So some people were talking about that comparison that Sony made of Spider-Man streaming in data on PS4 Pro vs their prototype running on PS5 with the SSD, and it got me curious. Here's the vid on the off chance anyone hasn't seen it yet.
So I downloaded a trainer for Spider-Man on PC, which has a speed toggle and multiplier to try it out. I put the speed to 3.5x and went back in. The game was on Max settings except SSAO instead of HBAO+, and RT settings were both high, and object count was 10. I'm running a full Gen4 SSD WD SN850 7GB/s.
And wow Spider-man is just FLYING wicked fast haha... buuuuut it exhibited the exact same behavior of the PS4 Pro in that video. I'd start moving really quickly and the game would completely halt, and you'd see it load in textures, update lighting, and reflections... then continue... then halt, and so on..
Then I disabled RT, because I remembered their prototype likely was all at the exact same settings as the PS4 Pro... and wow.. you can just fly through the city incredibly fast... absolutely no loading or streaming issues what so ever. Turning on a dime and going in any direction for blocks, moving incredible quick.. and it's seamless and smooth as hell. And I'm quite conscious of the fact that I need to swing low to the ground as well as it has to load in all that ground level detail.
Now, of course this is expected. The game isn't demanding that much from I/O any given second.. but it's interesting to see just how BRUTAL ray-tracing is to this aspect. It simply cannot update the BVH quick enough to move through the environment at that clip.. And at least with how things are implemented in this game, it causes the entire thing to halt, and resume constantly. So then that makes me question what would ultimately be possible on PS5? Obviously they will never make a Spider-man game where you're moving this quick through the world.. it's just absurd.. but you're definitely going to be running into processing limits at some point regardless.