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gundamkyoukai

Member
Oct 25, 2017
21,087
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.

No .
It's just 3rd party devs don't change gameplay and world design base on system specs when they have to make games for so many systems .
You can find one of two eg but most of the time it don't happen .
 

tzare

Banned
Oct 27, 2017
4,145
Catalunya
Well, makes sense that a multiplatform engine is tailored to exploit certain features unique to certain platforms, especially if those platforms are relevant enough
If not would be a very low effort multiplatform engine.
I guess if people expect hardware with more ram or TF to perform better on certain areas, then hw with better audio or I/O capabilities also perform better where it's due.
Some people seem that they don't want that to happen.(the ssd part at least)
 

Mung

Member
Nov 2, 2017
3,431
Makes sense. Can't wait to see how the games turn out.

And a unsurprising number of bitter posts in this thread.
 

DavidDesu

Banned
Oct 29, 2017
5,718
Glasgow, Scotland
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.
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.
 

Deleted member 13645

User requested account closure
Banned
Oct 27, 2017
6,052
Neat! Will be interesting to see what impact it has. Digital Foundry videos should be super interesting next gen.
 

El-Pistolero

Banned
Jan 4, 2018
1,308
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.

I wonder if that I/O complex, combined with the advanced CPU (and GPU), would impact other data, other than geometry and textures, that is. Would it allow for more varied NPCs, animation systems...? That stuff is more exciting, imo.
 

Menx64

Member
Oct 30, 2017
5,774
Wonder how will they handle the potato pcs that most people use to play fornite... Updating to a PCI 4 SSD, requires more than a new memory.
 

nujabeans

Member
Dec 2, 2017
961
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.

I'm only for the medium being pushed if it's my platform of choice doing it. Otherwise, my console too!
 

orava

Alt Account
Banned
Jun 10, 2019
1,316
gJOzcNa.gif


I predict at least 25 pages.
 

jroc74

Member
Oct 27, 2017
28,992
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.

This too.
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.
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.....

Yes, the future of gaming. Perspective, folks.
 

Tiago Rodrigues

Attempted to circumvent ban with alt account
Banned
Nov 15, 2018
5,244
"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.

People screaming marketing...why? Is this in any way a lie or weird thing to say?

I don't think we've ever had developers designing games specifically "tailored" for a hardware like the PS5? I know some PC games have SSDs in mind but they aren't created exclusively with them in mind, specially at the level that the PS5 one is.

Am i missing something?
What they said totally makes sense.
 

gofreak

Member
Oct 26, 2017
7,734
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.

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.
 

kubev

Member
Oct 25, 2017
7,533
California
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.
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.

I love the idea of what SSDs CAN do for games, but I'm not banking on very single game making proper use of them, and I especially don't expect multiplatform games to rely too heavily on the fastest SSD possible or the most powerful GPU possible. You'll get slightly better loading times on PlayStation 5 in many (if not most) cases, I'm sure, but I still need to see an example of an actual game that's roughly the same size as the average AAA game right now that has a real need to stream data so quickly. I know level design will improve in the sense that we won't have to climb or squeeze through tight spaces as a means of compensating for slower drivers. (That was one of the funniest aspects of the demo to me, as if we really needed to see another climbing sequence.)

I'm already impressed with that Playground Games has pulled off in terms of asset streaming in the Forza Horizon games, and those are games in which you're sometimes moving at 200-300 mph. Sure, there are some decent-length loading times between races and whatnot, but still...what else could SSDs possibly enable during actual game play that isn't just designed around acting as a tech demo for the SSD?
 

platocplx

2020 Member Elect
Member
Oct 30, 2017
36,072
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
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.
 

platocplx

2020 Member Elect
Member
Oct 30, 2017
36,072
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 its not a stretch this will be the case PCs and even revisions of other consoles need to also accommodate upping the speed.
 

Night Hunter

Member
Dec 5, 2017
2,794
Neat! Will be interesting to see what impact it has. Digital Foundry videos should be super interesting next gen.

Digital Foundry comment sections though ...

Or threads here on ERA. It's gonna be insufferable and there's going to be so much gloating and so many meltdowns, whatever side "wins"
 

Raide

Banned
Oct 31, 2017
16,596
Good stuff. SSD will be the future for Unreal Engine, so it makes sense to build the backbone strong. Thankfully it means both next-gen systems will be a massive upgrade over what we have now.
 

Secretofmateria

User requested ban
Banned
Oct 27, 2017
8,424
people really need their box to "win" huh? Did it ever occur to folks that both consoles will have strengths and weaknesses? The series x is undeniably more powerful than the ps5 in terms of gpu and cpu, but the ssd advantage of the ps5 might allow for some features in first party releases that would be be worse on the series x. Both consoles have bottlenecks in different areas. I dont think any one box is going to straight up "win" this battle like the ps4 beat the xbox one or the xbox one x beat the ps4 pro. I think were going to be looking at something closer to the checks and balances between the xbox 360 and ps3.
 
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jroc74

Member
Oct 27, 2017
28,992
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.
Yup. The 485 statues in the same room when we only saw 5, 10 to me screamed overkill.

But if you step back and think about it, it way just showing what's possible, that's all.
 

Praedyth

Member
Feb 25, 2020
6,516
Brazil
Tell me lies, tell me sweet little lies...

Jokes aside, I'm curious to see the engine's scalability with I/O speed. It's also great to know that a lot of 3rd parties will have the benefits of I/O naturally (even if Cerny already said so) so people can be less concerned.
 

vivftp

Member
Oct 29, 2017
19,744
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?
 

manuvlad

Member
Mar 26, 2019
765
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.
 

EagleClaw

Member
Dec 31, 2018
10,671
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.

Sony opened the "warchest".
They are buying everyone and everything to their right and left to stay floating above sea level.

/s
 

Raide

Banned
Oct 31, 2017
16,596
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?
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.
 

Odeko

One Winged Slayer
The Fallen
Mar 22, 2018
15,180
West Blue
GoW 2018 Remastered, but Kratos just smashes through all the tiny gaps and jumps up the slow-climb cliffs in a third of a second.
 

petermarinus

Banned
May 31, 2020
254
This is marketing really. People in the know-know understand that it's actually a teraflop which can speed up loading. Graphics are made by the teraflops in a processor. They all work together to load a little bit of the graphics, like little GPU-ants really, all carrying a part of the graphic from the hard drive to the HDMI and then to the display.

So don't believe actual developers, but rather trust the people in the know-know.

/s

It makes sense that UE5 is optimized for PS5; they want all the big companies to use it to the fullest. For Xbox they will also have optimizations, just as for Nintendo and PC.
 
Oct 27, 2017
2,532
So we've gone from 'Only first party games, though,' to 'Epic lying,' and now 'Sony bigging up numbers'. Fully expecting accusations of money hats if multiplat devs find a way of making noticeable use of it.
 

B.O.O.M.

Member
Oct 25, 2017
8,755
I still don't understand what is 'marketing' about this? What's up with the all the shitposting. I'm not a tech savvy person by any means but what's in the OP seems, reasonable?
 

Raide

Banned
Oct 31, 2017
16,596
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?
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.
 

Deleted member 8688

User requested account closure
Banned
Oct 26, 2017
731
Baffled by all the "it's marketing" responses. What do people think is being marketed exactly? Does Epic sell Unreal Engine to game developers through interviews with VG247? Lol
 

monketron

Member
Oct 27, 2017
2,835
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?

My understanding is that development costs will be significantly reduced in some areas, such as not needing to spend hundreds of man-hours fiddling with art assets and Level of Detail issues. Whether that turns out to make up for the added costs in other areas is anyone's guess.