BGs
Industry Professional
I agree with you. Altough XBSX makes for a more than spectacular number crunching machine it's based on the same paradigm as we have today. Sony's looking to change that altogether.
Regarding your SSD's size quote, you mean the 825GB because of the 12 chips or do you mean something else?
Yes, and its 12 independent channel interface.
Gotcha.
Still, I don't see multiplats take full advantage of this. We'll see.
It depends.
Summarizing the idea, people will have a hard time having an easy and accessible system (which could make their job easier) and not using it. It is like putting a "Waffle" in a free buffet and pretending to believe that they are not going to want to eat it.
If they use UE5 (which is usually the most normal in Third) I think that there will be quite a few that take advantage of it. Maybe not to show something much better than in XSX but probably to equal the possible power differences that may exist and that the result is the same to the human eye. PS5 does not revolutionize power. It revolutionizes its structure. This allows the developer to greatly facilitate his work.
At this point, what do you think developers will do? Both systems are powerful, that one possibly has a little more native resolution than the other? Maybe (or not). Does one have any more frames? Maybe (or not). But does all of the above really matter if in the end the result deceives your eyes? For me the answer is "no".
The reality is that it must be studied well from the beginning of the game's creation. It is much more expensive to create and optimize a game for XSX than for PS5. Similarly it is much more expensive to convert a game from PS5 to XSX than not from XSX to PS5. All this will have (or should have) an important weight in the development company when deciding how to make the game. Because many will say "well, the XSX SSD is also very fast", and it is true, it is very fast, but not enough together to eliminate load times entirely, even if it's a 2-second loading screen. That influences a lot when designing a video game. Hallways, elevators, cinemas, etc ... You can save all that on PS5. So the conversion affects not only the code but also the content creation. It may seem silly to many, but it is not. Can you get an idea of what it is to be able to use a ZBrush model without optimizing and with 8K textures and not have to worry about anything? It is outrageous in terms of video game development evolution. Although many think that this "sloppiness" or "nonchalance" may interfere with the final quality of the product (which I think will not be the case).
What I always say, the important thing will be the stories and the entertainment. To that you should start to get used to it, and stop counting pixels (at this point it is even childish).
PS. I was reading the message again in English and I think some words have not been properly translated. "Sloppiness? Nonchalance?". Take it with caution.
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