Jack The Nipper
Banned
They never played playstation one
My guess is with next gen they might use a caching solution like Intel Optane. I think Micron is making their own version of it, so I wouldn't be surprised if we saw a 32/64 GB cache of that in the 7 nm console generation. I think the console prices are pressured to go up after Pro and Scorpio since they have to be noticeably faster, but the time to market is shorter.
the more stuff you keep in RAM between "levels", the less RAM you have left for fidelity for the parts you don't keep. They could preload every character into RAM, for example, but since they'd all have to share space simultaenously, they'd all have to be downgraded to all fit in RAM at the same time + allow levels to be loaded.
Well, yes, of course -- if the menu stays in RAM, something else can't go in.
And that was a problem with PSX, maybe even PS2, where every bit of RAM was precious and every graphic element a complication to render. But now we have lots of RAM to play with and 3D engines that are flexible and relatively efficient (albeit there is bloat) despite the demands of the game and its high-quality assets. We also have massively powerful GPU and CPU hardware that can quite easily compute complex vector effects and radiant arrays of colors with high fidelity and fast motion, all of which could be put together for great background effects to enliven the choosing and keep energy high. Something that would take up a good percentage of the overhead on past-gen consoles to produce and display would now take fractions of availability on a modern machine. And even if we wanted to spruce up the process with high-res character art and voice samples before the character models load in, we can position those materials optimally on the disc (well, we could before BD) and/or compress and rapidly decompress them in delivery so that the assets needed are ideally loaded by the time we need them if those materials cannot remain in memory.
If Capcom is honestly claiming that it uses every bit of RAM every single bout in its fighters (which I question, and also double-question since MvC loads 3X the characters and then some while still looking damned fine, but I would understand if there are efficiencies limiting tag based games,) so be it. But even with the jump between PS3 and PS4, the basic menu doesn't need to be 16X more detailed than what came before, its footprint would be a percentage of an impediment if it were the exact same character select menu. (Also, didn't some of the PS1 versions of SF have a simplified menu for text-based choosing? We have a replay function now, but if only one character wants to change or if the background can still stay, it all gets dumped and you load into that menu to start from zero again.)
Just saying, if there's not a better reason why it takes so long to load out of matches in SF4/5 other than, "the menu is so high-fidelity that it's worth it!", then my argument is that it is not at all worth it.
I mean on PS4 you can really just boil it down to the thing only using USB instead of sata for hdd interfacing. USB 3.0 is fast yeah, but people are flat out wasting money throwing an ssd in there for the yields you get off of it. It's doubly weird because the thing has sata built into the motherboard (brd uses it). Just such an odd design choice,
The art of asset compression has been lost. Texture compression can cut down on load times immensely for very very little image quality loss, but nope, gotta fill up them blu-rays.
asset complexity and required power/memory usage scales with power available.
i bet if you map the memory usage of a fighter through every console Street Fighter has been on, it'll probably be about the same percentage from SNES to now.
PS4 uses SATA for the internal hard drive.
Still not fast enough, as pointed out in the article you didn't read.
Can't stand loading times, but hey they give me a chance to browse Twitter.
960 EVO still not fast enough?
Well, bloodborne at launch certainly was nostalgic I'll say that much...I grew up on PS1s load times so modern load times is pretty much something you will never hear me complain about
Been playing bayonetta on PC and boy those ssd load times are beautiful.
PS4 has a bottleneck somewhere so SSD's aren't fully taken advantage of at hardware level right?
Loving mine on the ps4 pro.
"To further enhance optical drive performance, the PS4 features a hardware on-the-fly zlib decompression module (a special piece of hardware used to quickly decompress the data on the Blu-ray disc, which has been compressed to save space and bandwidth), allowing for greater effective bandwidth"It's funny that article just focuses on hard drive speed when a lot games' loading time is bottlenecked by the CPU. On PC you can actually install games on a RAM disk and many games still have slow loading time.
http://www.pcworld.com/article/3021...ry-kit-clocked-at-a-face-melting-3000mhz.htmlI need instantaneous load times and then I'll feel like the future is finally here.
Why did I upgrade to 8 GB ram just last year
. stupid !
Loving mine on the ps4 pro.
Self-explanatory:
It's like 10x more data to load... 512MB vs 5GBI don't really understand. 3.5-4x more data to load, 3x the time to fill with data, 3x more bandwidth, but also it didn't "grow on the same order" (of magnitude I assume it means)? It seems like its about 3-4x more intensive but also had 3-4x more bandwidth.
Good times.
Nowadays, it feels like we really on videos/gifs just as much as screenshots.I'm less concerned about load times and far more concerned with the lack of advancement to NPC and combat AI. Both issues suffer from the same problem. Good AI and load times dont show up in screenshots.