I think the important bit with the road to PS5 video was Cerny talking about SSD bottlenecks and how they'd tackle it with custom design choices
Im sure there is some of that however at the moment it seems to be the biggest differentiator between the consoles. I'd say it is probably more deserving of discussion than a difference in TFLOPS for sure, given that the gap there amounts to resolution/framerate differences which are not exactly interesting imo.Before the PS5 Was revealed, i had a post in the speculation thread that was stickied where I argued that biggest change next gen would be from CPUs first - ssd would first be a game change for static loads. I then said as the gen goes on ssd would be used more, but not every game needs it - not every game is steaming all the time. Not every game is Star Citizen! Only after the PS5 Was revealed did it become such an important organ of dicussion: I assume only for consolewar reason(.
Just wondering, what's the reason for them both spending resources on SSD:s with custom chips, software, magic and what not? Couldn't they just have used a more "off the shelf" solution and be done with it? Would that not be enough to hit their loading time targets and similar improvements?Once again, my Argument was not that an ssd does nothing for next gen ambitions (the exact opposite of what I would want to say). I am arguing about incredibly distinctly differences being possible between the boxes, and the appicability of 'everything is static on disk' being useful to All game design. Not every game is Star Citizen!
I agree.Im sure there is some of that however at the moment it seems to be the biggest differentiator between the consoles. I'd say it is probably more deserving of discussion than a difference in TFLOPS for sure, given that the gap there amounts to resolution/framerate differences which are not exactly interesting imo.
I agree.
It's not just that tho. Like AegonSnake and some others said, the SSD was a main topic of discussion in the speculation OTs.
Some ppl just wasn't in the OTs as much as some of us.
This isn't new just because of the PS5 GDC talk, or lower tf.
As someone who went from an office that's super collaborative and in person, WFH is good but disrupts normal work chain and habits so much. You can adjust but it's hard for sure and even if you have good communication it will become worse and bad communication will become dismal
Before the PS5 Was revealed, i had a post in the speculation thread that was stickied where I argued that biggest change next gen would be from CPUs first - ssd would first be a game change for static loads. I then said as the gen goes on ssd would be used more, but not every game needs it - not every game is steaming all the time. Not every game is Star Citizen! Only after the PS5 Was revealed did it become such an important organ of dicussion: I assume only for consolewar reason(.
So much emotion and hostility this generation over these entertainment devices. Did anyone enjoy their games less this gen because they played it on a weaker console or felt superior because they played it on a more powerful console?
I find these threads very interesting with the tech talk but man those warrior posts are annoying.
Wow, almost a lazy dev rethoric here!?!
As someone who went from an office that's super collaborative and in person, WFH is good but disrupts normal work chain and habits so much. You can adjust but it's hard for sure and even if you have good communication it will become worse and bad communication will become dismal
Yeah I agree. Even healthy, its hard to get your work done in the same way.If everyone was just working from home, that would be one thing. Instead you have people who are sick, people taking care of folks who are sick, many people have friends who are out of work and need some consoling and generally cheering up, anyone with kids has them home 24/7 with no school and no caretakers, shopping for necessities is suddenly a craps shoot, etc. The idea that productivity is impaired shouldn't come as a surprise to anyone paying just a little bit of attention to what's going on in the world.
The cool thing at least is that Sony have taken care of the fundamentals that effect games design up front such as the SDD, I/O, a CPU with only a negligible disadvantage and a universal, end-to-end audio solution. If they want to push more pixels, frames and fx in the future those things can be properly scaled should there be mid-gen upgrades.
It's a smarter approach, take care of the function first and allow enthusiasts to upgrade the form later on. You can scale the way your game looks but you can't scale the way it works. I feel Sony will likely come in at least $50 cheaper and so this also allows them to establish dominance too.
Again, this is assuming mid-gen upgrades, which I honestly expect.
Although I expect it to be a lesser upgrade vs the current gen mid-gen consoles in terms of sheer compute, due to the slowing of process nodes. Perhaps reconstructed 4k vs native 4k or native 4k vs reconstructed 8k. A few extra frames, some basic fx upgrades and higher resolution rt fx.
I think you missed the point a bit here. Star Citizen is the exception because they take the luxury responsibility to requires a SSD.Giant flapping cloth, like Ryse :)
But yeah, still just a playback animation!
Sounds like a thing that could be.
Once again, my Argument was not that an ssd does nothing for next gen ambitions (the exact opposite of what I would want to say). I am arguing about incredibly distinctly differences being possible between the boxes, and the appicability of 'everything is static on disk' being useful to All game design. Not every game is Star Citizen!
Before the PS5 Was revealed, i had a post in the speculation thread that was stickied where I argued that biggest change next gen would be from CPUs first - ssd would first be a game change for static loads. I then said as the gen goes on ssd would be used more, but not every game needs it - not every game is steaming all the time. Not every game is Star Citizen! Only after the PS5 Was revealed did it become such an important organ of dicussion: I assume only for consolewar reason(.
I see.Waveforms are often used to represent coherency between different signals or data sets. I was merely alluding to the term "coherence" or "coherency".
Admittedly I did a crap job and inadvertently used an overly specific image. I didn't mean to imply fourier transform... Which is a funny coincidence actually, considering its use in acoustics and it being brought up by Cerny in the recent reveal. xD
If everyone was just working from home, that would be one thing. Instead you have people who are sick, people taking care of folks who are sick, many people have friends who are out of work and need some consoling and generally cheering up, anyone with kids has them home 24/7 with no school and no caretakers, shopping for necessities is suddenly a craps shoot, etc. The idea that productivity is impaired shouldn't come as a surprise to anyone paying just a little bit of attention to what's going on in the world.
I can imagine Sony doubling the CU count like they did on Pro while boosting the clocks to 2.5 it more on a smaller node. 2.5ghz at 72CUs doesn't sound crazy considering the Xbox specs.
But a dev I've been talking to always asks me what's the point of those pro console if these upcoming "base" can do CG like visuals already. And it makes sense considering that the limit for next gen won't be hardware but artistic skill, time and budget.
Those threads were crazy. What some wanted like 4GB LPDDR4 for OS, HBM3, 20GB/s ReRAM and 13 - 14TF for $499.I agree.
It's not just that tho. Like AegonSnake and some others said, the SSD was a main topic of discussion in the speculation OTs.
Some ppl just wasn't in the OTs as much as some of us.
This isn't new just because of the PS5 GDC talk, or lower tf.
A mid gen console would only make sense if 8K becomes a thing. If there is prolonged recession or prices do not come down as fast then there remains no reason for them to take that risk.I can imagine Sony doubling the CU count like they did on Pro while boosting the clocks to 2.5 it more on a smaller node. 2.5ghz at 72CUs doesn't sound crazy considering the Xbox specs. But a dev I've been talking to always asks me what's the point of those pro console if these upcoming "base" can do CG like visuals already. And it makes sense considering that the limit for next gen won't be hardware but artistic skill, time and budget.
Once again, my Argument was not that an ssd does nothing for next gen ambitions (the exact opposite of what I would want to say). I am arguing about incredibly distinctly differences being possible between the boxes, and the appicability of 'everything is static on disk' being useful to All game design.
Before the PS5 Was revealed, i had a post in the speculation thread that was stickied where I argued that biggest change next gen would be from CPUs first - ssd would first be a game change for static loads. I then said as the gen goes on ssd would be used more, but not every game needs it - not every game is steaming all the time. Not every game is Star Citizen! Only after the PS5 Was revealed did it become such an important organ of dicussion: I assume only for consolewar reason(.
I just need to ask since Cerny brought it up, how much better was the audio capability of the PS3 over the PS4? Was it noticeable to the end user? I bought a PS3 near the end of last gen and can't recall much to say if there was a difference.
If there was a significant difference that might be a good starting point for the PS5's audio.
Sony's demoed multichannel audio in 2005:
I have no idea if the PS4 would be capable of doing the same thing.
I agree that "everything is static on disk" is not a practical approach. Also agree that overall both consoles are getting a massive leap together.
Respectfully though, I do not believe next-gen AAA games will need to target Star Citizen like scope to encounter practical use cases for the PS5 SSD's added bandwidth.
Thinking about the SSD speeds, doesn't it mean we could have games that can jump from scene to scene, location to location, in an instant. Literally a jump cut from one unique area to a whole other unique area.
Consider how Cerny discusses literally loading only the assets you need in your field of view and just beyond... if the game is expecting a jump cut to a whole different area it can cull what's behind you and cache the assets it needs in the immediate viewing area of the next scene ready to cut in one frame. No fade to black needed, no jumping to a videoclip while the next area loads. Remember even if it just loads up a 90 degree section in front of you the SSD is fast enough to load surrounding assets ready to go (if gameplay is resuming immediately rather than a cut-scen) in a fraction of a second. I think for developers really wanting to explore proper movie style story telling but in a game this could be amazing. Instant cuts in GTA from one character to another at the other side of the world. Storytelling in gampeplay will absolutely be unleashed for developers who no longer need to worry about using video cut-scenes to help transition or whatever other tricks they employ (or indeed just concepts that get binned because right now they are simply technically not possible). Gonna be great.
This is where a private client of ps now/xcloud could come in super handy for testing certain thingsNot everyone has the home broadband infrastructure to support pulling down a daily build of a game at speeds comparable to the office, either, and a lot of companies deliberately limit access externally to critical resources for security and secrecy reasons. It's going to be bad enough for current-generation development. Imagine trying to work on a next-gen title where everyone has to share limited available dev kits, and those have to remain in an approved, secured facility. If anything makes launching this holiday tough, it's going to be getting the launch title lineup in good shape, not the hardware manufacturing side of things.
I imagine a matrix game where one second your in the real world, you jack in to the matrix and then immediately you're in the white space picking out guns.two fun ones:
remember Soul Reavers world shifting? Imagine if that was more dramatic and instant without the obvious loading animations.
Bloodborne: picture this: when you die instead of the long death animation and load times you just instantly appeared back in the dream. Maybe some fancy tearing though reality animation for effectbut more or less blam dead and you are there before you could say what hit me.
Another question, on the subject of destructible objects and environments, I know the CPU is the star of the show there, but does the SSD also play a noteworthy role in streaming in assets on the fly as things are breaking apart?
I imagine smaller scale destruction can just make do with whatever is in the RAM, but I'm taking major destruction like a tornado tearing up buildings or something like that. Does the SSD play a noteworthy role in that scenario?
two fun ones:
remember Soul Reavers world shifting? Imagine if that was more dramatic and instant without the obvious loading animations.
Bloodborne: picture this: when you die instead of the long death animation and load times you just instantly appeared back in the dream. Maybe some fancy tearing though reality animation for effectbut more or less blam dead and you are there before you could say what hit me.
If you've taken the time to actually take a look at what actual developers have been saying about next gen then you'll know that the SSD storage is what they're most excited about. As far as I know, not a single dev has pointed at the GPU as their favourite part of next gen. Several have praised the Zen2 CPUs, and all love the SSD.
Cerny: Our storage solution will allow developers to stream data from storage at 9 GBps and-lol. sony's abysmal marketing has left me to wonder if the ssd advantages are going to end up being just like MS's power of the cloud claims. if only they wouldve showed a demo or a gameplay walkthrough so we can see this mystical ssd in action.
until then their claims will be dismissed by guys like Dictator and straight up mocked by forum users like many on this page. i dont think i have ever seen marketing this bad before.
Sorry anex, most of the wisdom is hidden by that amazing avatar Transistor gifted you.
Sony demoed multichannel audio in 2005:
I have no idea if the PS4 would be capable of doing the same thing.
Every gaming console or PC is defined by the CPU, GPU and RAM. Storage is something that adds flexibility, but how a game plays and how a game looks is always going to be defined by the former.If you've taken the time to actually take a look at what actual developers have been saying about next gen then you'll know that the SSD storage is what they're most excited about. As far as I know, not a single dev has pointed at the GPU as their favourite part of next gen. Several have praised the Zen2 CPUs, and all love the SSD.
My name is Transistor and I approve this message
I find it baffling they didn't show anything as it's common for presenters to use tech demos to visualize their points during GDC talks.I love these little tech demos. I hope we're getting one for the consumer reveal of the PS5 but I think if there was a tech demo to show, they would have shown it at the GDC talk...
Now that's just blatantly false. I can name several games off the top of my head where the entire game's world/level design is entirely dependent on slow data transfer rates by mechanical HDDs. Can you imagine what Destiny might look like if each area wasn't separated by immersion-breaking, slow, isolated, long winding corridors? Or how much more enjoyable the game would be if you didn't have to go through a 2 minute loading screen every time you went to orbit or started a new activity? Marvel's Spider-Man is also a very famous example of how the entire game's world design was entirely dependent on data streaming speeds limited by the PS4's mechanical hard drive.Storage is something that adds flexibility, but how a game plays and how a game looks is always going to be defined by the former.
Oi, Transistor. I demand my avatar.
You know, I've never really questioned those connection areas... It's crazy how normalized these systems have gotten.Now that's just blatantly false. I can name several games off the top of my head where the entire game's world/level design is entirely dependent on slow data transfer rates by mechanical HDDs. Can you imagine what Destiny might look like if each area wasn't separated by immersion-breaking, slow, isolated, long winding corridors? Or how much more enjoyable the game would be if you didn't have to go through a 2 minute loading screen every time you went to orbit or started a new activity? Marvel's Spider-Man is also a very famous example of how the entire game's world design was entirely dependent on data streaming speeds limited by the PS4's mechanical hard drive.