To answer you both: I am talking about SeriesX specifically, not PC. I just mentioned PC for the point that even ancient, unoptimized Sata SSD can give you vast difference.
So, back to SeriesX then.
Elog, It has custom, optimized I/O architecture too. With BCpack and Sampler Feedback Streaming it can very efficiently stream textures. 4.8GB/s performance is only with BCpack+Zlib compression. Sampler Feedback Streaming is what makes HUGE difference(Which Cerny didn't confirm as a PS5 feature)
Take a look at this:
Lethal01, hello colleague, Im CG Artist too.
So what are you trying to prove here? Your words were a general overview of the industry situation. And? How it correlates to my point that jump from 100mb/s to 4800mb/s is already colossal and difference between streaming capabilities of these two consoles will be microscopical?
"taking advantage of SSD" "dude, asset sizes will grow"
how much will it increase tho? 3 times? 4 times? Dont forget: There is 13-14GB Ram available(and its shared).
then you will say: "But devs will stream out unnecessary assets when you don't look at them thus freeing up memory. Assets can be up to 10 times more detailed and fidelity-rich"
So what we got here: 10 times more fidelity which is compensated by fast ssd to free up the RAM. Amazing engineering right ???????? <3
My friend, thing is here................CPU and GPU bottlenecks say fucking hello.
By your logic, devs will stream astonishingly high-detailed assets ye? Enjoy 30fps 1080p gaming on next-gen consoles then.
10TF machine streaming more detailed worlds then 12TF machine. Wow Sony outplayed MS. Truth is - game will run so poorly that you will lose all the hype.
Do you need your game to be sabotaged by high quality assets and fps/resolution smashed down? Why you ignoring CPU/GPU bottleneck aspect?