FranXico
Member
Hey, that's true mate.lol
Well it's an important point.. Between:
- There will be plenty of shared assets between the 2 levels that never need to be loaded/unloaded
- The fact that you don't actually need to load the entire level
- Texture compression
- We are talking max 14GB of RAM for games
Makes it incredibly illogical to assume anything more than a single second is needed on PS5 to switch worlds, at least asset loading wise. There's only ~14GB of total RAM available. Only part of that is used to render the "current view", and some of that is shared assets that don't need re-loaded. The rest is for caching the streaming of the "nearby" assets.
Even if you get super crazy assuming 10GB is needed for the current view (probably isn't).. and even if you get super crazy and assume only 2GB is shared... and let's say only 50% of the data is actually textures, so can be compressed.
That's 8GB of total data needing to be loaded, and 4GB of textures that can be compressed down to 2GB. So 6GB total data... roughly 1 second for the PS5's I/O.
There are very few scenarios outside of having to do intense calculations (procedural generation, simulations that have to be run, etc.) that would ever take a PS5 more than 1 second realistically to load the data needed.
In fact, a lot of people are going to be surprised this coming gen when No Man's Sky's portals "only" load a planet at a mere 6x or so faster, instead of the expected 40-100x. Most of the game world is not really loaded from raw assets, but procedurally generated. Which means it's the CPU you're waiting for most of the time, not the IO.