With the PS3 though, didn't they say something about dual 1080p output at 120fps, or something like that? 720p 30fps was the truth. Can't find anything related to it, just a forum post.
Sounds unreal.Most of the Time likely is not related to loading from media, but CPU or other setup tasks related.
I wanted that tech demo so badly but it wasnt available in my demo diskIt doesn't really matter for me, i liked those days with much of hype, tech demos and all that. The PS2 in special, the hype was so cool back then, the tv commercials, tech demo discs (who remembers 'FInd my own way''??)
Still have that demo disc, booting it once in a while
I wanted that tech demo so badly but it wasnt available in my demo disk
7:30 into the video.
It has faces similar to the PS2 tech demo.
You could add any music CD you wanted and the visuals would respond accordingly
PS2 has an optical drive that reads 5.25MB/s and has 32MB of system memory. Most every game shipped on a single layer DVD, so storage space shouldn't be an issue, and therefore assets would likely be store in hardware friendly formats, and in sequential chunks to reduce seek time. In sustained reads, it should be able to fill system memory in just over 5 seconds. Some games also allow you to install to the HDD. Even those don't load in 5 seconds. Even if you scatter the assets all over the disc, you would assume that a 12x increase in time (1 minute) would be a maximum. Stuntman for PS2 take nearly 2 minutes to load.The longest load time you could get should be time to populate all the RAM. If 24 GBs (high ball) and 5 GB/s transfer speed (medium prediction) that'll be 5 seconds. Seek times add considerably to that when trying to load off HDDs, but these are tiny with SSD and a bespoke filesystem (we hope!). So the only other thing that could slow you down would be decompressing assets which shouldn't be used (aggressive packing is used for the download, which is unpacked to hardware friendly formats).
There's nothing for the devs to 'get more' out of the hardware that could slow this down. Things that slow down loading from HDD just won't impact an SSD system. What could they be wanting to do to take 1 minute getting a game off a 5 GB/s drive? Hell, that'd be 300 GB of data which is larger than the entire game!
PS2 has an optical drive that reads 5.25MB/s and has 32MB of system memory. Most every game shipped on a single layer DVD, so storage space shouldn't be an issue, and therefore assets would likely be store in hardware friendly formats, and in sequential chunks to reduce seek time. In sustained reads, it should be able to fill system memory in just over 5 seconds. Some games also allow you to install to the HDD. Even those don't load in 5 seconds. Even if you scatter the assets all over the disc, you would assume that a 12x increase in time (1 minute) would be a maximum. Stuntman for PS2 take nearly 2 minutes to load.
The math you are proposing make sense in theory but I can't think of a single time it's been a reality in the history of video games.
Has Sony ever made claims about their console hardware pre-launch that haven't quite ended up being true?
The longest load time you could get should be time to populate all the RAM.
Sony have not claimed anything yet, everything is predicated on what Mark Cerny said in his Wired interview and accounts of the tech demo. Like you, I am skeptical of the complete obviation of loading times but..
Not forgetting that what is populating RAM is not data loaded from from a disc/drive but generated by the game engine. Where everything is, dynamic object creation - everything in motion that can be interacted with, AI behaviours and pathing etc. It's the load times you experience on any PC RPG/RTS where you save and load; the game is usually not not re-loading all the game assets, it's loading a the save state from a typically small (a few megabytes) save file and regenerating the dynamic world around that.
We've only heard of people seeing Spider-Man but my guess would be this large open world game have a fair amount of this world generation and movement was fast. We'll probably still see a pause for initial game loading, even with faster SSD-to-RAM transfers and smarter file systems.
Has Sony ever made claims about their console hardware pre-launch that haven't quite ended up being true?
This is a different argument.The math you are proposing make sense in theory but I can't think of a single time it's been a reality in the history of video games.
I mean, there were cart based games (SNES, N64) that had loading screens.
Shadow man on N64 had loading times. I think because everything had to be decompressed as it was a big games with plenty of cutscenes with dialogues which were great, like the whole game. It had also great musics. I highly recommend that game, but beware, it can be a really spooky game (and not in a funny way).Which SNES and N64 games did that?!? I wanna punch them in the face!
"Did you see the movie The Matrix? Same interface. Same concept. Starting from next year, you can jack into The Matrix!" -- Ken Kutaragi, regarding the PS2.Has Sony ever made claims about their console hardware pre-launch that haven't quite ended up being true?
Out of This World/Another World on the SNES had long load screens. I think SNES Earthworm Jim had load times about the same as or longer than the Sega CD version. On the Genesis cartridge version, these could be shortened by mashing start. Quake 2 on N64 had load screens, and Perfect Dark had very long black screens between maps.Which SNES and N64 games did that?!? I wanna punch them in the face!
Shadow man on N64 had loading times. I think because everything had to be decompressed as it was a big games with plenty of cutscenes with dialogues which were great, like the whole game. It had also great musics. I highly recommend that game, but beware, it can be a really spooky game (and not in a funny way).
Doubt companies are going to drop their splash screens even if the game could load before it finished.
Still think instant will be defined as sub x figure, measured in seconds not milliseconds.