- Jan 7, 2007
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(why cpu gpu and specifically storage/ssd is important for future games.)
01:56 Frame breakdown, threads and priority
08:00 threading for multi core (scalable)
10:00 procedural Manhattan
14:50 streaming
17:20 movement speed affects load time
19:16 tile stream size, texture deferred loading
22:50 size on disk, optimization techniques
29:00 speed vs space tradeoffs
30:20 rendering the city
35:11 reflections: cube map vs runtime map
36:40 facial morphs streamed vertices
39:30 bandwidth vs free cpu time
41:00 horror show
42:05 npc
45:40 selfies
50:00 q&a
57:50 puddlegate
59:00 cars
After seeing various tech commenters and journalist reiterate the same line about the ps5 ssd being there to reduce level load times as a quality of life improvement, I got fed up with the lack of awareness about storage bandwidth needed for streaming open world environments.
This presentation has been out for almost a year and no one seems to be talking about it or aware of the implications.
[i'm posting this here because it covers cpu core/thread resources, gpu render pipeline- asset delivery, and storage bandwidth. This will affect PS5 and PC games.]
TLDW: in the speed vs space segments the dev explains that the old optimizations for speed (baked textures, asset formats) aren't absolutely necessary with current (and future) hardware.
The size on disk for game assets is only going to climb as we move towards 4k/hdr/60+fps/hrtf/pathtracing. With the number of cores/threads functionally skyrocketing and the availability of pcie4 ssd's as baseline, the nature of realtime vs pre-rendered assets is changing. there will be plenty of benefits to more cores/threads as long as you can feed them with a fast drive.
[note he mentions Houdini a few times. It is a 3d animation/render package noted for its programmability and integration with other programming languages. I worked for a vfx studio that used it exclusively for its renderer]
08:00 threading for multi core (scalable)
10:00 procedural Manhattan
14:50 streaming
17:20 movement speed affects load time
19:16 tile stream size, texture deferred loading
22:50 size on disk, optimization techniques
29:00 speed vs space tradeoffs
30:20 rendering the city
35:11 reflections: cube map vs runtime map
36:40 facial morphs streamed vertices
39:30 bandwidth vs free cpu time
41:00 horror show
42:05 npc
45:40 selfies
50:00 q&a
57:50 puddlegate
59:00 cars
After seeing various tech commenters and journalist reiterate the same line about the ps5 ssd being there to reduce level load times as a quality of life improvement, I got fed up with the lack of awareness about storage bandwidth needed for streaming open world environments.
This presentation has been out for almost a year and no one seems to be talking about it or aware of the implications.
[i'm posting this here because it covers cpu core/thread resources, gpu render pipeline- asset delivery, and storage bandwidth. This will affect PS5 and PC games.]
TLDW: in the speed vs space segments the dev explains that the old optimizations for speed (baked textures, asset formats) aren't absolutely necessary with current (and future) hardware.
The size on disk for game assets is only going to climb as we move towards 4k/hdr/60+fps/hrtf/pathtracing. With the number of cores/threads functionally skyrocketing and the availability of pcie4 ssd's as baseline, the nature of realtime vs pre-rendered assets is changing. there will be plenty of benefits to more cores/threads as long as you can feed them with a fast drive.
[note he mentions Houdini a few times. It is a 3d animation/render package noted for its programmability and integration with other programming languages. I worked for a vfx studio that used it exclusively for its renderer]