goopy20 said:
I'm sure that was the sum of it parts but you have to admit that instantly zipping through completely different levels is something we hadn't quite seen before and probably wouldn't be possible without the SSD tech (not just the SSD).
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Games used to be tied to clockrate on the PC for the longest time for a games internal tickrate. (Hence why PC's introduced a Turbo-button)
So consequently when you dropped in a new CPU, the games speed would increase at the same rate.
Zipping around levels is entirely possible to do at that speed on even an Xbox 360 without an SSD. - You just need that working set data entirely in Ram... Which means you will need to make cutbacks to asset quality to ensure all the required data is available on demand in working memory.
So yes, it was entirely possible to achieve on older hardware.
Think of it this way... On older consoles you needed to preload "possible" data 30 seconds ahead of time, we saw this in games like Metroid Prime on the Gamecube where the game would start preloading the new level area as soon as you started to approach the door to a new area and unload that data if you started to back away.
With the SSD we only need to preload data a couple of seconds ahead of time, which means that we don't need to start preloading that level until we hit the "open door" button.
What that ultimately means is that we don't need to reserve a chunk of the working memory for future level areas, we can use more memory for the current area improving overall visuals. - But we will still need to preload data ahead of time, the SSD is only 5.5GB/s, it's still a limitation.
In short, it's making more efficient use of the limited 16GB of Ram, it doesn't solve all of our I/O limitations and ills.
As for the expediency of traveling through landscapes, many racing games have been able to do it for years, they just keep less assets in memory in order to pull it off, there have been other city-scape games where you have traversed over city areas without that "hitching" seen in the Spiderman demo. GTA 5?
Plus loading and streaming data is not just attributed to storage capabilities either, the CPU needs to do allot of heavy lifting in order to handle things like draw calls, procedural generation, decompression/unpacking, scripting and so forth. Allot goes into it, more than people realize.
The difference this time around is that, although the SSD is still very much a hard physical limitation as it's only 5.5GB/s verses the 448GB/s of Ram bandwidth, it's significantly alleviated as it's leaps and bounds ahead of mechanical disks... And that means big things for developers.
My issue is that people aren't focusing on the other generational defining hardware characteristics of the next-gen consoles like the very impressive memory bandwidth, the ray tracing cores, the very capable Ryzen processors and so much more which will hopefully result in far more interactivity and degrees of simulation that just wasn't possible on older devices.
DonFerrari said:
I certainly understand and agree that cloud processing is something real, my point was on "making X1 4x more powerful" and the expectations that part of the game would run on the cloud with very big latency and bandwidth it wouldn`t work fine. As you said there is implementations like DLSS and full streaming (which in the end is video and inputs instead of transfering portion of the computation), if the 50Mb/s of a HDD is slow to draw data to be processed locally imagine a 10 or even 100Mb/s to send packages of data to be processed and returned with latency and matching that. MS was just way to early on Power of the Cloud.
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The good thing is... Usually when a company makes an audacious claim, the internet will react with great hilarity and turn it into a running meme, so that does keep some of the more ludicrous claims in check.
As for bandwidth/latency and cloud processing, not all tasks need to be done in just 1-2ms or require 1MB/s of bandwidth, some tasks like doing weather simulation calculations can occur 100-200ms late and require just kb/s of bandwidth.
It's great for some tasks, but not everything, which is why the "Power of the Cloud" turned into a running joke.
But the compute power of a server farm cannot be understated, we are often talking super computer levels of computational capability on demand, it's just it's limited in how it can be applied to games being rendered locally on a console or PC... And ultimately that is where the issue lays.