On the switch the reads are so slow the fastest loading requires atbleast mild compression. At least it did when I was testing packaging for my latest switch release. Despite the weak cpu.
Ps4 also did the compressed packages by default thing if I remember right. The upside there being ample cpu for decompression such that no compression was never fastest.
Re:An Unbelievable Demo
by sumtechguy on Friday June 04, 2021 @10:28AM
(#27393950)
I could see that keeping one big file would still be advantageous too in that environment. As a fopen on a set of small sized files plus read plus close over and over does add up. Just in cpu time and memory slack. Whereas treating it as one giant packed backing store would have advantages in speed. But at a cost of dev time. Even if you are compressing it as well could be an advantage. But I would expect there to be some spot where it crosses over from being an advantage to a disadvantage. I suspect it would be on small files/objects. But that would just be for speed. You may have to optimize for size in some cases. In the end it is usually better to build some test code and find out. Sometimes the results are what you expect. Sometimes you are spending time on things that do not matter anymore but were a big deal 20 years ago.
Oh, definitely! I haven’t worked on anything targetting a console past the PS3 generation and it completely slipped my mind that the latest gen consoles are architected specifically for streaming compressed data.
On the Windows/Mac/Linux title I’m working on now, I definitely measure a sizeable improvement to performance when loading from an uncompressed zip rather than from a compressed one. But even that could be down to the particular set of libraries I’m using to handle it.
_You_ mightn't but the last three AAA games I worked on do/did. PS5 expectes compressed files, and does HW decompression (ahem, mostly) on the fly.