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Sonys Playstation 5 to use Oodle texture compression

A license for this new compression format is included with every PS5 dev kit, it works with PS5's hardware decompressor and is a big jump over using Kraken alone.

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RaidenBlack2136d ago

"Hey! Where are all the textures that I offloaded?"
"Its there!"
"Where?"
"All those tiny 1kb files .... you gotta de-compress 'em."

THC CELL2135d ago

Dreams for PS4 dose something like this I think

RpgSama2135d ago

"So Oodle Texture + Kraken compresses down to ~32% the size of the already-compressed texture files that the GPU uses. This increases the effective texture throughput towards 17.46GB/s and completely destroys any advantage BCPack gives to Microsoft."

Wow, just wow, if those numbers are true, that's definitely a big deal.

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stuna12135d ago

I'm just waiting for the upcoming article from the regulars saying that the competitor also has something similar! Because we all know how important it is for it to be better!

ElementX2135d ago

Series X is using a custom BCPack plus Zlib, which has been mentioned in articles months ago. There's no need to bring up old information.

stuna12135d ago (Edited 2135d ago )

Yeah you're right, but the argument as it st stands is that the technique used to supposedly bring the Series X SSD speeds within PS5's range BCPack plus Zlib! My response is what Xbox response to Oodles!?

And just so you know even with BCPack plus Zlib, PS5's SSD is still faster, plus the I/O is a full generation ahead of Series X.

Oh yeah this is also working in tandem with the Kraken engine.

ElementX2135d ago (Edited 2135d ago )

That doesn't matter, look at my comment below to Marinelife. There's no need to refill 10GB of GPU RAM every second. There wouldn't be room on screen for that many textures. Even turning in place and looking 360 degrees would not be 10GB of assets. Games now load pretty far in every direction in order to be seamless and that's with much less RAM. Even new video cards with 8GB+ of VRAM and using 4k asset packs still load a significant distance away from the player and not every game even fills that much VRAM.

DrDeath2135d ago

What about games like ratchet and clank? Jw isnt it showing how it can load up an entire world instantly? Or ?

Game-o-holic2135d ago (Edited 2135d ago )

Current gen ideas applied to new gen architecture is like putting gas in an electric car. Both consoles have innovated their own path but one console is a bit different than current PC architecture. You have to think outside the box. And by box I mean the current way games are constructed on PC.

ElementX2135d ago (Edited 2135d ago )

@drdeath When the demo showed that rapid series of teleportations, those were small segments of worlds. When you get to a different world the stuff on screen is already in RAM, not the entire level. It probably loads as you approach the portal. As you move forward or back through a level, loading is taking place in the background, same way open world games work now. Entire levels don't get loaded unless they're small and even then they might still load in segments

@game I seriously doubt the chunk loading system is going away, it'll be used more efficiently. I have yet to read about any developer streaming assets as they appear on screen. I have looked several times for devs actually programming what Cerny was talking about. Other than that one dev on YouTube saying it's cool, I can't find anything about it actually being used

2135d ago
gravedigger2135d ago (Edited 2135d ago )

It's not old. Oodle wasn't mention so often for PS5.

127 MB block compressed GPU textures, mix of BC1-7

78 MB with zip/zlib/deflate

70 MB with Oodle Kraken

40 MB with Oodle Texture + Kraken

https://cbloomrants.blogspo...

It means compression ratio could be more than 3 to 1. That also means compression can be around 15 -17 GB/s. Anyway, PS5 SSD is theoretical max 22GB/s for decompression

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OB1Biker2134d ago (Edited 2134d ago )

I think it's on X too but the point is there isnt a significant software advantage either way.

marinelife92135d ago

The new decompression algorithm gets them over 16gb per second compressed. They are filling up the entire ram pool in under a second.

ElementX2135d ago (Edited 2135d ago )

Yep and just think how large file sizes would be if they needed to replace 10GB of assets every second. That is a lot of textures, more than would reasonably fit on screen at any given time. Games are still going to be loaded in chunks as the player moves around. Games now allow you to travel around basically anywhere with little to no loading and that's with data up to 30 seconds away in less RAM. Next gen IO means that only a couple seconds needs to be loaded, but still if you were to fill up 10GB every second that would be an obscene amount of assets. You could probably fit data for potentially hundreds of feet in every direction and still have left over RAM.

DrDeath2135d ago

Ratchet and clank? See above reply

ElementX2135d ago (Edited 2135d ago )

Yep the portal appears to be in a set location, meaning the player will probably go through it and so the next world begins loading as the player approaches. I said that above. It's no different than open world games now, except the SSDs are faster to load completely new assets. They get streamed ahead of the player no matter how fast the drive is. I'm not sure if you can make portals anywhere in Ratchet, if you can, then that's pretty cool. See... The only textures that need to be in RAM are what is on screen or could be soon. The end of the level doesn't have to be loaded until you get closer, because levels could be larger than the amount of RAM. If a world is 20Gb, you could possibly hold half, meaning the rest is streamed as you move around. Levels aren't loaded in full

mynd2135d ago (Edited 2135d ago )

"Oodle Texture is not a compressor itself, it prepares data for the compressor you choose"
-Direct from the dev.

This basically repacks textures in a format that a compressor will find easier to compress, but its not lossless, its basically making trade offs with the image to find something that the compressor will find more palatable.

"..lets you encode BCN textures with your choice of size-quality tradeoff. Oodle Texture RDO searches the space of possible ways to convert your source texture into BCN, finding encodings that are both high visual quality and smaller after compression. RDO can often find near lossless encodings that save 10% in compressed size, and with only small visual difference can save 20-50%."

SamTheGamer2135d ago (Edited 2135d ago )

Wow! Thanks mynd!

I_am_Batman2135d ago

Just as an addendum to the explanation mynd posted, you can check this page out to see some examples for youself: http://www.radgametools.com...

You can adjust the quality/compression tradeoff. If you pay attention to the compression ratio (expressed as a percentage of the original file size) you'll notice that some textures are more compressible than others.

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50°

Report: Injustice 3 in Development at NetherRealm Studios

Thanks to the slip-up of an artist working on the title, we now have more evidence that a new Injustice game is in the works.

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Playstation Plus Monthly Games for May: EA Sports FC 26, Wuchang: Fallen Feathers, Nine Sols

All available May 5.

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FPSRUSSIA25d ago

What's Point in commenting your basicly closing down the site.

LiViNgLeGaCY25d ago

I'm surprised it's still the old site. I thought he said starting today?

Eonjay25d ago

Its like the final episode of the Sapranos. You gonna go to make a comment and when you click add th-

Profchaos25d ago

Timezone thing maybe.... RIP

darthv7225d ago

Insert the Ferris Bueller end scene... "You're still here? It's over.."

LiViNgLeGaCY25d ago

I think the only game here for me is Nine Sols. Was always interested in that game.

TheColbertinator25d ago

Glad I don't buy FIFA games anymore

Rebel_Scum25d ago

Hey now! Thats a great month.

Nacho_Z25d ago

Good month for me, I wanted that particular footy game and thought it might be due. Anyway who cares, shame about the site I'll miss the comment sections. All the best everyone.

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Spiders Studio, Developers of GreedFall: The Dying World, Announce Liquidation of the Company

Spiders: "We're going to cut straight to the chase so you're not left wondering: After a long period without clear answers, we have received confirmation that Spiders is being liquidated.

What does it mean? This means the company as a whole no longer exists. We'll cease our functions immediately. The planned DLC will release via Nacon, and then-- well, that's it.

We're sorry that it's come to this and would like to thank each and every one of you for your support over the years.

If you have any questions or run into issues with your games, please contact Nacon directly as we'll no longer be able to reply."