Microsoft shown the Xbox Series X‘s raw specs a very long time past, but uncooked specs tell only half the story. Better hardware ensures performance that is better, but it is completely feasible to have, unless these elements play together well. Microsoft has implemented a method named Velocity Architecture to make certain that the Xbox collection X will leverage every of its powerful components.
In an Xbox Wire blog post, Jason Ronald, director of program management for its Xbox Series X, explained Velocity Architecture functions. Velocity Architecture leverages four tech improvements that are disparate to ensure quicker loading times for larger, more complicated environments. These four components are the system’s custom SSD, enhanced decompression, customized application programming interfaces (APIs) and Sampler Feedback Streaming (SFS), which may help textures load more efficiently.
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Ronald composed his post using a lay audience in mind, but it is still pretty specialized, so we’ll try to break it down a bit further. To get an summary of Velocity Architecture’s attributes, the Xbox team put together a short video:
Xbox collection X’s customized SSD is likely something you have read about before. The Xbox One utilized a typical hard disk drive, which can be relatively slow when compared with its state cousins. Along with the standard SSD perks, the Xbox Series X’s storage will provide”consistent, sustained performance” that will process inputs and outputs around 40 times better than the Xbox One can. This means faster loading times, in addition to a system that handles heat.
Hardware accelerated decompression is somewhat more difficult to explain. When a game loads resources, data must be decompressed by it, as populating a game with uncompressed assets would be unwieldy and slow. Such a match would also take an unprecedented quantity of hardware space. The Xbox collection X will employ a customized algorithm that may deliver input/output processing that is 100 times more effective than what was on the Xbox One.
Next up is the New DirectStorage API, that will work hand-in-hand with both the SSD and the latest version of DirectX to market input/output procedures better. A dive on this topic would require an excessive amount of time to describe here, but one benefit of this technology could be substantially faster fast-travel systems in games.
Ultimately, there is Sampler Feedback Streaming, which deals with textures. Anyone who’s played the same game on a console and a PC knows different textures can look, depending on how much processing power you have for them. Sampler Feedback Streaming can direct more resources if a player draws closer to an item even though they’re far away from the player, meaning less pop-in and smoother adjustments.
These features seem a bit similar to what Sony summarized for the PS5 during its Road to PS5 demonstration back in March, which focused heavily on benefits like rapid SSD loading and immersive 3D audio. But given that the Xbox collection X’s slightly more powerful specs (including 12 teraflops of graphics power when compared with this PS5’s 10.3), we’re excited to see how the two compare in real-world usage.
As far as what these inventions will mean on a game-by-game foundation, we’ll have to wait and see. Quicker loading times look like the most immediate advantage, but as programmers become more familiar with the Xbox Series X structure, we could see improvements.