off apart from the Framerate side, and yes your right bring on Doom 4  at 30fps , I wonder what the people on here who  think that 60fps on console and it's attended short comings is better than 30fps and cleaner graphics think of that decision , looking back I have come to the conclusion  that like many Multiplats you can get to your baseline easier on the 360 and end up good across the board with PS3 you can get results in certain areas that equal or better the 360 but not across the board and not so easy and not when you have to maintain a certain parity not just game wise but time and resources wise after all its a multi platform engine, if you wanted the best outcome especially for the PS3 you would have them make two separate dedicated engines each built from the ground up for the  two platforms.

The trouble with 2 seprate engines is the fact that you then also have to tune your assets to each engine and in the end you are basically making 2 seperate games which defeats the advantages of going multiplatform which is being able to use the same work to sell to a larger potential audience.

The HDD issues on PS3 isn't so much bandwidth but latency due to file fragmentation as explained by digital foundry

"The PlayStation 3 doesn't do this: when a game or demo installs to your HDD, there can be thousands of smaller files (in the case of GT5, up to 44,000 files) which does mean that over time your drive can fragment and drive performance will degrade a lot faster. In a recent discussion with a game developer who developed a data-heavy open world game, their extreme stress tests on the PS3 HDD actually reduced performance to lower than that of streaming in the same assets from Blu-ray. In order to show Rage running at its best, we formatted our HDD and gave the game a best case scenario from which to run - a completely empty drive - but it was still found wanting compared to the 360 full install, and wasn't orders of magnitude better than the 360 running from disc with HDD cache. "

As most people won't go to the trouble of formatting their drives to play RAGE at it's best most PS3 gamers will have significant issues especially if they have a large drive with a lot of games installed.

As for the faster RAM that doesn't really help if the source of the files is slow and you need to load textures as quckly as possible constantly. And while swapping between main and VRAM is very fast on PS3 it is still an added latency over a unified RAM pool which doesn't have to swap at all. Also while assets are swapped between the 2 RAM pools on PS3 the assets are basically taking up twice as much memory as at least part of the file will be in both pools further exaserbating the fact that the PS3 has 10MB less total RAM and a slightly larger OS and the added overhead of having 2 seperate RAM page tables. Th bottom line is that the PS3 is really hamstrung by it's RAM ironically it's probably the only thing they skimped on and it's come to bite them in the arse when combined with the higher latency and slower average read speed of blu-ray. If they had gone with more RAM vertually every multiplatform game would look and run better on PS3. They seem to have recognised the mistake as the Vita has 256+512MB of RAM, and from the sound of things the Wii U also has a lot more RAM which will likely be it's key advantage against the current generation. It will be interesting to see what happens next gen with MS and Sony just about every dev is asking for 4GB+ RAM for next gen, every time a dev is asked what they want from the next gen more RAM tops the list, some devs like Crytek and CCP want 8GB of RAM and I think they would be wise to follow devs wishes.

Anyway I should probably quit my (know just enough to get me into trouble) techno nerd rants.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

Wow this thread ended well, I learned a lot about ram, thanks guys.



Booh! said:
Rainbird said:

He was asked why the PS3 version didn't perform better than it does and he answered the question. It's got nothing to do with whining. Not to mention that the move to focus on consoles is userbase-related rather than technology related.

No. He was requested to let us know if he could improve the game performance on ps3 or not. He was clearly pissed off and gave this harsh answer, that sounds a lot like an excuse. Q. : "Be professional and speak clearly: can you do something better?" A.: "The hardware is shit, it's not my fault".

It's an excuse. He could have simply answered that he had not enough experience on that kind of hardware, that he had not enough time to optimize the performances, that he miscalculated the tasks for those hardware capabilities. But saying that is just an excuse, 8Gb is not the largest install, and RAM is not that tight (it's even on a double bus, a feature that common pcs have not)...

Pissed off? Harsh answer? The only thing he said that might sound like that is "poor".

"we don’t know of anything we can do to improve ps3 performance much, especially on wasteland. Tight memory, poor IO performance."

And even then, what he said is true. Sony only allows a 5 GB install normally, so RAGE is definitely an anomaly, and RAM is tight. There is only 512 MB in total, but the RAM is split, so you have to spend ressources transfering data between the two parts, not to mention the OS takes up space.

Compared to the 360, the 360 doesn't need to transfer data between two RAM parts, it has the 10 MB additional RAM for the currect frame, and the OS generally takes up less space than the XMB.



Kynes said:
This thread will be fun. People still don't get the difference between a tailor made engine for one console and an engine developed to be as machine agnostic as possible. In the later stages ID guys have customized the engine to try to adapt to the shortcomings of an unbalanced architecture, but they are not magicians. If they developed an exclusive, with the PS3 as the only hardware they have to adapt, I'm sure that the game would perform much better, but this doesn't make any financial sense for a third party developer.


There is nothing you can do about peoples perception Kynes

I swear most people under 30 these days consider themselves super tech savvy but havent got the first clue as to how the machines actually work.

Just to read some of the comments on these boards makes me scared for the future of the human race.