It slows down by 100% every time.
The disk is a shared I/O resource, which means that if somebody else is reading disk right now, right this very moment: you won't get any data, you'll get the data after 1/2 second with 80mb/sec speed, but that's not what you need to sync with 1/60 second frame. Do you read me?
So in other words your previous statement about one moment getting 300MB/s and the next getting 2MB/s was complete rubbish?
The point is that regardless of how much it slows, and its not really 100% because from a human perspective, the speed will simply be averaged over the two (or more) tasks, the OS isn't constantly hitting my HDD for non game related activities during that game. When load a game on my PC, it can expect pretty much exclusive access to the HDD from a practical point of view, that obviously includes OS calls to the HDD in connection to the game.
As I've told numerous times: Oblivion is a good example how crippled you can get when writing game for PC, with PC specific decisions and then get a horrible performance on console.
So says you. Bottom line is at that level of detail with than big a world the game loads faster on the PC thanks mainly to more system RAM. May be you could have implemented it a different way on the consoles to work better, but those same optimisations would likely be of equal or greater use on the PC since it pretty much has more of everything in this regard.
Tell me, how do you make a game like Shadow of The Colossus?
The media reads at 2.5Mb/sec, you have 32Mb of system RAM and you need to do seamless free-roaming world?
Extreme lack of detail, very low res textures, very agressive LOD and great art direction to make it look good anyway.
Predictable patterns are better.
Sure, i'll just take your word for that shall I.
EDIT: Sorry if this is starting to sound like a PC vs console debate but the high level question thats being discussed here is how well will Crysis translate to a console given its smaller available memory.
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