Why so much talk of the SSD to PS5, and explained by Mark Cerny, and from Digital Foundry

A few weeks ago, we have witnessed the (peculiar?) presentation of the specifications of the PlayStation 5: after the farewell to the keynote during GDC, Sony has decided to announce directly to the public at large, the technical conference, with the lead architect Mark Cerny who has delved into the many details of the hardware of the console.

Among these, end up particularly under the spotlight was theSSD the console, which will say goodbye to the traditional hard disk seen up to the PS4 in favour of a solution designed by Sony, focused entirely on speed.

Back on the topic has been Mark Cerny, on the pages of the british colleagues of Eurogamer.netaccompanied by the experts of the hardware Digital Foundry.

Why so much talk of the SSD to PS5, and explained by Mark Cerny, and from Digital Foundry

What will change with this SSD?

We have spoken abundantly of the band from 5.5 GB/s SSD (which can be up to 8-9 GB/s). But what does this mean, in practice? As explained by DFwe are talking about times that are completely different in the retrieval of the files that are necessary to the game. Thanks to the SSD, now the data can be “requested, and made available in the period of a frame, at the top of the next”while previously there was talk of about 250 ms.

Let’s try a practical example, with the words of Mark Cerny:

Imagine that an enemy should shout something as he dies, which is a task that must pass before all the other requests, to be performed as soon as possible, but it is very likely that it too requires 250ms, so that the data will be found, since I am also running all the other processes that animate the game.

Why so much talk of the SSD to PS5, and explained by Mark Cerny, and from Digital Foundry

Here, with the new SSD this appearance will change:

Those 250 ms would be a problem, because if the enemy should shout something as he dies, it must happen instantly. To avoid this type of problems, a lot of data were loaded on the RAM in this generation.

A process that, with the new, it will not be necessary, because the SSD works differently compared to traditional hard disk mechanic. Moreover, the hard drives require, in some cases, the presence of duplicate data (or even tripled), so that they are available in most parts, to shorten the time. This, often, leads to dimensions which are very important for the games.

Without these duplications, the performance often fall: Digital Foundry shows that the target from 50 MB/s up to 100MB/s it is reduced instead to only 8MB/s, just for the time required to find and make available the file, if not duplicate, with the performance of the whole game that could be affected. Cons of duplicate file is, of course, and the space occupied.

Why so much talk of the SSD to PS5, and explained by Mark Cerny, and from Digital Foundry

It is then confirmed that the games PS5 will not need these duplicate filesfrom the moment that it will not be necessary to have them more than once to find them more quickly. “The installations of the games will be more optimalwe read, “because duplication is not necessary; those bags of garbage need to exist on the SSD, only once, and not in the hundreds or even thousands of times, and never have to find allocation in the RAM.”

It speaks, in short, a process that should be win-win: a SSD is amazingly fast guarantee immediate answers and helps to contain the weight of the game file, allowing the RAM to not be loaded as a “workaround” for the answers, not fast of the previous hard disk.

Also Phil Spencer, in these hours, said he was very impressed by what has been achieved by Sony with the SSD PS5. The home console Sony will come to the end of 2020, and in our comparisons we have seen a little bit on the specifications side-by-side with those of the Xbox Series X.

Source: Eurogamer.net

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