The ram I bought in jan 2020 was £199 now the exact same ram is £139wait until there is need when the RAM price should be less be GB.
The ram I bought in jan 2020 was £199 now the exact same ram is £139wait until there is need when the RAM price should be less be GB.
Oooff. This is a long one. I’ll need to convert this into text and scan. Thanks for sharing.they apparently use LZ gpu transcode for unreal 5 and not the internal hardware decompressor... at least from what I understand
at 1:02
It's 42.2GB on my XSX internal SSD.What about install sizes? ps5 is only 15gb instead 34gb on ps4.
I noticed this. Crazy small. When it first finished downloading, I assumed it was doing the thing where it installs enough of the game to start playing, whilst contuining to download in the background. It never changed.What about install sizes? ps5 is only 15gb instead 34gb on ps4.
Yes, perhaps Kraken paying dividends.That's the new fangled compression malarky, ain't it. And the lack of duplication in the package?
Out of everything, this is what impresses me the most about PS5.I noticed this. Crazy small. When it first finished downloading, I assumed it was doing the thing where it installs enough of the game to start playing, whilst contuining to download in the background. It never changed.
Yeah. It's all very well explained; less duplicated assets and better imagine compression with texture packs often taking up the greatest volume of some game installs. But it's still really nice.Out of everything, this is what impresses me the most about PS5.
Well, the size of skyrim on PC also was in that range a while ago. Nowadays everything is just added and nothing is replaced. E.g. even low end models or texture the upper spec PCs would never use are still in those packets. While the PS5 "native app" (it is still the old engine beneath) has just assets it really uses. And the xbox version has again the "disadvantage" of having the xbox one packets + additional packets for the higher res stuff on xbox one x and the series x has not even a "native" app. I really hope developers get their "build-management" up for the next generation soon. It would really be nice if games that need to be on the internal SSD (because of the newer "awareness-mode") would also benefit from the use of it. Else those games should really just be startable from the external drive. E.g. I never understood why Forza Horizon 4 now needs the internal storage and can't be on my external (SATA-)USB-SSD. It really can't be the games assets that might stream to slow. It is just the awareness that of the "native app".I noticed this. Crazy small. When it first finished downloading, I assumed it was doing the thing where it installs enough of the game to start playing, whilst contuining to download in the background. It never changed.
Well, the size of skyrim on PC also was in that range a while ago. Nowadays everything is just added and nothing is replaced. E.g. even low end models or texture the upper spec PCs would never use are still in those packets. While the PS5 "native app" (it is still the old engine beneath) has just assets it really uses. And the xbox version has again the "disadvantage" of having the xbox one packets + additional packets for the higher res stuff on xbox one x and the series x has not even a "native" app. I really hope developers get their "build-management" up for the next generation soon. It would really be nice if games that need to be on the internal SSD (because of the newer "awareness-mode") would also benefit from the use of it. Else those games should really just be startable from the external drive. E.g. I never understood why Forza Horizon 4 now needs the internal storage and can't be on my external (SATA-)USB-SSD. It really can't be the games assets that might stream to slow. It is just the awareness that of the "native app".
or that they are doing anything at all to leverage the I/O subsystems on the XBS consoles.
How do the game patching processes compare on the two platforms?
There have been many times in which I see the e whole game get reloaded; call of duty for some reason comes to mind. Ie: when we moved from gen8 to gen9 games they did not patch; but gen8 to gen9aware was a patch.As I understand it, PS5 uses the same method as PS4, completely rewriting the game. With smaller files and an SSD, at least that's not as crippling as PS4's HDD was. Honestly, 40 minutes to update an online title every patch so you can play it is insane! XB's larger files and redundant data make it unobvious to me how files are handled. I understand it uses a fine granularity and just patches changes?