I’m trying to think of example of how the speed of the SSDs could be put to good use.
Imagine a player navigating through a series of rooms and corridors. We can call them room 1, room 2, etc. In a conservative SSD usage scenario; while the player is in room 2, the SSD could keep the data resident for rooms 1, 2, and 3, since they’re likely able to see through the doors into the next rooms and could go into either space. As the player moves to room 4, the system can then scrub the data for room 1 and fetch the data for room 5 – so rooms 3, 4, and 5 are now resident.
The data that’s present on the SSD may have repeating assets in rooms 1 and 4, so it’s not like all data for each room are unique, but flushing the unnecessary data from room 1 and adding the required data for room 4. This also keeps total game size down, since devs would not be recreating unique assets for each area.
I think this is essentially a more conservative variation of what COD 2019 is doing in the battle royale mode – that is constantly shifting data within a radius of the player (a few hundred virtual metres or so). I would hazard a guess that the system would need to keep a low LOD version of the entire map in memory and need move higher LODs within radius. If we expand this to a potential COD 2020/2021, it could work somewhat like having data as follows:
Core assets (engine, physics, player characters, etc): 2-3GBs
Low LOD map/textures: 2-4GBs
Variables high LOD map/textures: 5.5-9GBs (proportional to the IO of the device)
The variable data would then flush within a radius of the player (wide to the point of low LOD being indistinguishable from the high, or thereabouts).