TheTechnician
Banned
So with PS5 and Demons Souls finaly here i think it is worth a look into the technical Achievements the Game has made.
The DF / Bluepoint Interview is particular enlightening:
The Game has advantages in several Aspects but there is only one true Next Gen Advancement
Its streaming System! It makes use of PS5s I/O Block and its tremendeous Throughput.
At 6:50 it is stated that the Games wireframes Models are so detailed that on last Gen they would send them back to the Artist to "optimize" aka downgrade in polygons .
They say that with PS5 that is not an issue anymore. Sounds pretty much like what we heard in that UE5 Demo with Assets being ported directly from Z LIB without any downgrade in complexity.
And the Game for shure looks like it - the polygoncount is unachieved so far in any other Game or any other platform PC included.
at around 15:00 into the Video they start talk about the SSD and the Streaming System. The Reason for this is of course PS5s I/O Block.
Bluepoint says that the stream 3-4GB/s continiously (so not only during loading levels) while you play the game.
The Lead Developer Marc says then at 17:00 that you cannot handle such a datastream of compressed Assets, Textures with a software solution. In Software would mean the CPU are responsible to decompress the data.
It is further stated that Software Solution would by far to slow. So you need the PS5s hardware I/O Capabilitys to pull it of.
So even that early in this Gen we see the fruits of Cernys ingenious Design. Who would have thought.
And the Game is scratching only the surface of PS5s I/O Throughput wich could go as high as 22GB/S.
The DF / Bluepoint Interview is particular enlightening:
The Game has advantages in several Aspects but there is only one true Next Gen Advancement
Its streaming System! It makes use of PS5s I/O Block and its tremendeous Throughput.
At 6:50 it is stated that the Games wireframes Models are so detailed that on last Gen they would send them back to the Artist to "optimize" aka downgrade in polygons .
They say that with PS5 that is not an issue anymore. Sounds pretty much like what we heard in that UE5 Demo with Assets being ported directly from Z LIB without any downgrade in complexity.
And the Game for shure looks like it - the polygoncount is unachieved so far in any other Game or any other platform PC included.
at around 15:00 into the Video they start talk about the SSD and the Streaming System. The Reason for this is of course PS5s I/O Block.
Bluepoint says that the stream 3-4GB/s continiously (so not only during loading levels) while you play the game.
The Lead Developer Marc says then at 17:00 that you cannot handle such a datastream of compressed Assets, Textures with a software solution. In Software would mean the CPU are responsible to decompress the data.
It is further stated that Software Solution would by far to slow. So you need the PS5s hardware I/O Capabilitys to pull it of.
So even that early in this Gen we see the fruits of Cernys ingenious Design. Who would have thought.
And the Game is scratching only the surface of PS5s I/O Throughput wich could go as high as 22GB/S.