splattered
Member
Faster loading yes, zero loading no... esp as games get larger and more complex.
Ps3 outperformed by 360? When?
I think this is more than load times though as previously with slow ass HDDs the devs vision for the world design were interrupted by the fact that those HDDs are slow af. Well, maybe limitations are the birthplace of innovation and all that. But I guess we'll just wait and seeIf there are be less load times, great! Otherwise, what'st the fuss? So many other improvement in games I'd rather have than less load times. This is only a talking point because we haven't gotten to play the games. So we cling on to the thin dribble of information to discuss. Once we play the games, this will be the last thing on our minds.
Think about it this way: N64 had no load times. PS2 had plenty. But who in their right mind, looking back, would dwell on worsened load times over all other improvements the generational leap brought? But that was a different time. Thanks to diminishing returns, the visual leap is so underwhelming thus far, people (and Sony itself) has chose to focus on "improved load times" as something worth drooling over.
This.It was never going to be instant.
Even old carts took a few seconds to load data.
It was never going to be instant.
Even old carts took a few seconds to load data.
It shows how transitions are not a good metric for hidden loading, because they need to serve more than just one purpose.But that doesn't make sense at all, they could just do 1.5 second transitions. Claiming it's a 6-8 sec. Transition because the dev thought that would show the transition better is complete nonesense. No player would be like "Oh look all those flashy effects mean he is really transitioning". If they could do loadtimes much less than that, they could just make a door that opens in 1.5 second [a door would make the world feel smaller, and also require major level design changes so that it doesn't feel like the levels are overlapping (think Dark Souls 2) or that they should be visible one from the other] and be done with it. Nothing changed, the flashy effects etc. are not there to show a transition, they are there to mask loading times.
Also, the rc example really doesn't hold,because it felt like a techdemo [ok, we ignore the thing that makes you wrong because it looks too good, gotcha]. I am pretty sure that the whole sliding on rails, will be like one or two scripted sequences. And most of this dimensional rift thing will be how we saw in the gameplay, the same as in bioshock infinite.
We literally had quotes from Cerny commenting on how devs may need to lengthen transitions, and has you brought up, they make for poor parallels to actual loading.Let's try to unpack a few things here.
Ignoring the trolling from @CptPusheen , if a stage transition really *DOES* takes 7 seconds, it immediately invalidates EVERYTHING Cerny said about the PS5 having such fast data loading capabilities that the PS5 could load and disload assets while the player was rotating the camera. The whole point is to remove loading screens and to make entire stages load in 1-3 seconds. Which Ratchet and Clank prove it *does* happen.
Now, we have two 'laoding screen' lookalikes so far on the PS5. The UE5 demo (where the heroine moves through a tight crack in the cave) and the astrobot stage transition.
We already had Epic confirm that the moving through the crack was not a loading screen, but it was made in order for the viewers to appreciate the texture detail and the effects.
So it is quite possible to guess that the stage transition was purposefully long in order for the player to experience specific vibrations in the controller in relation to what was happening on screen.
I wouldn't lose sleep over it, personally.
Well, 7 seconds would mean that around 35GB of Data (uncompressed) could have been loaded. That is a bit to much for the "tiny" memory update of the next gen consoles.What's interesting is that sort of ties in with the R&C demo that I pointed out a while back. Not saying I'm right, just curious that the same times in the negative loads is around the same as the astrobot clip.
The Ratchet and Clank demo wasn't impressive because it loads a level in a couple of seconds. It's impressive because of the reduction in time between those sections. It's the 'negative' time you need to focus on to realise the benefits. The first rift jump could be done now by caching all that secondary level, but then it would have to refill it's cache again to load the next rift, which you're talking probably 3 minutes+. The demo showed it was ready to do subsequent rift jumps after 7 seconds each time, at:
1:05
1:12
1:19
It's the 7 seconds over literal minutes that should be the talking point. It's the fact you don't need to see another loading screen in between those jumps, in can be streamed in during gameplay which is what makes the difference. In those 7 seconds, an entirely new level is loaded, ready to go while still in the old environment. Then the discussion can move onto how beneficial is this in most cases? I guess the quickest example is when you load into a game like Horizon then choose to Fast Travel and have to see another loading screen right away and wait until the hard disk uploads those assets into memory. These can be zipped down to the initial load time - for example, it takes 5 seconds on an NVMe to load into the Witcher 3, then another 5 seconds if you Fast Travel right away. Different games behave differently though and take longer.
As far as I remember that happened only in multi platform games. The exclusives blew the 360 far away. 360 can’t handle ps3 exclusives even in its wildest dreams.Only in like 99% of the games.
Ok I can agree for the multi platforms. That happened because developers could not manipulate all the processors and couldn’t afford the money and time to figure out the way ps3 handled games. If you take a look at exclusive games, it was by far the best looking games in console gaming. 360 would never handle God of war 3 or The last of us.On multiplats. A lot of games ran horribly on PS3 and developing for it was a nightmare.
After watching Geoffs reveal of the controller today and seeing the demo of Astrobots Playground, is the dream of no load screens dead before it happened?
Its obvious and takes 6-8 seconds before the game launches (in the best case scenario.)
If they can’t get it right on prerecorded and scripted demos, what chance does real world games have?
Do you actually believe loading screens will be gone, or are they always going to be a problem we have to deal with?
Ok I can agree for the multi platforms. That happened because developers could not manipulate all the processors and couldn’t afford the money and time to figure out the way ps3 handled games. If you take a look at exclusive games, it was by far the best looking games in console gaming. 360 would never handle God of war 3 or The last of us.