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Veknoid_Outcast said:

I'm still struggling a bit with how SSD will revolutionize level design. I get that developers will no longer need to design "staging" areas so the next big section can load, or bother with black loading screens during fast travel.

But what kinds of new designs will we see as a result of this shift, that don't already exist? Or is this not about new designs, but allowing cutting-edge graphics, long draw distances, and seamless open worlds to exist simultaneously?

I am genuinely curious about this, so I appreciate your thoughts!

I could imagine much more transformative worlds.

Remember Death Stranding when you engage in a battle with a BT and the world transforms into a puddle of tar. Now imagine instead of a barren wasteland turning into tar with a few ruins here and there, an extremely dense and detailed forrest transforming into a large and bustling high-tech city in an instant.

Or imagine a world full of portals, where you can look through them and see a completely different world with completely new assets different from the world you are currently in and if you actually go through the portal you will be in the other world in an instant without loading times.


Well these are certainly no new design concepts, but it is not only about inventing something new, but also to enable an even larger group of developers to do these things without the need to create a highly optimized engine and thus spending enormous amounts of time and money to somehow overcome the obstacles of todays tech.