UE4 DX12 performance is pretty good, Vulkan however, not so much. Needs allot of work. Probably same deal with UE5, Vulkan performing on par or worse then DX11 and DX12 being optimal.
Announcement
Collapse
No announcement yet.
Unreal Engine 5 Hits Early Access, Linux Still Supported
Collapse
X
-
Originally posted by discordian View Post
What makes you believe that? PS3 and PS4 certainly had per-sector encryption, backup drives are only readable on your account.
Might be that for PS5 you could argue that the soldered flash is harder to access, but since it will one day be extendable via "retail" M2 nvme I am pretty sure everything's encrypted as well.
Originally posted by oleid View Post
Encryption and also compression, as offered by both NTFS and btrfs.
Surely a CPU can handle those easily, but I thought the general idea was to bypass the CPU?
However if you have FDE using something like btrfs/ntfs, you cannot avoid such encryption so it has to go through the CPU (which is the point).Last edited by mdedetrich; 28 May 2021, 04:12 AM.
Comment
-
Originally posted by mdedetrich View PostSure your user data may be encrypted, but I highly doubt that the games asset files are encrypted. The PS5 would need to both decrypt and decompress game assets (using kraken) at 8-15 g/s at very low latencies
Decryption would have to be done at 5-6GB before decompression. Past consoles did this on CPUs (PS3 certainly, PS4 already had a io coprocessor that can continue downloading/storing while the main CPU is powered off), PS5 has to use fixed function hardware for that, wouldn't be possible otherwise - I remember some quotes that you otherwise would need 6-8 Zen cores just for decompression.
The most interesting thing will be how this will be handled with extensible storage, ie. whether Sony just trusts built-in encryption from a SSD (someone just could "fake" encryption) or uses their own. For the internal, soldered flash there certainly is trusted hardware doing the en/decryption.
Originally posted by mdedetrich View PostWell for current usecases not on a PS5 a CPU can handle them, I mean currently its difficult to get more than 4-5 g/s on the highest end SSD (and there are reasons as well we are topping out sooner, i.e. our filesystems are not designed to handle such high speed SSD's).
However if you have FDE using something like btrfs/ntfs, you cannot avoid such encryption so it has to go through the CPU (which is the point).
Comment
-
Originally posted by discordian View PostGame assets are fully encrypted on PS3 and PS4, I would be really surprised if they weren't on PS5. Again, where do you get the idea thats not the case?
Decryption would have to be done at 5-6GB before decompression. Past consoles did this on CPUs (PS3 certainly, PS4 already had a io coprocessor that can continue downloading/storing while the main CPU is powered off), PS5 has to use fixed function hardware for that, wouldn't be possible otherwise - I remember some quotes that you otherwise would need 6-8 Zen cores just for decompression.
The most interesting thing will be how this will be handled with extensible storage, ie. whether Sony just trusts built-in encryption from a SSD (someone just could "fake" encryption) or uses their own. For the internal, soldered flash there certainly is trusted hardware doing the en/decryption.
In order to achieve this they have a dedicate HW chip for the kraken decompression but iirc there isn't any such dedicated HW chip for decryption (at least according to the presentations given by Mark Cerny)
Originally posted by discordian View PostWith multiple GB/s you will be drowned with interrupts coordinating reading from disk and piecing together the data. Needs an entirely different API and kernel framework to get this to work in the background with minimal to no CPU intervention, on PS5 you have a custom io processor with alot of fixed function hardware.
Comment
-
Originally posted by mdedetrich View PostIn order to achieve this they have a dedicate HW chip for the kraken decompression but iirc there isn't any such dedicated HW chip for decryption (at least according to the presentations given by Mark Cerny)
SSDs usually have encryption HW, this is no complicated thing to add nowadays.
Comment
-
Originally posted by microcode View Post
There is a full tech demo project on the Epic Games GitHub exercising these features...
Comment
-
Honestly I think it's a bit disappointing.
Yes Lumen and Nanite are pretty cool, yes the new dynamic animation system thingy is cool (not new, not really, but cool and hopefully well implemented unlike most places it already exists)...
But honestly, our graphics are already great, we have decent workarounds for the LOD and we have pretty good ones for global illumination too, and these are just... wlell.. better workarounds for the same things...
But what ever happened to fucking physics? I mean they keep teasing us physics engines as far back as the early 2000s but we don't get any fucking physics. Even their chaos destructible environment thingy hasn't actually been used in anything and it's been out for 2 years, it has the potential for something cool but it's probably only really ever gonna get used in cinematics to be honest...
Comment
-
I don't know, but Windows as part of DirectX has this thing called DirectStorage which loads things directly from the SSD into the graphics card, bypassing the CPU, RAM and all that stuff.
That is the tech created and provided by AMD for the new PS5 and XBOX consoles (note how Unreal Engine 5 Demo is mentioned):
Epic founder Tim Sweeney explained exactly why the PlayStation 5's SSD and I/O Architecture is way more efficient than PC's.
It is available in AMD's recent PC hardware too (but only works if you pair both a GPU and a CPU that support it)
It has been available for a little while in one form or another in the Linux Kernel:
Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite
IIRC it has reached Vulkan specifications, but can't find any AMD or Khronos.org links in a quick search now...
And Linux drivers (opensource in Mesa and closed source Radeon) seem to have it implemented already... at least some of it:
Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite
Shouldn't need a lot more bringup before game engines can support it on Linux.
Comment
Comment