BadBreathOfTheWild
Member
How come Sony's SSD has no thermal heatsink to prevent overheating?
And how do you know that XSX SSD doesn't have a DRAM cache? Alot of nvme ssd have that.
How do you know it doesn’t? How do we know whether either consoles SSD solutions include a DRAM cache or not? I don’t quite see what you’re asking me or what your point is?
There’s a persistent narrative being pushed by some that Sony’s IO is “just” hardware (which is faster than software solutions anyway) and Microsoft are somehow closing the gap with software, when it’s clear Sony has invested far more money and thought into IO than Microsoft has, and the hardware they’ve added augments and works with the software architecture changes they’ve made and frees up the CPU to not have to allocate resources to IO.
Sony has delivered a full stack of IO from how the NAND chips are connected to how a GPU cache is handled by the new APIs using hardware to augment it.
Sony just hasn’t packaged all those various details into a marketable name.
Just as the work they did to reduce input latency on DualShock 4 (best in class by a margin) only got a passing line in the PS4 reveal, saying they’d improved it, but not giving it a fancy marketable name.
Another persistent factoid is that Sampler Feedback for Streaming improves SSD performance by 3x. It’s true versus a system using no Sampler Feedback/Partially Resident Textures, but not versus PS5 which presumably carries that over from PS4 GCN which did the same.
SFforS is Microsoft extended SF that adds some hardware filters to make it more efficient in some tasks.
The bit Microsoft added wasn’t being able to only stream in partial tiles from a texture, which is the bit that has an SSD multiplying effect. Last generation had that.