The other aspect that doesn't get mentioned much in these conversations is that 16GB is actually a hell of a lot of VRAM (even if only 13.5GB is available to the GPU). We've fixated a little on it being "only double the last gen" compared with how much other metrics have increased. But when you consider that the actual game install size (uncompressed) probably isn't more than double last gen then it's still a lot of memory. I expect 13.5GB is 10% or more of most next games total size so that means at any given time you can have 10% or more of your entire game resident in VRAM. Aside from R&C type scenarios where the game suddenly bounces around a large number of it's environments in a very short period of time, are you really going to need instant access to more than 10% of your game assets in any give environment?
For that reason I'm a bit dubious about the fast IO specifically allowing for more detailed environments because you're limited by content size. I expect the reduction of loading times (including in game loading like portals and fast travel, ala R&C) to be a much bigger use for them.
So along the same lines that London-boy mentioned above about artistic talent and budget being the limiting factor this generation, I think content (install) size will also be the other major limiting factor. So new compression solutions + engines which make the the process of content production easier are likely to become more and more important in the future. And lo and behold, UE5 and the next gen consoles seem to go to great efforts on both those fronts.
For that reason I'm a bit dubious about the fast IO specifically allowing for more detailed environments because you're limited by content size. I expect the reduction of loading times (including in game loading like portals and fast travel, ala R&C) to be a much bigger use for them.
So along the same lines that London-boy mentioned above about artistic talent and budget being the limiting factor this generation, I think content (install) size will also be the other major limiting factor. So new compression solutions + engines which make the the process of content production easier are likely to become more and more important in the future. And lo and behold, UE5 and the next gen consoles seem to go to great efforts on both those fronts.