Zen of Streaming: Building and Loading ‘Ghost of Tsushima’ [video]
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But the nearly non-existent load times really is GoT's killer feature, because it allows you to goof around and experiment, die, and get right back into the action without feeling frustrated.
What's even more amazing to me is that it's not just "instant revives", but actual "fast travel". I'm not a huge fan of open world games either, but GoT makes it easy by letting you fast travel across the continent in seconds. Conceptually, instant loading of localized action sequences seems doable. But instantly loading of entirely different environments on demand, from an old fashioned HDD, feels like black magic.
My only issue is sometimes after completing a mission, there's what appears to be an abnormally long cut scene of the character sitting or standing next to his horse. This is a very minor thing though. Everything else with this game is exceptionally well done.
God of War got it right in making the world encounters primarily ambushes and not allowing one-shot ranged combat. The bandits in GoT should've been primarily ambushes with only the Mongol patrols been spottable from a distance.
I think the real thing to be looking out for is how developers utilize the crazy overhead they have. The Touryst leverages newer consoles to perform 6k/8k supersampled antialiasing without dropping a frame. Minecraft with shaders is finally just... viable. Hell, I wouldn't be surprised of Sony introduced some emulation layer to play PC games (a-la Proton) if their competition with Microsoft really starts heating up. Really, the hardware is the least interesting part of this console generation. Building a robust software experience on them, however, is where things get interesting (at least to me).
If anything, I think these kinds of comparisons underscore that even in a world where consoles are using mostly PC-originated components and architectures, there are still massive wins to be had when a developer can put their effort into targeting a single hardware platform (or a small number of them, eg pro and non-pro) rather than chasing a million interop issues across the infinity of permutations of in-the-wild PC hardware.
We finally have high performance SSD's which revolutionizes streaming. we have advanced shaders that should allow extreme levels of geometric detail, custom audio engines and more.
Last gen felt like a compromise with machines using outdated hardware, this gen is state of the art with tons of potential
Remember that games take years to develop and it takes time to build engines that utilize new hardware.
RDNA 2 ofc is also a very good architecture with great features