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Tachikoma said:

you have to load that state from hdd when you die, regardless, because that state cannot sit in memory for the exact same reasons the game dumps obsolete data from memory when not in use and streams in new data as you progress.

the configuration isnt the issue, parsing the required data for the area is.

dumping a state to memory is not a fix, its an illogical waste, as you progress the state becomes obsolete, frequently updating the state in memory requires a variable pool, wasting a chunk of memory that the game needs for streaming its assets as you progress.

Let me put it bluntly.

Instanced states is not possible on consoles, there is not enough memory, and saving state to hard drive would decrease load times SLIGHTLY for disk based games, but INCREASE load times for digital download versions.

As someone with extensive experience working with memory management for shaders and texture data, as well as model lod, uvw streaming and as an ex employee of From software, I will simply leave it at this, your view of memory management does not work for the XBO or PS4.

And that's why I think it's a waste to install the whole game to HDD, leaving a perfectly good source to stream big blocks of static data from unused.

Maybe I'm wrong yet most of the geometry, textures, models, all the stuff you need around each spawn point is the same every time. Loading that in 1 chunk from disk is more efficient, but yes indeed not optimal for a digital download version. You don't need to parse the spawn area every time, it's the same.
It's a trade off. I've worked mostly with gps navigation, maps of whole of europe, heavily compressed onto a 1 GB memory card with 1mb working memory. It's a balancing act but a couple smart caches and a bit of duplicated data where it counts go a long way towards a positive user experience.

Anyway I'm waiting for the day 1 patch to download, 2 hours on my shitty connection. My kids hijacked my ps4 already, playing Minecraft.