I suppose that is where something like VRS becomes more useful, rather thank blanket reduce that per pixel quality, you could increase it where it isn't most needed?
One thing I rarely see mentioned is that for initial loading, as soon as you have any multiplayer component it's fairly irrelevant, no? Still need load screen to matchmake and sync everyone up before deathmatch ensues. Especially if cross play and they can't assume any particular speed of SSD.
Anyone more technically inclined than me have any insight into how any of this affects MP and/or co-op? I assume campaign co-op works like solo once connected, but more like Gears horde mode for example, where there's still particular Individual sessions.
.......I don't know yet how they're gonna address it, but they'll learn to address it and they will figure out ways to work around it."
Sounds like TF talk is a thing of the past now and everyone's talking about SSD nowadays, which is more interesting and exciting IMO, especially hearing about all the design and gameplay changes it could offer.
One is faster, one is stronger
I've summed up an entire generations worth of Digital Foundry videos for you, enjoy.
The lowest common denominator on PC is still HDD / lower speed SATA SSD though, so unless you specifically rule out HDD / SATA SSD owner, if you just go for lowest common denominator it's just gonna be same as this gen :PI would be shocked if most third party developers would not just develop their games for the lowest common denominator. I mean, there's literally 0 chance that levels will get changed just because the PS5 can load them faster, simply because it's way too expensive and work intensive to do that.
The super fast PS5 SSD is nice for first party, but it won't make any economical sense to heavily adjust your games to suit one particular platform. On PCs and the Xbox, you'll have to work with what's there. So it's 2 platforms against 1. The scenario pointed out in the OP is highly unlikely.
"I'm making this up" context is key." ... Microsoft's William Stillwell, who currently manages the company's Mixed Reality program, spent years at Xbox working on backwards compatibility, xCloud, and Xbox platform services. ... "
Yeah, surely him isn't to be trusted, he didn't even see the PS5 dev kit.
XSX has 13.5 GB of RAM available to games with SSD's speed with compression being just under 5 GB/s, so we're looking more at RAM being filled on XSX in roughly 3 seconds, and assuming a similar RAM set up on PS5 we're looking at 1-1.5 seconds there. At worst some games that really run the SSD hard might have a bit of pop-in or a second long stutter on XSX when completely changing the environment.That assumes the very quick SSD in the XSX is incapable of these revolutions in game design. The XSX isn't toting a slow HDD.
Both machines can fill their entire (comparatively limited memory pool) in around 5 seconds. The PS5 can do it in roughly half the time of the XSX. That might make a massive difference, it might make a small practical difference. We won't know until the games come out. We can only say it's comparatively easy for developers to lower the resolution for a weaker GPU because we've seen them do it. It could easily turn out it's comparatively easy for developers to work with the limitations of an SSD of the XSX's speed vs one of the PS5 speed without much obvious issue for the player in much the same way downscaling resolution is 'trivial'.
Like every generation and hardware, build games with lowest common nominator in mind. Xbsx is still faster than most SSD even though its not as fast as ps5. Still a good advantage over many todays pc.
Thank you someone that actually can see his comments in the context of the discussion being had and not OPs attempt at a console war thread.Dudes a manager. His example is terrible but the point that devs can just work around any hardware limitation is valid.
Yeah the TF difference wont really matter too much in the end, the power gap is pretty small in the end. But the huge SSD gap has really gotten people talking huh, especially after the Unreal Engine 5 demo.Well the TF debate has been decided. Some tried to defend PS5's power shifting mess for while, but have since move on to greener pastures. The SSD is the great hope, but also the great unknown.
One is faster, one is stronger
I've summed up an entire generations worth of Digital Foundry videos for you, enjoy.
Would you say that Switch is harder and PC is better?One is faster, one is stronger
I've summed up an entire generations worth of Digital Foundry videos for you, enjoy.
It's not though is it? or we'd be playing gta5 / rdr2 with the switch in mind.
There's been a couple of gens where two of the three consoles have been similar.
before that, there were big differences between games on platforms that had different power advantages.
You funny motherclucker :p
VRS saves compute (and other GPU resources - sampler resources, memory bandwidth etc), but it doesn't compensate for data that's not in memory. If you're memory bound - if the higher quality data isn't in memory - you can't draw/sample it.
Devs will work around limitations, they always have. But saying "the PS5 SSD will only matter for first-parties" is nonsense.
Even with SATA ssd 500Mb/s you could have seamless experience...
One is faster, one is stronger
I've summed up an entire generations worth of Digital Foundry videos for you, enjoy.
I'm not saying he isn't to be trusted, I'm just saying it's not an "official MS statement" lol." ... Microsoft's William Stillwell, who currently manages the company's Mixed Reality program, spent years at Xbox working on backwards compatibility, xCloud, and Xbox platform services. ... "
Yeah, surely him isn't to be trusted, he didn't even see the PS5 dev kit.
Mass Effect Remake Collection: Elevator Edition.I do not think this is how devs would do it lol
BRB gonna get in an elevator for 2.5 seconds!
Understandably as you know it's not like it's right before the bolded part... Oh wait.
This kind of thread always make me think is XSX using IDE HDD.
Its call the Illusory Truth Effect.
The tendency to believe false information to be correct after repeated exposure.
They have the numbers to drive the narrative.
What memory restrictions are you referring to?And by memory bound you mean that the PS5's SSD removes the concern for memory restrictions?
Right, MS do have a solution for this other problem on SFS. We'll need to see how well it works in practice though.VRS saves compute (and other GPU resources - sampler resources, memory bandwidth etc), but it doesn't compensate for data that's not in memory. If you're memory bound - if the higher quality data isn't in memory - you can't draw/sample it.
I'm not saying he isn't to be trusted, I'm just saying it's not an "official MS statement" lol.
Yea and it really doesn't matter how fast your theorical pc ssd speed is, when it's not close to actually reaching its potential. We need something like the ps5 storage architecture on pc.
I would be shocked if most third party developers would not just develop their games for the lowest common denominator. I mean, there's literally 0 chance that levels will get changed just because the PS5 can load them faster, simply because it's way too expensive and work intensive to do that.
The super fast PS5 SSD is nice for first party, but it won't make any economical sense to heavily adjust your games to suit one particular platform. On PCs and the Xbox, you'll have to work with what's there. So it's 2 platforms against 1. The scenario pointed out in the OP is highly unlikely.