I honestly haven't seen it. I'll go watch it but it seems like a misunderstanding on your part because the SSD wouldn't know what assets to ignore or cull and neither would the software programmatically until it's processing in the rendering pipeline. The SSD doesn't and cannot possibly have that type of logic there before rendering.I was not talking about Geometry Engine or Mesh Shader culling or even fustrum culling, did you watch Road to PS5? Cerny talks about the 'entire game logic' + assets being loaded and discarded (around 4-5GB of data) at 0.5 second as the player/character turns. This technique is enabled by the very fast/low latency, custom SSD/IO complex.
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