• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Next-Gen PS5 & XSX |OT| Console tEch threaD

Status
Not open for further replies.

ErRor88

Member
the dude said the game is to show off the controller....not the ssd. or did you just close your ears to that part

I didn't he's using what is to believe a near-production PS5. The game is running on the hardware. I'm I to believe it's not using the 5.5gb/s SSD?

I'm not sure that's logical. Most likely it was because they knew people would compare and wanted to get ahead of that.
 

yewles1

Member
This is a perfectly valid strategy that I can fully get behind.

The problem is that this is in blatant contradiction with what he himself stated barely a week ago:




Both of these (1. every platform is always supported, or 2. each developer can decide for their own game) would be understandable strategies with pros and cons, but FFS they have to pick one and just stick with it. I'm not an Xbox gamer so I personally don't care all that much, but if I were I would be seriously asking what the hell is the plan here and what should I even expect in the near future.

Not to speak of the fact that in that same occasion Phil said more "technical" stuff that goes beyond just "this is the strategy we chose", and becomes even more ridiculous in the light of this last interview:



So... was all of this just bullshit? Because, if supporting a wider range of hardware has no real impact on the games and the advantages of platform specificity are "a meme", then why in the bloody merry round world would a first-party Microsoft developer ever decide that developing for next-gen only is what's best for their game (and Microsoft let them do that)?

This continuous flip-flopping where things are not really important until they are and what the competition is doing is wrong until they themselves do it is retarded, and it doesn't help anyone except for fanboys who need their daily dose of ammunition to throw at some other 12 yo in a comment section somewhere. It's damaging their overall message big time in the long run, and I don't even know anymore if they're just talking shit every other day for the sake of optics or if to some extent they don't really know yet where they want to go and are just throwing out everything and the kitchen sink trying to gauge what will stick on the wall.
XBOX ONE all over again...
 

Tripolygon

Banned
Looks like this game on PS5 takes 7 secs to load/transition. As a multi-console user, it seems like reality is catching up. Timestamped below.

[MDIA=youtube]DXl1vRD_lUk:1191MDIA
1. Not every effects transition is a loading screen
2. Not every slow walk section is a loading screen
3. Not every cutscene is a loading screen
4. Not every crawl through a crevice is a loading screen.

Just because you've been told, transitions can be used to hide loading does not make every effects and transition a loading screen. Just because you've been told a cutscene can be used to hide loading does not mean every cutscene is there to hide loading. Just like how that squeeze through section in that Unreal Engine 5 demo was not placed there to hide loading. This is not there to hide loading either. It could simply just be there because they wanted to create a cool transition between both levels.
 
Last edited:

Imtjnotu

Member
I didn't he's using what is to believe a near-production PS5. The game is running on the hardware. I'm I to believe it's not using the 5.5gb/s SSD?

I'm not sure that's logical. Most likely it was because they knew people would compare and wanted to get ahead of that.
the game doesnt seem to be using the 10TF either so do you think the ps5 isnt a 10TF machine now too?
 

3liteDragon

Member
Another indie developer i've never heard of before lol
Nah you heard of him before.


4a2YTk1.jpg
 

chilichote

Member
It could be Insomniac is better at prefetching the required data need to transition and the 2 secs it geometric rendering. :pie_thinking:
Possible, but since Astro Bot should show the advantages of the new controller, I simply believe that this tunnel also serves a perceived purpose^^
 

ErRor88

Member
1. Not every effects transition is a loading screen
2. Not every slow walk section is a loading screen
3. Not every cutscene is a loading screen
4. Not every crawl through a crevice is a loading screen.

Just because you've been told, transitions can be used to hide loading does not make every effects and transition a loading screen. Just because you've been told a cutscene can be used to hide loading does not mean every cutscene is there to hide loading. Just like how that squeeze through section in that Unreal Engine 5 demo was not placed there to hide loading. This is not there to hide loading either. It could simply just be there because they wanted to create a cool transition between both levels.

Ok, this is clearly a transition/loading screen. Which is OK! In reality, loading is reduced not eliminated. I'm good with 2 - 15 secs transition/loading screens.

Edit:

There is no good reason to put a transition/loading screen here except for loading. They could effectively put areas in the hub area that goes through the feature of the controller and then reinforce it through gameplay.
 
Last edited:
I never believed that anything is "instant". Everything has a cost. I'm just saying in reality 2- 15 seconds is acceptable. Nobody wants 30-90 secs of loading anymore.

I don't think instant will ever be possible but an elimination of loading screens could definitely happen. That's what I think Sony was going for with their I/O system.
 

xHunter

Member
Is the proof of deviancy? I follow misterxmedia too - for sport.

I mean he also follows the other discord/twitter gang too (like people that are sitll convinced that the ps5 doesnt have hardware RT). I would take everything he says regarding the next gen consoles with a huge grain of salt. Dont think he is as neutral as he always claimed to be
 

ErRor88

Member
I don't think instant will ever be possible but an elimination of loading screens could definitely happen. That's what I think Sony was going for with their I/O system.

This might happen with PS7/XSX 3 with nanosecond access and processing. Until then I'll rock with 2 - 15 seconds.
 

XO_o

Member
Today when DualSense was revealed, was it intentional to reveal the internal parts, especially the cold room of the Playstation 5?

 

Tripolygon

Banned
Can anyone address these tweets regarding SFS as posted by someone in another thread by @Bernkastel


Can the PS5 do similar and will it use similar methods? Will devs happily get somthings running on PS5 using its speed and not use this because they don't need to but will on xbox because they have to? Meaning if similar was used on PS5 it could have more performance but may go unused?

I know people have said partially resident textures has been around ages so is this really all that as claimed below?

What cost does sfs have, cpu ,latency etc...

This guy saying PS5 does it normal way not like sfs.... is he right...?
This is entirely false.


Virtual texturing or PRT is something that developers have been doing for a long time via software implementation up until PS4 and Xbox One which added hardware support for it. Same way developers don't render everything by culling whatever is not visible, developers also don't load every texture into RAM just because, it is a waste of memory.

Nm9iSp6.jpg
 
Last edited:

IntentionalPun

Ask me about my wife's perfect butthole
I theory it takes around 2 seconds to fill up the PS5s ram so any loading should be close to that or less.

Really depends on the game; loading isn't just for data.

Some could be nearly instant though if they don't have a lot of calculations and can start the game before the entire cache is filled. Others might take a few extra second if there's a lot to calculate.
 

LucidFlux

Member
1. Not every effects transition is a loading screen
2. Not every slow walk section is a loading screen
3. Not every cutscene is a loading screen
4. Not every crawl through a crevice is a loading screen.

Just because you've been told, transitions can be used to hide loading does not make every effects and transition a loading screen. Just because you've been told a cutscene can be used to hide loading does not mean every cutscene is there to hide loading. Just like how that squeeze through section in that Unreal Engine 5 demo was not placed there to hide loading. This is not there to hide loading either. It could simply just be there because they wanted to create a cool transition between both levels.

It's going to be hard not to look at those sequences the same way we have in the past. However, even if the entirety of RAM could be filled in less than the time it takes to render a frame, artists will still want to stylize gameplay transitions for whatever mechanic their game employs, be it some futuristic looking teleportation like this, a subway train or going to sleep at a fire. It would be more jarring to instantly cut to a different scene. Now I'm not saying PS5 isn't actually doing some loading here, it most definitely is, but without more context it's impossible to say what is going on in this particular demo. Considering what we've already seen demonstrated by R&C and with the specs telling us it should be able to fill RAM in ~2 seconds, there could be any number of reasons this particular sequence runs as long as it does. From a conscious design decision to show off a controller function or it simply being not fully optimized yet, but I highly doubt it's hitting the limits of the SSD when we've already seen faster loading with higher quality assets.
 

Entroyp

Member
Omg I still remember the rage I would have before thy patched Bloodborne. Those loading times were fucking coma inducing 😭😭😭

From is lucky tht game was so fucking good.

For me it was Doom Eternal. I’m so bad at it and kept dying over and over again until the load times got on my nerves.

Can’t wait to leave all that behind.
 

Tripolygon

Banned
Ok, this is clearly a transition/loading screen. Which is OK! In reality, loading is reduced not eliminated. I'm good with 2 - 15 secs transition/loading screens.

Edit:

There is no good reason to put a transition/loading screen here except for loading. They could effectively put areas in the hub area that goes through the feature of the controller and then reinforce it through gameplay.
Yes it is a transition but does not mean it needed to be 7 seconds long to hide loading. That transition could be 1 second or 10 seconds long. Could be a portal you just walk through "instantly". I'm good with 2 to 10 seconds of loading, that's way better than almost every game this gen.
It's going to be hard not to look at those sequences the same way we have in the past. However, even if the entirety of RAM could be filled in less than the time it takes to render a frame, artists will still want to stylize gameplay transitions for whatever mechanic their game employs, be it some futuristic looking teleportation like this, a subway train or going to sleep at a fire. It would be more jarring to instantly cut to a different scene. Now I'm not saying PS5 isn't actually doing some loading here, it most definitely is, but without more context it's impossible to say what is going on in this particular demo. Considering what we've already seen demonstrated by R&C and with the specs telling us it should be able to fill RAM in ~2 seconds, there could be any number of reasons this particular sequence runs as long as it does. From a conscious design decision to show off a controller function or it simply being not fully optimized yet, but I highly doubt it's hitting the limits of the SSD when we've already seen faster loading with higher quality assets.
Yup
 
Last edited:
For me it was Doom Eternal. I’m so bad at it and kept dying over and over again until the load times got on my nerves.

Can’t wait to leave all that behind.

I'm just happy that I'm not playing Doom Eternal on a slow HDD. The load times would be annoying as heck especially on Ultra Violence.
 
Last edited:

hemo memo

Gold Member
1. Not every effects transition is a loading screen
2. Not every slow walk section is a loading screen
3. Not every cutscene is a loading screen
4. Not every crawl through a crevice is a loading screen.

Just because you've been told, transitions can be used to hide loading does not make every effects and transition a loading screen. Just because you've been told a cutscene can be used to hide loading does not mean every cutscene is there to hide loading. Just like how that squeeze through section in that Unreal Engine 5 demo was not placed there to hide loading. This is not there to hide loading either. It could simply just be there because they wanted to create a cool transition between both levels.

95% of usage is to hide loading screens. That is exactly why Cerny said that the speed of SSD would change game design all together. Developers design levels around loading screens.
 

saintjules

Member
This is entirely false.


Virtual texturing or PRT is something that developers have been doing for a long time via software implementation up until PS4 and Xbox One which added hardware support for it. Same way developers don't render everything by culling whatever is not visible, developers also don't load every texture into RAM just because, it is a waste of memory.

Nm9iSp6.jpg


Isn't that o'dium?
 

geordiemp

Member
Yes, though his twitter says co-owner so he might have a business partner. maybe they have hired new people since.

again, he can correct me if im wrong. he's pretty active in the Phil Spencer threads.

Its his wife, he is in the other thread saying he is ill so only him left at studio....and his pidgeons.

Is the other co-owner a pigeon lol?

Come join, he is in teh other thread, he joined and got upset I called him a painter (I offered to animate for him lol)
 
Last edited:

SlimySnake

Flashless at the Golden Globes


how dense are yall seriously???

I have actually seen this ratchet was faked take brought up recently. I was pretty surprised because it was clearly a gameplay showcase. Apparently Sony pre-rendered it for the trailer and the gameplay demo that was shown after the trailer was far less impressive since its portal switched to a different place in the same level.

these people actually think Sony wouldnt have setpieces with multiple worlds like the one we saw in the reveal. I have no idea how these conspiracy theories start. it looked like the last thing sony would fake.
 

Imtjnotu

Member
I have actually seen this ratchet was faked take brought up recently. I was pretty surprised because it was clearly a gameplay showcase. Apparently Sony pre-rendered it for the trailer and the gameplay demo that was shown after the trailer was far less impressive since its portal switched to a different place in the same level.

these people actually think Sony wouldnt have setpieces with multiple worlds like the one we saw in the reveal. I have no idea how these conspiracy theories start. it looked like the last thing sony would fake.
We both know this shit comes from the discord and is spread on Twitter....
 

Handy Fake

Member
95% of usage is to hide loading screens. That is exactly why Cerny said that the speed of SSD would change game design all together. Developers design levels around loading screens.
He also said that developers would probably choose to still implement these transition states as flipping from one to the other without it would be very jarring and disorientating for the player.
 
Status
Not open for further replies.
Top Bottom