Bonzinga said:
Care to prove your point or is that your best argument? You basically just agreed to my post by saying we let the games do the talking which has been the very point since platforms existed. |
You are talking out of ignorance comparing things that have no possible comparison.
Blast processing was a marketing buzzword used by Sega which simply had no application to games in the Mega Drive / Genesis.
Cell processor was a real thing, an extremely advanced architecture (multi core cpu) that was simply not adopted widely, it was highly efficient, but very challenging to code for. Subsequently, made the backwards compatibility with the PS3 extremely challenging. The de facto industry standard is x86, hence why the cell was discontinued.
Cloud gaming is real and both PS Now, Stadia, etc are proof of that. What was bullshit was some fanboys assumptions that you would parallelize compute tasks between local hardware and some other GPU sitting in an Azure dataroom somewhere. Having said that, apparently the new flight simulator will leverage streaming of the world map from the Azure servers, which is a really cool thing. It means the game is only playable with an internet connection, but hey, it is what it is.
The new PS5 SSD - I/O solution is also the real deal and a paradigm shift. Extremely fast access to game assets without requiring loading times, elevator rooms, walk and talk moments means you can actually develop new kinds of experiences. Flying in games? Yes please. No duplication of assets on the storage (even in multiple LoDs). Let's go. Instant loading of games, switching between games on the fly, no texture pop in on large open worlds... I could go on and on but it should be enough to make the point.
Look at the UE5 demo, look at the Spider Man demo showing the loadtimes and fast moving through the city and finally, feel free to watch today's games presentation. If you don't think these things are real benefits, then probably you're not a gamer.







