@pc_rocks:
He is technically not wrong. You can do it while the camera is turning if the turning rate is slow enough :P.j/k
Nah in all seriousness though I rewatched the vid yesterday to see if there was any actual shenanigans and he merely proposed a question. He Said "What if you could load in textures while turning" at that infamous point. But it's just a thought exercise. At that point he is talking about level designers needing to design their levels in such a way that certain areas are hidden and the player is slowed down so the game can load. So he is comparing the 2 extremes of long corridors and loading elevators vs streaming in while turning (Which would be very nice if it was possible).
It leads back to my original post about being more aggressive about swapping data between the SSD and Ram. Here is a vid from MVG talking about this approach for the OG Xbox as an example of being aggressive with asset swapping:
https://youtu.be/xrTtNhdfqSo?t=423
This idea was also used a lot on the PS3 and 360: sometimes at a cost (Gears 1 especially had notorious texture pop in because the DVD drive was struggling to keep up).
They moved away from doing this on the PS4 and X1 because the Laptop HDDs were just too slow relative to the data demands PS4/X1 games put on it.
Also note that at no point did he suggest that developers could stream directly to the GPU and bypass Vram. He actually goes to great lengths to discuss how the PS5 manages the workload of getting data from the SSD to main memory and ready for the GPU. Any suggestion of the SSD acting as Vram was a media screw up.
Seriously, if you havent, watch the original vid (and try to park the seething hatred for a sec. Everything he says in terms of benefits applies to the Xbox and PC too). The first 25 mins or so are about memory management in the PS5. He mostly just compares it to the PS4. Both the Velocity Architecure in the Xbox and Direct Storage on the PC have the same goals about improving efficiency and throughput when moving data from tertiary storage to main memory.
I do agree though that there currently isn't any game that does give a more robust demonstration. Games like R&C and Forspoken are just basic brute force. Load big lump of data then stay away from the SSD as much as possible. Very much PS4 thinking and just brute force. Theme of the gen really. It's all still just a but theoretical.
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