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padib said:
DonFerrari said:

Games are designed per specs. So there is a big difference between developing with 35Mb/s versus 2500 or 5000Mb/s. If you think that will only make loading time faster you would be wrong.

What make you the person to know who's right and who's wrong? If you're wrong, what should I care that you cling onto false ideas and hopes?

Not a single game engine is designed in function of the hard drive, if you have any facts to back up the opposite, please share your mystical knowledge.

Game engines are designed against graphical specs, cpu and ram. If you have some kind of revelation regarding hard drives and how they are involved in the development of game engines, then you might just break the internet.

Watch Mark Cerny presentation and you may understand.

Basically streaming assets based on 50Mb/s versus 5000Mb/s totally changes how a game can be made. Will everyone take advantage to change game core elements? No. But will their programming get a lot easier on memory management when there is such a big improvement in the memory? Sure yes.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."