64GB SSD on the Desktop: Samsung and OCZ go mainstream
by Gary Key on May 15, 2008 11:30 PM EST- Posted in
- Storage
Vantage Testing, Cont'd
The Samsung/OCZ drive generates incredible scores in the PCMark Vantage tests that simulate real-world performance patterns utilizing a variety of actual applications. We added in our Mtron Pro SSD 32GB drive as a comparison to another high performance SSD drive. While PCMark Vantage utilizes actual applications for testing, the HD test provides a pure performance look at the hard drive or controller tested.
Like our previous testing with IPEAK, the results show the capabilities of the hard drive without the platform penalty. In other words, these tests will indicate the true performance capability of the hard disk and should provide an indication to the drive's performance potential within the platform.
In our tests, the Samsung/OCZ drive outperforms even the speedy Mtron Pro SSD thanks to strong results in the media benchmark tests. While the results with the Samsung/OCZ 64GB SSD drive are extremely impressive, they need to be tempered once the platform as a whole is tested with these applications.
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Ender17 - Friday, May 16, 2008 - link
I'm not surprised. The 334 MB platter drives are fast.Just look at this review of the Samsung F1
http://www.storagereview.com/samsungs_spinpoint_f1...">http://www.storagereview.com/samsungs_spinpoint_f1...
Beats the old ADFD Raptors across the board. And I don't know why anyone expects the Seagate drives to be fast, they're consistently at the bottom in performance.
Griswold - Friday, May 16, 2008 - link
Why? It has the same platter density.Noya - Friday, May 16, 2008 - link
Yes, and I'm using my $59 WD 640gb just for games (the first 150gb of it anyway) and the load time is very quick compared to my old 250gb 7200.8 sata.PlasmaBomb - Friday, May 16, 2008 - link
Thats probably because your old drive was nearly full and speed drops off towards the inside of the platter.semo - Saturday, May 17, 2008 - link
aren't new data stored on the inside tracks of the platter and then move outwards?Zefram0911 - Friday, May 16, 2008 - link
Is anyone disappointed in the load times for games? Only beats my old raptors by 3-5 seconds.Calin - Tuesday, May 20, 2008 - link
Load time for game levels is mostly sequential - I suppose game developers take pains in having the load level as a big sequential read (in which case solid state drives have no advantage). I am surprised about the file compression tests (which have reads and writes from different areas of the disk)retrospooty - Friday, May 16, 2008 - link
"Is anyone disappointed in the load times for games? Only beats my old raptors by 3-5 seconds."Ya, I have to wonder what the various gaming tests like "Vantage HDD Gaming" are measuring. SSD's consistantly blow HDD's out of the water scoring 300 to 500% higher on those tests (Gary's article is consistent with others I have seen)... Then real world game load and level load times are only like 5% higher.
What gives?
lemonadesoda - Wednesday, May 21, 2008 - link
It's a very easy answer: file compression. The data files (e.g. maps and textures) on disk require a lot of CPU processing before they are "ready to play".A trick used in the days of Quake engines was to unzip the .pk3 files. Then delete the .pk3. This improved load times enormously.
Perhaps game designers should have an install option to "full unzip game asset data on install". It would require a lot more HDD space. But load times would shrink.
JarredWalton - Friday, May 16, 2008 - link
It's the nature of the benchmark: access a large amount of data in a fairly random fashion and don't do ANY processing of the data, and you end up with the theoretical performance of the hard drive. That's pretty much what IPEAK-based testing accomplishes.Games have been mostly bottlenecked by CPUs, GPUs, and RAM for a long time - load times with 2GB RAM are substantially faster than with 1GB of RAM, and even 4GB of RAM can show some speedup in certain newer games. The reason for the CPU bottleneck on level loads is that most games compress data in order to conserve space; decompressing all the textures and models and such takes a fair amount of CPU power, to the point where the hard drives probably only need to sustain around 15-25MB/s.