Comments 1

Re: PS5 Is One of the Most Revolutionary, Inspired Consoles Ever Designed

PoemChilly

@kougeru

Obviously you know nothing about ssd load time. There is no 'chance' in something being faster. A lot of people are overlooking the fact the file IO takes MUCH longer the floating point ops. This seems to be a huge misconception between the the two systems. After writing a simple test on my computer with 1000000 floating point ops (using * as it's the slowest, and few optimized codes use /) and reading a file (newline char seperate file of int) of 1000000 ints, the floating point ops came to 34ms and the fileIO came to 555ms. If Sony's is IO speed is roughly twice what the XBSX is, or roughly half the time, the PS5 could perform Many more flops in the time that XBSX is still loading the file. I should also mention that the file I tested was not even in .obj format which would take much longer to parse; only a little bit longer if you thread. Meaning while rendering the same scene, the PS5 will have already have finished rendering by the time the XBSX has finished loading the file. With rough numbers, benefitting XBSX, the PS5 can load a file the file and preform 18M flops in the time that the XBSX can load the file and do 4M flops. However this does mean that at a certain point the XBSX can load a scene faster, but it'd be around 50 light sources with physics already accounted for (wouldn't be more than 1000000 ops). Don't at me with mmap is faster (with parallel processing the file in another thread) than buffering, its 2 to 4x faster, I know. The point still stands.

Another thing people miss is that both consoles will have close to instantaneous seek time, meaning game sizes will stay about the same as (unlike HDDs) the developer won't have to put hundreds (literally) of copies of the same textures and models on the harddrive.