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  1. The latest rumblings suggest this might actually be happening, with the original director of the series, Keiichiro Toyama (who went to work for Sony after the first game and make some interesting games of his own) supposedly doing it again, along with other key members of the original Team Silent.
  2. The design themes for the PS5 seem to be to remove barriers for development and to enhance immersion. The push for advanced 3D audio and the fancier functionality controller are part of that.
  3. It's the same reason the Oculus Quest or any other of these mobile phone-based devices doesn't play high-end VR games, the technology does not exist to power that high-fidelity an experience in a standalone HMD. The best you can do with current technology is a PS5-sized device with a laggier more expensive wireless HMD if you want high-fidelity VR experiences.
  4. Games don't require the same sort of latency access as an operating system, that's why they managed to make an openworld game with a target bandwidth of a mere 20MB/s and orders of magnitude higher latency work 'fine' to the end-user. It took an awful lot of developer time to achieve that though which is swept away with the move to massively faster low latency storage.
  5. They aren't planning to use it in the same way as the main working system RAM, it's more like the old school ROM carts which could be directly accessed at very high speed instead of the current massive bottleneck caused by sub 100MB/s and orders of magnitude higher latency moving magnetic media. It's going to alter how games can be designed and developed and optimised. To quote a phrase from some crap film: "Let the past die, Kill it if you have to".
  6. They've sort of done this, with their recent announcements of both buying/setting up development studios and contracting existing developers to develop exclusives to show the unique advantages that Stadio does have over local rendering boxes. The recent news that Amazon are finally going to start showing what their multi-year investment has produced is going to make life a bit more difficult for Google though. And of course there is Apple, but that's probably after their self-driving car project. This is a curious one, Vega TFLOPs should be comparable to the older TFLOPs in the consoles, yet some bottleneck somewhere isn't demonstrating that compute advantage. Shame no developers who have actually developed for Stadia are willing or able to spill the beans on why it's not performing better than the paper specs suggest it should.
  7. While I can see your viewpoint, I personally think there is plenty left in the tank as far as what can be achieved in realtime graphics. We haven't got anywhere close to the dream of The Matrix/The Holodeck yet and that is the ultimate end goal of realtime graphics. People have been saying we've reached the plateau of what is possible for multiple generations, yet the games industry continues to make progress despite that. Stuff still looks way too gamey for a start. Removing development bottlenecks and allowing developers to spend that time on making better games will help raise the baseline of what is possible.
  8. You really need to get past the whole faster loading aspect of SSDs, that is the least interesting aspect of what they can do versus the current I/O setup. It's one of the major things most developers are actually excited about regarding the Next Generation consoles' capabilities. When you've even had Phil Spencer tell you in no uncertain terms from the very start why the SSD is important, it seems to be completely ignored, for *reasons* I presume...
  9. Coreteks is Portuguese, he isn't speaking in his native language. He's a PC guy primarily and the video's real reason for existence is to show how AMD's tech is going to kill Nvidia, hence the title of it. Though he's probably jumping the gun on that one as Nvidia aren't anywhere near as clown shoes as Intel are. The fact they already had the technology for the Next Gen consoles in a retail GFX card you could buy back in 2018 while AMD won't release their one with the same basic functionality until 2 years later shows who is more ahead of the game.
  10. We already know how much better Microsoft's BCPack texture compression is over the industry standard Kraken compression tech. XSX SSD: 2.4GB/s (Raw), 4.8GB/s (Compressed) - 2X compression ratio PS5 SSD: 5.5GB/s (Raw), Typical 8-9GB/s (Compressed) - 1.45-1.63X compression ratio So BCPack is significantly better at compressing texture data. It still doesn't close the gap enough as the PS5 has a significantly faster drive in the first place. PS5 with Microsoft's compression tech would be pushing 11GB/s.
  11. So essentially the games making up the Top 100 games ranked by playtime on a console then...
  12. I'm confident I correctly understood what was said to the extent I'm willing to bet a bollock on it and £100. My previous post clarified what Mark Cerny stated in verbatim. The only people confused at this point in time are those who wish to believe the fever dream fantasy that the PS5 is only compatible with less than 100 PS4 games. If anybody here still thinks they are correct about it, they can take me up on my bet, can't they?
  13. The amount of posts since I last read this thread is a bit much at the moment, but this discussion by Jason Schreier and other people on their weekly podcast does kind of sum up the impression I get of the general level of discussion that a skim read of a few pages of this thread since the hardware reveals
  14. I think you really must be hard of fucking hearing then. This is exactly what was said about BC: He essentially meant it might have the same problems as boost mode on PS4 Pro might possibly have when running PS4 games at boosted performance. Without testing them, they cannot be sure what quirks might result in each game, which is why they locked away that functionality originally, to maintain 100% BC between PS4P and older games designed for the PS4 only. He also stated "Backwards compatibility modes", which to me infers a repeat of their PS4 Pro approach, something backed up by the Github testing data:
  15. Pretty sure you can sort of already do that to an extent... via The Power of the Cloud.
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