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A Feel for the Game: A Washington Post Megafeature on the tech behind PS5

LordOfChaos

Member
imrs.php

(nice watch)




‘I wanted it to be amazing’
It wouldn’t be entirely right to say that the PS5′s technological advancements have been made solely with existing developer behavior in mind. Here’s where the creator’s intent comes in. The PS5 is not merely sanding off rough edges, nor is it agnostic to how game development works, and the orthodoxies and hierarchies that have, over time, hardened into plain fact. It is, in some ways, a corrective, meant to nudge how studios work.

“There’s a pecking order within the game teams. The graphics folks get the lion’s share of the hardware resources and the audio team has to struggle to get much anything at all,” says Cerny. Once, while briefing a developer on the PS5′s high performance audio processor, he says he was told, “Great, we’ll use that unit for AI.” During one of his studio tours, Cerny recalled meeting 120 workers — none of whom worked in audio.

...

The PS5 feels different. Immersion is the watchword, and every advertised feature of the PS5 is meant to bring players a step closer to that ideal. Forget the zany, out-there stuff (for now at least). Just give the players what they want, but better and more of it.

Take “Marvel’s Spider-Man.” The first game was Sony’s best-selling PS4 exclusive. Why not double down? “The web-swing is key to Spider-Man,” says Horton. “And because the triggers [of the PS5 controller] have that resistance, you actually feel when the web shoots out, you feel it connect to the wall and you feel resistance on the trigger as you go through the arc of the swing. So all of these haptic feedbacks and the resistance on the triggers has added another level immersion.”

...

Picture a late-generation PS4 game. It probably looks pretty good! How much juice is there left to squeeze, really? Knowing this, Sony has opted to bring players deeper into the world with the PS5. “You can feel arrows rush past your head in this game. It’s quite disturbing,” says Moore about “Demon’s Souls.” “I play the game and I instantly move my head sometimes.”

That doesn’t just mean moments of action. “I think the [moment] that really stands out to me is a very simple one, the drops of rain falling on your head,” said Krueger, regarding “Returnal’s” implementation of 3-D audio. “It sounds weird and maybe too simplistic, but just standing still in the beginning sequence you can focus in on the very nuanced sounds of flames dancing by the wreckage of your ship while a slight drizzle falls from the tree canopy above.”







There's a fair bit in here so give it a read
 
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LordOfChaos

Member
We already knew this, but the quoted bit is also more explicit confirmation that Tempest can be used for AI or any generic compute if a developer doesn't want to use it for audio
 

MrS

Banned
Best part of the article was hearing from Harry Krueger. Really can't wait for Returnal. It's right next to Elden Ring on my most wanted list for sure.
 
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