A Deeper Look at the PlayStation 5
wired.com
wired.com
But the PS4/Xbone generation seems to have truly hit a high mark in fidelity, in which there is obviously room for more realistic and complex 3D visuals (especially with VR), but in which the returns seem much more diminishing than in past generations. I would be very happy with a PS5 (though not happy enough to buy it just for this) that rendered Witcher 3 with 60FPS and slightly higher quality, and near-instantaneous load times. I'm sure I'll be wowed once again by how developers take advantage of increased graphical capabilities. But the high mark that's already been reached is satisfying enough. It helps that there's been a renaissance of great indie gaming that hand-drawn (Cuphead) and retro (Shovel Knight, Undertale, Minecraft-likes) games in which graphical rendering does not require continued leaps in next-gen graphics hardware.
[0] https://www.eurogamer.net/articles/digitalfoundry-2018-what-...
For everybody else other than Nintendo and Apple, the answer to that seems to be "Better graphics!"
The DS, the 3DS, the Wii, the WiiU, the Switch, the iPad and even the Apple TV Remote have given me more ways to enjoy games than just better graphics.
Now, even small studios (not meaning Naughty dog here) can make really high quality games, since they can buy/license the engine, textures and models, and focus on the game mechanics.
What the next generation brings is more firepower, which likely translates to more dynamic NPC and enemy behaviors. We'll also see the removal of artificial barriers meant to hide eg load times (as mentioned in the article), or workarounds.
Not in the game or console business, just my observations and speculations.
edit: speed level designs: https://www.youtube.com/watch?v=TUM2Qc9TP9s https://www.youtube.com/watch?v=-HFnR43ms1k
quixel, megascans: https://www.youtube.com/watch?v=9fC20NWhx4s
etc etc
I didn't think of having haptic feedback in the ps5 controllers. It's going to be interesting on how it will turn out.
> To minimize [rotating harddrive seek time], developers will often duplicate certain game assets in order to form contiguous data blocks, which the drive can read faster.
> "If you look at a game like Marvel's Spider-Man," Cerny says, "there are some pieces of data duplicated 400 times on the hard drive."
400 times! That's a lot. I wonder to what extent or ratio the game is simply redundancy. Likely only smaller assets are duplicated.
edit: also,
> However, game installation (which is mandatory, given the speed difference between the SSD and the optical drive)
I guess this means only a cursory disc check will be performed at game start, from then the rest will be from ssd. That'd be great.
That's already the case on the PS4 and Xbox One. The disc is only used to install the game to the hard drive and for copy protection I guess.
Ie, not just a "is the correct disc inserted?"-check. Perhaps some kind of late release of file handle or something, or optimization from the ps4 itself.
> “There is ray-tracing acceleration in the GPU hardware,” he says
It'd be great if AMD would release a PC version of that GPU soon. The market desperately needs the competition.