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space
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加入日期: Apr 2003
文章: 751
引用:
作者Huckebein
......
所以這又指出另外一個事實,那就是PCI-E產品3代換4代有沒有感?
看過各家得出來的測試數據以後,我個人認為遊戲、開機用途一樣「幾乎無感」
那個4K單程讀寫能力跟3代看起來幾乎沒有差異…

以現在來說大部分的SSD在4K Q1 T1情況下的確拉不開差距

但未來為了解決4K OR 8K遊戲內容導致繪圖記憶體容量不夠用的情況(爆顯存)
貼圖會盡量切成小塊,並依照畫面實時更新貼圖,這時候SSD的速度就很重要了

https://www.reddit.com/r/hardware/c...games_will_use/

"Two things determine how fast an SSD can read: the size of the request (how much data you want), and the queue depth (how many things you are asking for in parallel). For an SSD, 4kiB reads at queue depths of 1 or 2 is a typical ‘random’ workload, and is generally fairly slow. In contrast, 128kiB reads at queue depths of 16 should utilize most of the speed of most SSDs."

"With 128x128 tiles, and 4 bytes of data per texel, a tile is 64kiB. Multiple textures, like the color and normal, will always be needed at the same time, and so can be loaded and unloaded together. After compression, each request might be 64kiB or more. Because the CPU knows all the textures it needs at the same time, it can queue all the reads as fast as it wants to. This means that you should be able to use close to the full speed of the SSD for texture streaming."

所以索尼跟微軟發表新遊戲機的時候,會一直強調I/O有多重要、紋理載入的吞吐量有多大、動態載入、無縫銜接.....之類的
舊 2020-06-07, 03:29 AM #24
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