Do you even teraflop bro? /S
Not really but there engines will be tailored for a single platform instead of multipleIs there something first party devs know that third-party devs do not? I thought they pretty much had access to the same devkits and stuff like that? Serious question.
Is there something first party devs know that third-party devs do not? I thought they pretty much had access to the same devkits and stuff like that? Serious question.
Game development is not like driving in circle.
I guess this is when we find out what happens when you have that level of speed. The end of the UE5 demo shows why you might need that, streaming tons of detailed assets as you fly through the landscape. I'm excited to see what developers will do with this shift. What you're saying sounds like what we hear usually when big shifts happen, people unable to imagine what it might mean and perhaps dismissing it as being unnecessary and being excessive, but then I bet there will be games in the next few years that will rely on that speed and it will be patently obvious why when we see it. Cannot wait for that day. Maybe Horizon 2 will be the game.The one thing I've not yet been able to wrap my head around with this, is how a single second of gameplay, or even the area immediately surrounding the player is supposed to require 5 GB/s of throughput. Maybe with extreme duplication of assets I could see that being the case. For the type of complexity we saw in the UE5 demo for an entire title it would seem like the storage constraints would be massive.
People seriously jumping right to platform warring?
The PS5 I/O complex is incredible, and I'm not sure why people are getting sour about it. We're talking about the future of the medium you love, so pushing boundaries anywhere is a win.
People seriously jumping right to platform warring?
The PS5 I/O complex is incredible, and I'm not sure why people are getting sour about it. We're talking about the future of the medium you love, so pushing boundaries anywhere is a win.
People seriously jumping right to platform warring?
The PS5 I/O complex is incredible, and I'm not sure why people are getting sour about it. We're talking about the future of the medium you love, so pushing boundaries anywhere is a win.
Epic are in the business of creating engines that push tech as far as it can go, on as many platforms as possible, maximising said hardware wherever they can.
It's not at all surprising they might have re-written parts of their engine to better make use of the PS5, especially when they spent several months designing aspects of the engine and demo on the console.
Ultimately Epic will want Unreal 5 to be future proof, and part of that will be taking advantage of SSD's and IO not just as fast as what's in the PS5, but potentially faster too, as PC hardware also rapidly develops over the next few years, and newer SSD drives push things further still.
And definitely this. I guess if UE5 was demoed on PC with an SSD as fast as the PS5, it wouldn't be an issue.....People seriously jumping right to platform warring?
The PS5 I/O complex is incredible, and I'm not sure why people are getting sour about it. We're talking about the future of the medium you love, so pushing boundaries anywhere is a win.
"The ability to stream in content at extreme speeds enables developers to create denser and more detailed environments, changing how we think about streaming content. It's so impactful that we've rewritten our core I/O subsystems for Unreal Engine with the PlayStation 5 in mind," he added.
While it's true that both Xbox Series X and PS5 have NVMe SSDs, Sony took things further by boosting the transfer speeds well beyond what's possible on even the most expensive consumer-grade products available today, and certainly faster then Xbox Series X.
The one thing I've not yet been able to wrap my head around with this, is how a single second of gameplay, or even the area immediately surrounding the player is supposed to require 5 GB/s of throughput. Maybe with extreme duplication of assets I could see that being the case. For the type of complexity we saw in the UE5 demo for an entire title it would seem like the storage constraints would be massive.
While the argument can be made that being able to replace the storage in both console will work around that issue, the other roadblock is internet speed and how prevalent digital downloads have become. I certainly am not excited about the prospect of AAA games being several hundred GBs, unless we get some real progress on the regulatory front w.r.t. data caps and internet speed/price.
There will be some gain off the top from not having to duplicate assets for the install (due to HDD) and perhaps they could implement some sort of optimization approach similar to sampler feedback that would remove unnecessary portions of assets from the package prior to installation (but I'm not sure how much that would even be a thing). Still seems like storage + data caps might present a big problem for the direction things should be headed.
Yeah, I mean, people are already complaining about install sizes for games. I really don't even understand the "need" to load so much data so quickly and frequently in most cases. The fact that you CAN load more than 5 GB of data within a second doesn't mean that you'll ever realistically need to, and I shudder to think of how large games will need to be in order to facilitate that level of data streaming very often.Cerny talking about it taking .27 seconds to "turn your head" and being able to load 1.5GB+ in that time frame... I mean that sounds amazing... but if you are loading 1.5GB+ when the player turns their head... that's exactly what I'm talking about. It's not realistic to do that often until we all have 10 gigabit internet and multi-terabyte SSD.
they dont need to have multples of assets. everything in the games are copies of assets, so all the code does is fill in what ever asset, or texture in a space to create shit like rocks, or a building etc. games this gen actually may be way smaller than people think.I still don't understand how these games are going to get away with the level of detail a 100x's faster SSD can provide without creating massive games that reach into the terabytes.
I could see a game maybe occasionally absolutely requiring those speeds without too much trouble for DETAIL, but just doing the math.. you can't lean on 5.5GB/second too often without your game massively ballooning in size.
The PS5 SSD is insane and I can't imagine we'll NEED anything faster for a long... long time.. as those speeds will easily support games that need to be terabytes in size, but for now I feel like it's pretty heavily bottlenecked as far as detail is concerned for most game types.
I think what it does though is just create insane flexibility on being able to load smaller amounts of data insanely fast..opening up some really interesting ideas.. obviously things like fast-travel can be practically instantaneous, but also games can in a split second decide to go in 1 of many directions, loading completely different data on the fly depending on situations. I imagine some devs will creatively use that approach to do some cool things we've never seen before in gaming. Also increases the variety of assets you can put into a single scene.. less reliance on "this is the snow world, load the snow textures" and they can mix and match assets in areas to create the appearance of uniqueness where it's actually re-use.
And for things like fighting games and maybe racing games I think we'll see some mindblowing graphics (with 100GB games probably).. but for a modern game with a larger world I don't see how you could sustain anywhere near the UE5 demo detail.
Either way just load times in general being practically gone especially due to low CPU usage (meaning only a fraction of a scenes data even needs to get loaded up front, compounding the insanely fast load times) is 100% a game changer for me and guarantees PS5 will be my multiplatform goto machine next gen.
And after spending the last year being forced to develop software on an ancient Dell machine just even having those speeds in your dev kits regardless of how it changes your game design has got to be a dream that makes the XSX feel like molasses lol
and its not a stretch this will be the case PCs and even revisions of other consoles need to also accommodate upping the speed.Epic are in the business of creating engines that push tech as far as it can go, on as many platforms as possible, maximising said hardware wherever they can.
It's not at all surprising they might have re-written parts of their engine to better make use of the PS5, especially when they spent several months designing aspects of the engine and demo on the console.
Ultimately Epic will want Unreal 5 to be future proof, and part of that will be taking advantage of SSD's and IO not just as fast as what's in the PS5, but potentially faster too, as PC hardware also rapidly develops over the next few years, and newer SSD drives push things further still.
Neat! Will be interesting to see what impact it has. Digital Foundry videos should be super interesting next gen.
Yup. The 485 statues in the same room when we only saw 5, 10 to me screamed overkill.I'm envisaging a situation where the net asset set on screen is some function - procedural or artist crafted - of data that now can be pulled from across the game's entire installed 'database', rather than the relatively small parts of that set that were accessible in a given window of time as before. So more about how often the data changes than how actually unique it is across the entire game.
I think out of that you will have clever re-use of data that allows scenes to be very rich, without requiring a linear growth to the database size. I think that'll be an active area of developer exploration.
Though I doubt the UE5 demo was necessarily particularly efficient about the net size of the demo, I would say - as 'rich' as it was, there was a fair degree of asset recycling there already. But to have the freedom to pull assets from 'wherever' in the database, to be able to do that freely without care for what's warm in RAM or prefetch patterns, and to maintain high asset quality, you'll need the decent bandwidth new storage provides.
Wow, engine creators and devs really love the PS5 by the sounds of it
It's the Year of Our Lord 2020 Anno Domini and people over here buying into Power of the Cell hype lmao
uhum. Sony did BRILLIANT job with making an elephant from an ant.
Specialists, game designers, people from the industry praise the SSD and the IO architecture on the PS5. But, for some reason, other people think it is just marketing.
If it exists, utterly nothing is known. Could be exactly the same as Series X in terms of I/O and SSD speed, just less CUt for the GPU side. Nobody knows.With all this talk of I/O do we have any speculation on how the proposed Lockhart will compare to the other 2 high end consoles? Will it be similar to the XSX, or have lower I/O specs?
Isn't this similar to everything we've heard regarding the PS5? Like I've yet to see a dev say something that contradicts any of this.
Some Bloodborne speedruns are done on patch 1.0 in order to use glitches they later patched out, which had 35 second load times"LOADINGS IN THE BLINK OF AN EYE"
"NEXT-GEN SPEEDRUNS ONLY POSSIBLE ON PS5"
uhum. Sony did BRILLIANT job with making an elephant from an ant.
If UE5 is being built around it, then there won't be a restriction on what developers do with it. I guess its just down to dev skill at that point to use it the best.So we've gone from 'Only first party games, though,' to 'Epic lying,' and now 'Sony bigging up numbers'. Good stuff! I wonder what will be said if multiplat devs do find a way to take noticeable advantage of it? Accusations of money hats?
No one's asking what the budget of these games will be. It's easier to develop for yes but will it be cost effective?