The design of Speed ​​architecture present in Xbox Series X it should allow for a smaller game download size, lower load speed and theoretically allow the console to achieve higher performance than expected from its hardware.

In an article on Xbox Newswire, Jason Ronald, Director of Xbox Series X Program Management, explained how Velocity Architecture solutions work with the console processor to deliver huge improvements over current technology and even what could be done. originally expect basic components. As Ronald puts it: “ If our custom processor is at the heart of Xbox Series X, Velocity Architecture is the soul« .

Chronique de Blaze Evercade

« Xbox Series X Velocity Architecture Drastically Redesigns How A Developer Can Take Advantage Of Console-Provided Hardware“, Continues Ronald. “From completely new rendering techniques to the virtual elimination of load times, to the largest and most dynamic living worlds where, as a player, you can choose how to explore, we couldn’t be more excited about the early results. that we already seeor “.

The Velocity architecture is based on four basic components:

  • Custom NVME SSD: The foundation of Velocity Architecture is the custom 1TB NVME SSD, which offers 2.4Gb / s I / O speed, more than 40 times that of the Xbox One. The Xbox X Series Custom NVME SSD is designed for consistent, long-lasting performance versus peak performance. Developers always have a guaranteed level of I / O performance and can reliably design and optimize their games by removing the barriers and constraints that they must overcome today.
  • Hardware accelerated decompressionGame packs and resources are compressed to minimize download times and the amount of storage space required for each individual game, helping developers to create larger game worlds without losing quality or performance.
  • New DirectStorage APIs: The all-new DirectStorage API added to the DirectX family gives developers precise control over their I / O operations. These APIs ensure that developers can take full advantage of the raw I / O performance offered by hardware, eliminating virtually load times or rapidly changing systems.
  • Sampler Feedback Streaming (SFS): Sampler Feedback Streaming is a brand new innovation based on the Velocity architecture. In-game textures are optimized to different levels of detail and resolution, called MIP maps, and can be used when rendering based on an object’s distance from the player. As an object approaches the player, the plot resolution should increase to provide the detail and crisp images that players expect. However, these larger MIP cards require a higher amount of memory than the low resolution mip which can be used if the object is further away in the scene. Today developers have to load an entire level of mip into memory, even in cases where they can only sample a very small part of the overall scenario. The Xbox Series X GPU allows you to load only mip-level secondary parts into memory, on demand, just in time when the GPU requires data. This innovation translates to approximately 2.5 times the actual I / O throughput and memory usage beyond raw hardware capabilities on average. SFS provides an efficient multiplier on available system memory and I / O bandwidth.
Animal Crossing: New Horizons - Recognize the fake Reiner statues and paintings, this is how it's done!

Source: Twinfinite

Source : Reddit