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ElephantShell

10,000,000
Member
Oct 25, 2017
9,953
Video game developers and engineers are extremely smart I have no doubt they'll figure out how to work around console quirks, they always have. We're getting Doom Eternal on Switch for crying out loud.
 

gofreak

Member
Oct 26, 2017
7,819
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?

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.
 

Alienous

Member
Oct 25, 2017
9,627
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.

This is already a thing on PC. For instance with Rainbow Six Siege the game waits until all players have loaded the game assets, but that time vary a lot.

We will probably see a minimum SSD speed specs for PC games as next-gen progresses (the design of games will require them). The time to enter a multiplayer game might vary, and games can approach it more like Battlefield where you don't have to wait for others to load in.
 

RedHeat

Member
Oct 25, 2017
12,719
Devs will work around limitations, they always have. But saying "the PS5 SSD will only matter for first-parties" is nonsense.
 

mute

▲ Legend ▲
Member
Oct 25, 2017
25,286
I don't think they will be all that different.

Either because they will find creative ways around technical deficiencies or they won't make full use of features if it means causing problems for other platforms.

The games that are really going to take advantage of the tech you won't be playing on other platforms anyway.
 

c bweezie

Member
Jan 8, 2020
717
Yeah, I'm not sure this quote comes from an entirely informed perspective. Just sounds like one (albeit, smart and experienced) devs hypothesis of what may / could happen.
 

Deleted member 14089

Oct 27, 2017
6,264
He says:
.......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."

Alright cool, if it's something devs can work-around and adjust themselves with then I have faith in them. These machines are way different than the PS4 and Xbox one were as a baseline and I did not even expect them to have some cutting edge stuff (i.e. bespoke storage solutions).
As a consumer, you just don't want a large parity to make you feel like you got the "lesser" product. I think we should just let the games and their results speak for themselves and not just freak out about it for now. Because honestly right now, I can't imagine what tangible differences can exist as a consumer.
 

Timlot

Banned
Nov 27, 2019
359
User Banned (3 days): Console wars
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.

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.
 

Arex

Member
Oct 27, 2017
12,574
Indonesia
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.
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 :P
 

PennyStonks

Banned
May 17, 2018
4,401
Dudes a manager. His example is terrible but the point that devs can just work around any hardware limitation is valid.
 

ArchedThunder

Uncle Beerus
Member
Oct 25, 2017
19,210
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'.
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.
 

travisbickle

Banned
Oct 27, 2017
2,953
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.

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.
 

Dr Pears

Member
Sep 9, 2018
2,687
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.
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.
 

Rodelero

Member
Oct 27, 2017
11,637
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.

To be honest I think the more typical situation is you aim for the middle, scale up to the high end, and see what you can bodge to make it work on the low end. If developers actually targetted the lowest common denominator, games wouldn't consistently perform poorly on the base Xbox One.
 

EvilBoris

Prophet of Truth - HDTVtest
Verified
Oct 29, 2017
16,705
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.

And by memory bound you mean that the PS5's SSD removes the concern for memory restrictions?
 

Muitnorts

The Fallen
Oct 25, 2017
2,151
His answer is not as encouraging as I expected given the title… the XSX seems plenty fast enough anyway so there'll be huge improvements for both consoles.
We aren't going back to elevator rides.
 

NeoKnight

Member
Oct 28, 2017
652
Well, any multiplatform game that also comes to PC will have this issue not because PS5 SSD is faster than XSX SSD, but cause PCs still are built with hard drives (not SSD) so those will always be the bottleneck. The XSX also having an SSD if anything will make even more developers think from the start how to best use SSD loading speeds to improve their games.

As for the PS5 vs XSX SSD speed difference, it probably will not be that much noticeable overall IMO. I feel like it may just end up being a minor (and I do mean minor) difference at best. Like if a game takes 1-2 seconds to load something such as a fast travel or faster draw distance textures on PS5, it may take 3-4 seconds on XSX, which after that extra 1-2 second wait, will be the same experience. After seeing the loading of Outer Worlds on Switch taking 50+ seconds to load the map, I will survive any 1-2 second difference to load a texture/draw distance or something and look forward to both next gen systems.
 

BlueManifest

One Winged Slayer
Member
Oct 25, 2017
15,386
Devs will actually go that far to add elevators to certain versions of the games but not others? I would think they would just put elevators in both versions and one will just have a shorter ride than the other
 

Hey Please

Avenger
Oct 31, 2017
22,824
Not America
Even with SATA ssd 500Mb/s you could have seamless experience...

I am sure a game could be made seamlessly around 62.5 MB/s if it was designed in such a way.

Someone should tell these developers that they should have consulted with you before running their mouth off to Cerny and his equivalent at MS with their desired/required next gen specs in a console.
 

GhostTrick

Member
Oct 25, 2017
11,459
Talking out of my ass here (at least i have the honesty to say so on that case), but wouldn't PS5 need an elevator too if SX needs it ?
Let me explain it:
The premise here is that the PS5 version would require no loading (or more like, the loading would be near instant). The PS5 is loading 2.5 times faster than SX. Which means the SX would need 2.5 more times to load the scene. But that's the tricky part.
If it's "instantly" (well, more like near instantly), that'd means it'd be like under a second. If it was like 0.1 second, that'd mean 0.25 seconds on SX. How do you fit an elevator or something in such a short time.

In any case, the point of that dev is that when needed, tricks will be done to compensate the difference in time.

Now how will that translate is a complete different matter. But I highly doubt a 2.5 times difference makes you go from "instant" to "more than a second".
 
Nov 17, 2019
1,611
I'm interested to see just how noticeable the SSD advantage will be. Will it be a stark difference like 1080p vs 4k? Or will it be more difficult to differentiate while playing like 4k checkboard vs native 4k? Many people have mentioned that higher SSD speeds will allow higher quality assets to be loaded while the player moves at high speeds. How much of an impression will that leave on the player though? Usually the faster you're moving, the harder it is to notice fine detail. Will a high-res pigeon flying in the corner of your screen while you're swinging at 100+mph in Spiderman really make that much of a difference?
 

More Butter

Banned
Jun 12, 2018
1,890
This is all very exciting to me. GPU Power matters, CPU power matters, SSD speed matters. Now all we are waiting on are the results. If I had to guess both will have very impressive results that differ. The big dividing factor will be the SSD speeds and how that changes developer decisions. The Xbox will almost certainly have higher frame rates and resolution but the PS5 could be a paradigm shift. The question is whether the PS5 SSD outclasses the XBSX SSD in a way that I the development pipeline is hampered to result less ambitious games on XBSX.
 

RoKKeR

Member
Oct 25, 2017
15,472
" ... 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.
I'm not saying he isn't to be trusted, I'm just saying it's not an "official MS statement" lol.
 

dep9000

Banned
Mar 31, 2020
5,401
Of course.

It will be interesting for devs because the XSX has more power but the PS5 has a faster SSD. They cannot just solely develop for the "weaker" device and port to the other since both have distinct advantages.
 

Defuser

Member
Oct 25, 2017
3,346
No way third party devs will do elevators/opening doors for XSX especially when they have Microsoft breathing down their necks regarding parity clause. Stillwell might say that but his executives says otherwise.
 

Lukas Taves

Banned
Oct 28, 2017
5,713
Brazil
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.
Right, MS do have a solution for this other problem on SFS. We'll need to see how well it works in practice though.
 

EagleClaw

Member
Dec 31, 2018
10,865
I'm not saying he isn't to be trusted, I'm just saying it's not an "official MS statement" lol.

No, it is not an official statement.
And surely he doesn't understand game design, because bringing up an elevator ride specially designed just for one platform is a kinda dumb idea.
But i think he isn't paid by Mark Cerny and knows about the gains that the specialised IO of the PS5 brings.
 

ryu_highabusa

Banned
Jul 18, 2018
274
You'd think the Xbox was shipping with a floppy drive or something the way people keep hyping up the PS5 's drive.
 

DarthWalden

Prophet of Truth
The Fallen
Oct 27, 2017
6,030
I really don't think the difference between PS5 and XB1X game is going to be elevators.
 

Calabi

Member
Oct 26, 2017
3,499
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.

I mean that's what I think, developers are not going to change whole levels just for the PS5 that sounds like a crazy amount of work to me just for one console, and it might annoy gamers with the differences. Both games will have the lifts or the corridors and crawlspaces(they will be a shorter than last gen though), and PS5 will be idle and twiddling its thumbs in these moments.

The difference could perhaps be open world games though. Faster fast travel, and no stuttering or hiccups, less pop in when running around, less effort and work to get the PS5 running and optimised(although I think that could mean the PS5 runs worse in some ways as its ease of developing works against it as it means the developers can just half arse it and leave as is while they work more on optimising the more challenging Xbox or PC versions). Or maybe the developers will not like the differences in fast travel being instant on 1 console vs 10 seconds on the other so they artificially slow the PS5 for parity purposes? I can imagine Rockstar doing something like that, or many developers not allowing so much disparity between versions, so they keep the same pop in and problems of the base for the PS5 version.

Its disappointing but I don't see 3rd party taking advantage of PS5's IO and SSD at all.