I don't think compression would be an issue for a Ryzen 3700X let alone a Ryzen 4000 or 5000 series CPU.
Do you do Yoga ? must be pretty flexible to stick your own head up your ass.... R O F L
ROFL whole game on the RAM
aaaaaaaaaaaaaaaaaaaa hahahahahahahahah
Do you read posts? I asked why would THIS GAME be cpu bound? Please explain to me why this game is bound while others are not even on weaker hardware. The only way to find out is from the developers since none of us have access.Did you even read my post before replying to it?
The scenario(s) when something becomes CPU bound is already explained. This is consistent across pretty much all games, hence why CPU benchmarks for gaming are typically conducted under 720p.
Is it really that severe? If it really is that bad they should have just ate the cost of the cache. Or gone with less cores and more cache.Zen2 desktop chips aren't bad, they're only like 10% slower than Skylake in terms of single-threaded performance. However, the consoles aren't using the desktop chips, but the mobile ones. Hence, only half the L3 cache per CCX, which is a 15% performance hit right there. Furthermore, they're saddled with GDDR6, which has twice the latency of regular DDR4 (and close to 3x that of hand-tuned Samsung B-die @ 55ns). So not only are they going to have a lot more cache misses than a desktop Zen2 CPU, they're going to be waiting on the RAM much longer each time. And games, with their branch-heavy workloads, produce a lot of those. Lastly, the PS5 CPU's max frequency is 3.5GHz versus somewhere between 4.2 and 4.5GHz for most of Zen2's desktop lineup.
All in, you're looking at roughly half the single-threaded performance of the PS5 CPU (and the Series X) compared to a Zen2 CPU in a gaming rig.
Probably having just the worlds that have to be played on a particular "level"(I don't know if it's appropriate to divide the game in levels, though) in RAM should be fine. On ps5 ssd the assets are compressed, so either the pc cpu would have to allocate enough power to decompress it on the fly (equivalent of nine zen 2 cores power on ps5), or the RAM should be big enough to have the space needed for uncompressed assets.I wonder how much RAM would be needed to run R&C on PC accomplishing the same feats. The entire game in RAM? 3/4 of it with a standard SSD?
You're not getting it at all. In order to go from 60fps to 120fps, the CPU would need to process instructions 2x faster. The CPU is the bottleneck for achieving 120fps, not the GPU.Do you read posts? I asked why would THIS GAME be cpu bound? Please explain to me why this game is bound while others are not even on weaker hardware. The only way to find out is from the developers since none of us have access.
How long will it take to load the whole game in ram, I think its possible on pc vut requires tweaking and optimizationsSure. Computer motherboards support up to 128GB of DDR4 RAM. Worst case scenario the whole game could be loaded into RAM but I doubt that would need to happen.
Theoretically 64bit computers support up to billions of gb of ram but pc motgerboards have always been the bottleneck.Sure. Computer motherboards support up to 128GB of DDR4 RAM. Worst case scenario the whole game could be loaded into RAM but I doubt that would need to happen.
Because decompression on pc uses cpu its not fast enough as ps5 or series x because they have hardware decompressors that fo the work of aroind 11 zen 2 cpu coresWhy would it need to be fully uncompressed on PC?
Godfall isnt designed for ps5 as this title, the amount of optimizations that youll have to do to run this on.ps4 is as ridiculous and expensive that its pointless. You would have to basically remake the whole game.Kinda think this hints that it's coming to PS4 (similar to Godfall). There will be trade offs, but still, dat install base $$$
Yup, I mentioned it was a showcase for the SSD before this DF video was posted and I had several ppl disagree, one damn near upset I could suggest such a thing. On numerous forums, lol.Good to see confirmation that they’re pulling data on the fly from the SSD for the pocket dimensions. There was some argument about that in previous thread.
Because decompression on pc uses cpu its not fast enough as ps5 or series x because they have hardware decompressors that fo the work of aroind 11 zen 2 cpu cores
Yes they can do decompression but not with the overhead your imagining, theres a reason nvidia put hardware decompression on their gpus and direct storage is supposed to help by throwing data straight from ssd to gpu bypassing ram thats what I think, and mind you the ps5 can decompress 22gb of data per second at max and I think this game is doing that since its 33gb install size compressed but the actuall size is 200gb.The Cpus in the PS4 and Series X are 2 generations behind the 5000 series Ryzens currently for PC. You're telling me those much more powerful and performant Cpus don't have the overhead to take on the task of decompression while handling everything that the cpus inside the consoles do for R&C?
Yes they can do decompression but not with the overhead your imagining, theres a reason nvidia put hardware decompression on their gpus and direct storage is supposed to help by throwing data straight from ssd to gpu bypassing ram thats what I think, and mind you the ps5 can decompress 22gb of data per second at max and I think this game is doing that since its 33gb install size compressed but the actuall size is 200gb.
As I said it could be done but not so simple or it could be simple who knows, I even doubt the series x can pull this easily, they are streaming levels during camera shots, streaming on portals, streaming assets that are just behind the player when you turn around, could be done on other hardware but if its not optimised youll see alot of popin.
Well never know until they port this game to pc all I know is hardware decompression is magnitudes faster than cpu because your cpu is already busy when playing a game you dont want to bother it with decompression, even cyberpunk stutters when streaming data from storage during gameplay in pcs and xbox but it didnt on ps5. That shows you something.So there is no way of knowing how fast a current Ryzen or Intel CPU can decompress.
Well never know until they port this game to pc all I know is hardware decompression is magnitudes faster than cpu because your cpu is already busy when playing a game you dont want to bother it with decompression, even cyberpunk stutters when streaming data from storage during gameplay in pcs and xbox but it didnt on ps5. That shows you something.
Well its not just cyberpunk the fact that games just load faster on ps5 than pcs with faster storage tells you something because decompression happens in loading screens aswell even in control on pc and xbox frames drop when streaming data from storage in during gameplay.![]()
Cyberpunk 2077 Doesn't Use AMD Ryzen CPUs' Multi-Threading Properly, And The Community Fix Is Weird
A mysterious problem with Cyberpunk 2077 is that it doesn't use multi-threading properly on AMD Ryzen based systems, and the quick fix that the community has come up with only partly solves the problem.www.techquila.co.in
I listened to the whole video while on a walk. It's Spoiler free.Does this spoil anything important if you haven't finished the game yet?
I have a Ryzen 5950x, 128gb ram, 2x WD SN850 pci-e 4.0. Never seen my PC load anything in one second, not even close.The Cpus in the PS4 and Series X are 2 generations behind the 5000 series Ryzens currently for PC. You're telling me those much more powerful and performant Cpus don't have the overhead to take on the task of decompression while handling everything that the cpus inside the consoles do for R&C?
More nonsense I see, look the PS5 is a fine machine but all this it can only be done on PS5 is starting to become tiresome.I guess it could be compressed but it would probably require quite a lot of CPU juice to constantly decompress it on the fly, but I guess it possibly could work if you have a very good CPU.
It would work a lot better in upcoming GPUs with dedicated decompressors.
I don’t think you understand how much slower general purpose cpus are vs custom dedicated hardware for … anything. The PS5 is using custom dedicated silicon for its data decompression.The Cpus in the PS4 and Series X are 2 generations behind the 5000 series Ryzens currently for PC. You're telling me those much more powerful and performant Cpus don't have the overhead to take on the task of decompression while handling everything that the cpus inside the consoles do for R&C?
I have a Ryzen 5950x, 128gb ram, 2x WD SN850 pci-e 4.0. Never seen my PC load anything in one second, not even close.
I don’t think you understand how much slower general purpose cpus are vs custom dedicated hardware for … anything. The PS5 is using custom dedicated silicon for its data decompression.
CPUs are good at executing general purpose code but again, don’t hold a candle to dedicated hardware. Why do you think GPUs even exist?
Nah it’s totally true. No other hardware in existence right now can do what it does in terms of the SSD. After playing Ratchet it’s obvious Cerny (and Epic) were telling the truth. The dimension shifting in the game is astounding. I’ve never seen multiple entire environments loading in under a second. And go watch the tech interviews with Insomniac.More nonsense I see, look the PS5 is a fine machine but all this it can only be done on PS5 is starting to become tiresome.
Depends on which CPU: 16 cores, 2 treads per core, 5 GHz certainly has a better shot dedicating 8+ cores to it and leaving the rest to handle game logic. I think GPU based decompression and/or custom HW decompressor will enter the PC arena at some point too. They will also need OS support and tooling and that will take some time to stabilise.You don't have the majority of any game you've ever played stored in the system RAM. My conversation was specifically about whether the desktop CPU's could take on the task of decompressing swiftly.
Dude don’t be obtuse. I could write some code and instrument it for you but I’m not going to because that’s stupid.Got any numbers for how fast a CPU can decompress data?
It can be done on PC, let's just stop, you're just spouting PR talk.Nah it’s totally true. No other hardware in existence right now can do what it does in terms of the SSD. After playing Ratchet it’s obvious Cerny (and Epic) were telling the truth. The dimension shifting in the game is astounding. I’ve never seen multiple entire environments loading in under a second. And go watch the tech interviews with Insomniac.
It has nothing to do with the CPU or GPU and everything to do with the IO and system architecture.
We have less than 1 GB/s on a Core i7 running at 3.4 GHz (single threaded):So there is no way of knowing how fast a current Ryzen or Intel CPU can decompress.
Improving compression ratio of the codec would also slow it down a bit (see Leviathan, but I do not think their HW decompressor support that).On the "Silesia" test set, the performance is :
Kraken : 4.05 to 1 compression ratio, 919.8 decode mb/s
zlib9 : 2.74 to 1 compression ratio, 306.9 decode mb/s
lzma : 4.37 to 1 compression ratio, 78.8 decode mb/s
(speed measured on a Core i7-3770 3.4 Ghz , x64, single threaded)
Everything can be done, but not on a $399 all in one PC yet (CPU+ RAM+Motherboard+SSD+…).It can be done on PC, let's just stop, you're just spouting PR talk.
Dude don’t be obtuse. I could write some code and instrument it for you but I’m not going to because that’s stupid.
Its like asking me to write a software rasterizer to compare to a GPU. It’s going to get blown out of the water. That’s why dedicated silicon gets made. Just go read a little bit on the topic and quit trying to be clever with dumb gotcha questions that look ridiculous to people who work in the field.
It’s like asking to prove that a plane can beat a bicycle in a race.
I don't think compression would be an issue for a Ryzen 3700X let alone a Ryzen 4000 or 5000 series CPU.
The Cpus in the PS4 and Series X are 2 generations behind the 5000 series Ryzens currently for PC. You're telling me those much more powerful and performant Cpus don't have the overhead to take on the task of decompression while handling everything that the cpus inside the consoles do for R&C?
So there is no way of knowing how fast a current Ryzen or Intel CPU can decompress.
Got any numbers for how fast a CPU can decompress data?
So what is the point of trying to mention that there is a difference between cinematic and gameplay? You would see the exact same detail if you got close in gameplay.It's the same asset with smart technology seamlessly transitioning between the high and low quality pieces that make up the asset, depending on cinematic vs gameplay.
Was VFXVeteran claiming otherwise? That there were LITERALLY two separate assets? I think it's common knowledge that they're not going to render things at LOD0 when you're pulled so far back... even if it's the same 'asset'.
Why are we taking fairy tales and unrealistic scenarios? The flexing has a limit man. Why buy 800 $ worth of RAM to alocate and run games like a 400$ console with only 16GB RAM.You don't have the majority of any game you've ever played stored in the system RAM. My conversation was specifically about whether the desktop CPU's could take on the task of decompressing swiftly.
Why are we taking fairy tales and unrealistic scenarios? The flexing has a limit man. Why buy 800 $ worth of RAM to alocate and run games like a 400$ console with only 16GB RAM.
The Ryzen CPU would be able to decompress swiftly but sacrificing a lot of cores to do so (about 10 cores, as stated by one of the creators of Kraken).
Still not sure about the latency from the system RAM to the GPU RAM tho.
What? You mean decompression? They require over 10 cores, and according to NVIDIA, it was 24 cores... You need a Threadripper worth of CPU cores just for decompression work. On top of that, gaming has its own CPU requirements, gameplay, physics, handling draw calls to name a few.I don't think compression would be an issue for a Ryzen 3700X let alone a Ryzen 4000 or 5000 series CPU.
At the moment, it can only be done on PS5, sorry. Without DirectStorage and dedicated hardware decompression (not CPU), what they're doing with R&C Rift Apart can't be done.More nonsense I see, look the PS5 is a fine machine but all this it can only be done on PS5 is starting to become tiresome.
Yeah.Got any numbers for how fast a CPU can decompress data?
You can see how intensive of a workload this is with a conventional CPU. When decompressing alone takes up all of Threadripper's 24 cores - what do you think will be left for the game itself? And an 8 core 3700X is far, far from 3960X. Not even the 5000 series is enough.I don't think compression would be an issue for a Ryzen 3700X let alone a Ryzen 4000 or 5000 series CPU.
The nVIDIA presentation includes I/O overhead on top of decompression (see the numbers for Kraken software decompression above), but it is quite interesting and both give a good understanding on the amount of work these next generation consoles are doing with dedicated I/O HW.Yeah.
From Ampere video presentation:
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"Over 20 CPU cores."
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From Ampere whitepaper:
Look at the CPU requirement when decompressing from 7GB/s NVMe according to NVIDIA:
![]()
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Level load time using 24 cores CPU + 7GB/s NVMe: 5 seconds
which is still significant compared to 1.5 sec with non-CPU decompression, a -70% reduction:
![]()
You can see how intensive of a workload this is with a conventional CPU. When decompressing alone takes up all of Threadripper's 24 cores - what do you think will be left for the game itself? And an 8 core 3700X is far, far from 3960X. Not even the 5000 series is enough.
He posts on resetera right? So yeah... you could fill 10 football fields with completely insane posts from there. If you seen his twitter mental break downs, the guy has some issues.
Any sane person would have mental break downs when it gets to the point of shit getting sent to your home by these rabid fanboys and chasing you each time you didn't praise their favorite console.He posts on resetera right? So yeah... you could fill 10 football fields with completely insane posts from there. If you seen his twitter mental break downs, the guy has some issues.
Nice thread with Insomniac devs here:The nVIDIA presentation includes I/O overhead on top of decompression (see the numbers for Kraken software decompression above), but it is quite interesting and both give a good understanding on the amount of work these next generation consoles are doing with dedicated I/O HW.
Nice thread with Insomniac devs here:
and here
Yeah, but stuff like that and more will be saved for a GDC, SIGGRAPH talk.I was really hoping John would ask about next gen features like mesh shaders. Was the engine upgraded to use them?