Who IS Matt, and why do the residents of the âotherâ forum seem to hang on his every word as gospel?
Nobody knows. We shouldnât get too into it here since itâs considered âdrama from other forumsâ, but I wanted to note that afaik the only dev saying they were both roughly the same tech was him, which doesnât mean much given his history of dismissing MSâs tech advancements. If there are other devs saying the machines are basically the same performance potential, Iâd love seeing the receipts though.
Pretty much perfect video.
I agree with him 100% , PS5 still uses the design language of the PS4 pro but attempts to mitigate sound and heat problems as cheaply as possible.
The consoles mostly read from their SSDs, so wearing them down will be a challenge. This will not be an issue.
yes, but was it really necessary to share this toxic stuff here?
Yes, regardless of how its worded, it would be surprising. If the performance was less then 5% across the board. To bad John spoke so vaguely. What he said could mean many things.
However to me it sounded like he was suggesting the gap will be smaller then expected (sub 5%) , parity or better performance on the PS5.
Weâll have to agree to disagree. I still believe the bandwidth savings from SFS will only apply to textures since thatâs what the tech touches.
I think youâre reading too much into the comment.
I asked James Stanard about it myself as soon as Ronald posted the blog post with that figure in it. James told me he didnât make the blog post obviously but his reading of it is that it refers to the averaged I/O savings overall (we already knew SFS for textures alone was often seeing more than 3-fold boost, also per James Stanard).
No more then you are.
Iâm not even sure what that means. I never even put any thought into his comment until I read this thread because it ultimately doesnât matter. I shared a possible explanation what he meant and you want to continue breaking it down. Whatever he meant, itâs really not worth this back and forth because it wonât matter at the end of the day. Thatâs my point.
Read it a few times. If Ronaldâs blog post was only referring to the textures, it would get the full 3+ fold boost. Since other data is also being streamed, ya donât get the full 3+ fold boost but rather ya get what Ronald has in the blog post (2.5x).
If its not worth this back and forth why participate in it? If you think this specific point does not matter thats fine, each to there own, but if thats the case I dont see the point in replying to me in the first place. As this was a perfectly fine conversation, I dont see any problems. Ive outlined the possible meanings of John comments, you think thats looking to much into it? Well that does not make much sense as the only difference between what you said and I said is that you gave one possible outcome and I gave 3.
Wanted to get back on your comment. Are you 100% sure with an official confirmation from MS that the custom NVME SSD in XSX is soldered to the motherboard? Cause here, it doesnât seem so. Seems removable, detachable.
thatâs a heat shield over it. and yes it is soldered in.
Is spawn wave plus a legit channel? He suspects that the SSD is removable.
I donât know tbh
Yes of course I already know there is the heat shield over the ssd. I saw it obviously but do you have a source from MS confirming it clearly the ssd is soldered? Cause here it clearly seems clipped or attached and connected
Would be good to have more details from MS on this.
Not answering directly, by I donât much concern about the lifespan of the SSD in any of these consoles ass long as they are well cooled. However, personally, when buying SSD for PC, I prefer to avoid QLC. I just donât believe they support sufficient number of write cycles. But in consoles, most writes would happen for installing games, so this this should not be a problem. However, I would like to understand if part of the SSD acts as MLC.