I keep asking for proof and noone seems to be able to give me any. Where are the receipts? There is no generational leap between Spiderman on PS4 and Spiderman MM on PS5. It's the same game engine, similar assets, etc.. How do you guys define a generational leap? Why does it only include a Sony game and not a 3rd party game? Surely they make leaps and bounds too.
I'm still looking for a game on the PS5 that is a complete overrun of the PS4 in image quality aside from the minor upscaled 4k and 60FPS.
As you've demonstrated in the past, and have shown throughout your comments in this thread, you are shockingly ignorant about game design and production.
I get it that you work in graphics, but you need to stop and consider that games are about more than just visualisation. The way games are constructed is and has always been extremely dependent on i/o. For example, imagine a scenario where you control a team of characters. Now naturally most of the time these individuals are partied up together, and thus share their local world-space.
Now, say situationally, for the purpose of a mission or story beat, these characters need to get split-up and placed in different locations. With the current gen this presents a problem as in order to present each area in as high-fidelity as expected (think not just geometry, but NPC population, everything that goes into presenting a differentiated location in the game world) its going to be using most of the available system ram. Switching between them fluidly on the fly is a problem when it takes a distracting amount of time to unload, reload and set-up the logic and mechanics for each place.
Streaming just doesn't cut it in such situations, so there needs to be compromises made in order to make it work. Typically stuff just gets cut, because its impractical for the flow of events to be constructed like that even if all these areas are actually fully built-out and used elsewhere in the campaign/story.
Near instant access to masses of data and assets is incredibly liberating for designers. The possibilities for both story and gameplay are endless.
Games are not like movies. They aren't a collage of discrete shots arranged offline in a certain order. They need to work mechanically, holistically, and dynamically.
The potential is there to change the entire grammar of game storytelling and structure because developers will no longer have to struggle to find ways to piece together disparate elements seamlessly. Unless you've actually worked in game production is hard to express how much of an albatross around our necks this has been for decades.
Basically its a problem as old as the industry, which is why the PS5's design ethos as expressed by Mark Cerny could prove transformative. Its why so many devs are high on the system -this is the first time such a performant i/o stack has been built within a fixed system architecture. The assurance that the performance is always there on every retail unit is crucial, because its got limited margins of tolerance. You can't lower the resolution of the design the same way you can when your renderer can't hit its frame budget.