No. Reused asset ≠ Asset duplicated on disk.
That tweet basically answers how PS5 developers will take advantage of the PS5 I/O without blowing the disk footprint to uncontrollable size (eg.500G).
Basically what devs will do is SMARTLY REUSE asset IN A GIVEN SCENE.
So, you can have a decent sized room (20mx20m relative to your character in the game) and have that room composed of 50-100GB of assets in total with movie-grade textures in highest quality, large animation data sets, billions of triangles facilitated by the ultra-fast I/O by moving the data in and out as they are needed.
What if that room is just 1% of the total length of your game? Does that mean that the rest of the game will be 1 terabyte in size? No.
The way devs will take advantage of the ultra-fast I/O is by SMARTLY REUSING assets. So in that room example above, the assets and textures that compose the majority of the 50-100GB are assets and data that are reused in different parts of the game.
So you can have:
- 8k metal texture in that room that was previously used in the robot machine you destroyed a while ago.
- 8k wood texture in that room is the same wood texture that you will see in the forest level of the game.
- etc. etc. etc.
With PS5 ultra-fast SSD and I/O, there is no memory barrier not to use the highest quality, highly detailed version of any asset at any part of the game.
This will also result in a highly varied textures and highly varied details in a particular scene/level/room/small part of the map (case in point the 50-100GB room example I gave).
Smartly reusing asset I imagine is also how they will keep the game financially manageable.