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Forums - Sony Discussion - PS5 SSD limit throughput validation check

During the road to PS5, that Mark Cerny presented (video that was supposed to go to GDC) it was explained that PS5 SSD have a throughput floor of 5.5GB/S and for general load and considering compression it would average at about 9GB/s with theoretical ceiling of 22GB/s.

From some research on the tools used for the compression/decompression seems like the limit for Kraken is a little over 17GB/s. That certainly will need heavy optimization and we should see that by end of gen imho. And who knows, perhaps Kraken can be updated with firmware to reach that ceiling Cerny talked.

Source:  https://vherald.com/ps5-i-o-bandwidth-can-reach-17-38-gb-s/



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

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I said it before and I say it now, using compression to add bigger numbers to your raw throughput is moronic and misleading. Compression isn't uniform.

The PS5 SSD has a theoretical throughput of 5.5GB/s. Period.



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vivster said:

I said it before and I say it now, using compression to add bigger numbers to your raw throughput is moronic and misleading. Compression isn't uniform.

The PS5 SSD has a theoretical throughput of 5.5GB/s. Period.

I think the same. You can at most say with all the best case scenarios and equivalencies the system have an "equivalent to 17.4Gb/s" throughput, but that doesn't change at all that the true transfer rate is 5.5GB/s of data (that of course the best it is used more you'll extract from it).



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

vivster said:

I said it before and I say it now, using compression to add bigger numbers to your raw throughput is moronic and misleading. Compression isn't uniform.

The PS5 SSD has a theoretical throughput of 5.5GB/s. Period.

So, does this mean that all the "velocity architecture" thing is bullshit, and that xbox is stuck at 2.4GB/s?



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Manlytears said:
vivster said:

I said it before and I say it now, using compression to add bigger numbers to your raw throughput is moronic and misleading. Compression isn't uniform.

The PS5 SSD has a theoretical throughput of 5.5GB/s. Period.

So, does this mean that all the "velocity architecture" thing is bullshit, and that xbox is stuck at 2.4GB/s?

Velocity Architecture doesn't change the throughput of Xbox SSD, it only makes the use more efficient.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

The thing with compression is that it's not going to be able to compress *everything*. Video and Audio tend to already use a ton of compression...
They are literally pre-compressed and tend to require special decoders/encoders either via hardware or software to work with them.

So you really can't compress them much further on the SSD to expedite memory transactions or save space... Audio/Video tends to take up a ton of space.

Which is why I haven't jumped on the space-saving train or the compression bandwidth train as there are still far to much unknowns on how it handles different types of data.
Things like textures however are an entirely different kettle of fish as there is a ton of room for compression.



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Pemalite said:

The thing with compression is that it's not going to be able to compress *everything*. Video and Audio tend to already use a ton of compression...
They are literally pre-compressed and tend to require special decoders/encoders either via hardware or software to work with them.

So you really can't compress them much further on the SSD to expedite memory transactions or save space... Audio/Video tends to take up a ton of space.

Which is why I haven't jumped on the space-saving train or the compression bandwidth train as there are still far to much unknowns on how it handles different types of data.
Things like textures however are an entirely different kettle of fish as there is a ton of room for compression.

Haven't textures been compressed for the past decade already? Perhaps that kind of compression still leaves room to compress further.

Anyway it's a trade off, more compression, more work to decode. H.265 needs quite a bit of computing power to decompress. You can store textures with fractal compression, yet the effort spend to recreate them probably outweighs the benefits from the 'faster' loading.