No more than '1080p' console on machines that ended up with sub-HD games.
Don't know most console players can't tell the difference of resolution but long load vs instant load is way more apparent.
No more than '1080p' console on machines that ended up with sub-HD games.
Well if we look at the pieces and compare to this gen, and PC running the same game on faster CPUs, it should be possible to get a ball-park estimation. In short though, let's say the SSD removes that bottleneck and we just have CPU to worry about. Something like GTA is doing a lot of CPU work and taking minutes to load; we know that's not all storage reads because other games fill the RAM in much shorter time. So 300 seconds for GTA V, say. If PS5's CPU is 10x faster in that workload, that'll be 30 seconds on PS5, loading the same content and world complexity as GTA V.Together with a much better CPU especially vs a lower relative amount of RAM I would like to see figures that show that is or will be a considerable amount of overhead?
Well if we look at the pieces and compare to this gen, and PC running the same game on faster CPUs, it should be possible to get a ball-park estimation. In short though, let's say the SSD removes that bottleneck and we just have CPU to worry about. Something like GTA is doing a lot of CPU work and taking minutes to load; we know that's not all storage reads because other games fill the RAM in much shorter time. So 300 seconds for GTA V, say. If PS5's CPU is 10x faster in that workload, that'll be 30 seconds on PS5, loading the same content and world complexity as GTA V.
I can't see any realistic way to think all games, even those taking minutes to load on faster CPU PCs, will get down to 2 seconds on consoles.
This table from DF shows load times for games where the data was already cached in RAM
View attachment 3746
That must be CPU workload in an i5 6600K.
The only wild-card is how steaming-friendly load structures develop, if partial loads are implemented across all games so 1-2 load gets you up and running, and then in the background the rest of the game is loaded. But that's more about game design than storage speed.
I was wondering about that. I'm not sure you can parallelise game world creation that easily. You need to create lots of memory structures and you run the risk when creating them in parallel in either overwriting memory structures from another thread or fragmenting your memory. That's my crude "just thought about it" understanding and I might be way off!
You can have several save states/suspend instances per multiple users, per console?Other than speed one aspect of making life easier is minimising clicks to get to where you want to go. in the XSX suspend scenario I can pick up exactly where I left of in several games in a couple of clicks - it’s an ideal that I really hope is in PS5 because I am not the only user of my console.
Even with quick loading you’d still need to load the game, then the save and then it won’t be exactly where you left off (unless they revamp the save system in games).
You can have several save states/suspend instances per multiple users, per console?
Just trying to load grand theft auto V in pc. When loading story mode(very slow) it seems only 1 cpu is utilized. I have 4 core cpu and load is 20-25%. To me it looks like at least gtav leaves a lot to table to be optimized in console env. use all 8 cores and use kraken. Could make loading a lot faster. I have gtav in nvme ssd that can read about 2GB/s. The loading time of gtav didn't really improve in observable way when I moved gtav from sata ssd into nvme ssd. See attached picture for sadness caused by very poor optimization :/
View attachment 3748
Hmmm...nothing has stopped devs trying to create multi-threaded load structures up to now, with the potential to massively reduce them. Has no-one even bothered to look at it before?But fundamentally I think it's just not possible to retrofit into old games. Sony/MS forcing those instant load times will give developers trouble initially and will force rethinking how data/memory is managed. Hopefully developers have known about this for a good while so they have had time to think and re-engineer.
I can't see them doing that TBH. "Want your multiplatform game on our console? Well we demand you rewrite the entire thing to incorporate multithreaded loading."I don't think anything but sony/ms/platform owner setting and enforcing minimum bar making the situation better. Perhaps pc gamers benefits as a side effect.
I can't see them doing that TBH. "Want your multiplatform game on our console? Well we demand you rewrite the entire thing to incorporate multithreaded loading."
Cue a very empty library and the other machines getting lots and lots of games with at worst 30-60 second load times that users are quite happy to tolerate if it means they actually have something to play.
Console games haven't had properly enforced QA for two generations now. XB360 was going to have every game at 720p with 2x MSAA minimum, right? Every single one or it wouldn't pass TRCs... I think competition has meant they've all given up with quality TRCs as they can't afford to lose access to the games people want, even if those games are buggy, low res, low framerate, whatever they wish their console wasn't associated with.
Well if we look at the pieces and compare to this gen, and PC running the same game on faster CPUs, it should be possible to get a ball-park estimation. In short though, let's say the SSD removes that bottleneck and we just have CPU to worry about. Something like GTA is doing a lot of CPU work and taking minutes to load; we know that's not all storage reads because other games fill the RAM in much shorter time. So 300 seconds for GTA V, say. If PS5's CPU is 10x faster in that workload, that'll be 30 seconds on PS5, loading the same content and world complexity as GTA V.
I can't see any realistic way to think all games, even those taking minutes to load on faster CPU PCs, will get down to 2 seconds on consoles.
This table from DF shows load times for games where the data was already cached in RAM
View attachment 3746
That must be CPU workload on an i5 6600K.
The only wild-card is how steaming-friendly load structures develop, if partial loads are implemented across all games so 1-2 load gets you up and running, and then in the background the rest of the game is loaded. But that's more about game design than storage speed.
Load times are notoriously unoptimized. It’s a thing I’ve seen devs readily admit to. I expect there are a lot of optimizations left on the software side, and titles that load slowly will leave a bad taste for users, so devs will spend more time on it.