We return to talking about the magical SSD of the PlayStation 5 , and this time there are new reports about the support of the Kraken hardware decoder that it incorporates, and that is that the Oodle company has now revealed that Sony has also licensed the Oodle Texture technology , which is optimized to compress the GPU textures , so we have a double compression design using these technologies.
Thanks to this alliance with Oddle, the PlayStation 5 could allow peaks in bandwidth performance with compressed data never seen before, and it is that there is talk of being able to reach up to 17.38 GB / s.
“Oodle Texture is a software library that game developers use at content creation time to compile their source design into GPU-ready BC1-7 formats. All games use GPU texture encoders, but Earlier versions did not optimize compiled textures for compression the way Oodle Texture does. Not all games at the PlayStation 5 launch will use Oodle Texture as it is a very new technology, but we expect it to be in most future games. Because of this, we expect the average compression ratio and thus the effective I / O speed to be even better than previously estimated.
Kraken is a powerful generic compressor that can find good compression on data with repeating patterns or structures. Some types of data are scrambled in such a way that compressibility is hard to find for the Kraken unless the data is prepared in the right way to put it into a usable form. An important case of this for games is in the GPU textures.
The Oodle Kraken offers even greater advantages for gaming when combined with Oodle Texture. Often the majority of game content is in BC1-BC7 textures. BC1-7 textures are a lossy format for the GPU that encodes 4×4 pixel blocks into 8 or 16-byte blocks. Oodle Kraken is designed to model patterns in this type of granularity, but with the previous BC1-BC7 texture coders, there just weren’t any patterns to find, they were almost incompressible with both Zip and Kraken. Oodle Texture creates BC1-7 textures in a way that has patterns in the data that the Kraken can find to improve compression, but that is not visible to the human eye. The Kraken can see that certain structures in the data are repeated, the lengths of the matches and offsets, and the space between the matches, and encode them in fewer bits.
According to Oodle, Sony’s touted bandwidth of 8-9 GB / s is the result of multiplying the console SSD’s maximum 5.5 GB / s bandwidth by the standard compression ratio of 1.45 / s. 1 or 1.64 / 1. However, when taking into account both the Oodle Kraken and the Oodle Texture, the developers of the technology have seen an impressive 3.16 / 1 compression ratio for an established texture in a modern game; this would translate into a peak I / O bandwidth of 17.38 GB / s.