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> “We’re using the SSD as virtual RAM” Swap file as a selling point, hmm? If you’re leading with that, that makes me a little nervous for the rest of the “inno
by BrentOzar 7y ago
> “We’re using the SSD as virtual RAM”
Swap file as a selling point, hmm? If you’re leading with that, that makes me a little nervous for the rest of the “innovations.”
Similarly, I laughed out loud when one of the talking heads in the video said “the SSD and the solid state drive.” Okay then.
- t4h4 7y agoHe said "the SoC and the solid state drive"
- devilsbabe 7y agoThanks. I had totally misheard that as "SSD and solid state drive" as well. Went back to listen and you're right
- stordoff 7y agoI too heard it as "SSD and solid state drive", so thanks for the clarification. I was picturing some sort of hierarchy of SSDs (which sounded insane).
- jakear 7y agoThey also are using GDDR6 ram. I’d take the swap file comment as a bullshit marketing phrase the verge decided to highlight and leave it at that.
- cududa 7y agoSwap file memory is a “big deal” for consoles. Having worked on the 360 this is kinda a big deal. Even for the Xbox One, the only swap file concept was in the OS/ “dashboard”. I’m not aware of the PS3 or 4 ever having such a concept. SSD’s have traditionally served as an alternative to disc based games, not a functional element of system architecture
- Mr_P 7y agoThis may be a reference to texture streaming. While I've never developed for consoles, I do know that texture streaming on desktop & mobile can be challenging. Being able to mmap a texture directly from ssd (as if it were RAM), with the hardware & os taking care of all the details, could be a big deal for developers. Edit: To get a sense of how challenging this can be, see this recent talk from GDC for texture streaming in Titanfall 2: https://www.youtube.com/watch?v=4BuvKotqpWo https://www.youtube.com/watch?v=4BuvKotqpWo . Literally all of this complexity would go away if you could mmap textures directly from disk and let the gpu handle it.
- fwip 7y agoTo my ears, this sounds very similar to what AMD's "Vega" cards provided for high-end compute. The "High Bandwidth Cache Controller" allows datasets outside of the GPU's memory to be accessed in a transparent way. I can't find a decent technical article at the moment, but here's a link to the "Radeon SSG," a $7k graphics card that ships with 2TB of solid-state storage attached, designed to be used to process absolutely massive datasets as though they were in RAM: https://www.amd.com/en/products/professional-graphics/radeon-pro-ssg https://www.amd.com/en/products/professional-graphics/radeon...
- hybrids 7y agoSounds similar to NVIDIA's GPU Direct RDMA in principle. https://developer.nvidia.com/gpudirect https://developer.nvidia.com/gpudirect
- tutanchamun 7y agoBoth the PS5 and Scarlett sound like a console implementation of AMDs Radeon Pro SSG. The Radeon Pro SSG has a PCIe3 x8 NVME SSD on the GPU PCB directly connected to the GPU and managed by HBCC which uses the 16 GB HBM2 memory as a first level cache to the SSD. I haven't had a console since the PS2 but the promise of a unified memory pool with GPU decompression (or dedicated hardware like in one of Sonys patents) a desktop class CPU and an SSD as the baseline (~100x better latency, ~40-50x better peak read etc. and games hopefully not developed with a HDD in mind anymore) looks really promising. Sadly the GPU increase will probably be eaten up mostly if they go for native 4k.