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chakkra said:

And we have been seeing destructible environments since Battlefield Bad Company 2

Destructible environments were in Red Faction back in 2001 on the PC/Xbox/Gamecube/Playstation 2.



chakkra said:

weather changing the environments in FH4, etc.

Shenmue had dynamic weather back in 1999 on the dreamcast.


chakkra said:

And I don't know what you mean with TLO2 hiding mechanics. We have had hiding mechanics for ages, the only difference here is that the grass looks more realistic.

Thief: The Dark Project in 1998 pioneered Stealth... And stealth mechanics have typically always reverted back to those games on how to do it right.



Metal Gear Solid 3 on the Playstation 2 you could hide in tall grass...

chakkra said:

Look, I will concede that when the gap is too big there might be some things that you might not be able to do on the weaker hardware, but I do not believe that the gap between 8th and 9th gen is so big for that to happen, so I will believe this "new experiences not possible before" talk when I actually see it (and I'm still not convinced with this portal-jumping mechanics in R&C bcuz he have seen portal-jumping before, ages ago actually).

Agreed. I think we need to wait on the games to see how things actually play out in my opinion.

We haven't seen anything that hasn't been done before, not mechanics wise anyway. - Visually things are on an entirely different level... But you know what people are like, new hardware, new hype.

I am super excited for next gen, just not excited about some of the claims people are throwing out... Because for all intents and purposes, games will still be designed with legacy hardware in mind as developers migrate to the newer platforms and rework their tools... Even then many franchises work on a formula because it sells, so we may not see much deviation in gameplay mechanics.

That's not to say they won't be visual spectacles, far from it.

CGI-Quality said:

Input/Output doesn't "buzz" like teraflops do. But, of course I agree with you.

That said, PC, itself, needs to take better advantage of the NVMe. Yes, so far, I've noticed a small upgrade in speed but nothing like what I saw when I went from my 7200 RPM HDD to a SATA SSD. For this coming gen to truly be a difference on the platform, games are going to have to start taking advantage of those drives. Seeing as that's what I expect, I'm not too frayed, but until that happens, only the consoles will really be able to flex an NVMe.

But, that just goes right back to your point ~ people should really look closer at these types of changes over just your typical graphical upgrades.

Same. Noticed the same. I can't tell the difference between a 240MB/s Sata SSD on the Core 2 Quad Rig, 500MB/s SATA SSD on the old Sandy Bridge rig, 2.5GB/s SSD on the Ryzen notebook or 3.5GB/s on the Ryzen Desktop.

The main benefits that SSD's brought weren't transfer rates, it was those insanely low access times, the CPU is still tasked with procedural generating, decompressing and other tasks which can hold back loading throughput.
It's also why the Switch see's a load-time decrease when the CPU clockspeed can run at max speed.

Games that have allot of small non-contiguous files though see massive performance increases shifting from mechanical to solid state, it's those low access times that makes the big difference.

For the most part the PC just dumps everything it can into memory, so there is less of a reliance on streaming assets... Helps that a mid-range PC sold/built these days has around 24Gb of total memory. (System+GPU.)

Plus the OS does allot of hard work caching everything it can into free memory to reduce it's reliance on storage.

Next-gen though will be very disruptive to I/O and storage technologies, can't wait to see what it means for game design.



--::{PC Gaming Master Race}::--