Next-Gen PS5 & XSX |OT| Console tEch threaD

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Interesting. Similarly shouldn't we expect the faster CUs to have less ram usage than slower CUs ? Because they will use the ram during less time (because clocked higher) than slower CUs ?

Nope. It's the same time frame: 16/32 ms (depends on target fps)
Therefore with a similar graphics quality similar RAM usage.
 
Yeah, and I don't believe that for one second. I could be wrong, but I don't expect that if the PS5 and XSX is loading Valhalla, that the PS5 loading time will be 6 times as fast. We'll see once the games release.

Maybe I'm setting myself up for disappointment but between what Mark Cerny said and the DF article about the PS5 SSD, all games should take advantage of the SSD I/O speed?

The concept of filenames and paths is gone in favour of an ID-based system which tells the system exactly where to find the data they need as quickly as possible. Developers simply need to specify the ID, the start location and end location and a few milliseconds later, the data is delivered. Two command lists are sent to the hardware - one with the list of IDs, the other centring on memory allocation and deallocation - i.e. making sure that the memory is freed up for the new data.
 
So what is the argument here?

That a low-speed devkit of the PS5 can load Spiderman in 0.8sec, and the latest XSX devkit needs 5-6sec for State of Decay, and the Spiderman demo isn't optimised? So not only can the low-speed devkit load a game that is much heavier on the assets side compared to State of Decay, it also does this not twice as fast, but 5-6 times as fast. And you wonder why people think they might have been doing some optimisations... You're basically saying that the SSD of XSX is 5-6 times slower than the PS5 SSD, and maybe even more because this was a low-speed devkit.

Wow!... You have been jumping the gun really fast recently, not everything is a fight man!

You said this:
You highlighted the important part yourself. " in a big silver tower, with no visible componentry"
What does it look like? That you are implying that this big sylver tower could be hiding a pc or something...
hence my response to you, saying that Cerny informed the Wired guy, that there was a early low-speed devkit (Ariel 1.8GHZ maybe, as in low-speed clock?) inside that sylver box! _ An actual ps5 devkit inside, perhaps to hide the form factor, and not a PC like you seemed to be insinuating...

Where the fuck did i compared loading speeds with XSX or talked about optimized, unoptimized demos!???

Because you were in that fight with other users, you immediately assume that anyone talking to you also wants to get in the same shit,,,, and you go all warrior mode lol
 
Wow!... You have been jumping the gun really fast recently, not everything is a fight man!

You said this:

What does it look like? That you are implying that this big sylver tower could be hiding a pc or something...
hence my response to you, saying that Cerny informed the Wired guy, that there was a early low-speed devkit (Ariel 1.8GHZ maybe, as in low-speed clock?) inside that sylver box! _ An actual ps5 devkit inside, perhaps to hide the form factor, and not a PC like you seemed to be insinuating...

Where the fuck did i compared loading speeds with XSX or talked about optimized, unoptimized demos!???

Because you were in that fight with other users, you immediately assume that anyone talking to you also wants to get in the same shit,,,, and you go all warrior mode lol
I agree, I think I was mixing you up with someone else. My bad!
 
Since I'm fairly convinced that the consoles are somewhat based on Ryzen 2 Mobile, here's Hardware Unboxed review of Ryzen 4000 series vs. Intel's 9th and 10th gen. Spoiler: it eats Intel's CPUs for breakfast

 
There's no such thing as "next-gen" in the PC world.
And that's a claim, an idea, or why I because never said that in the post.

What we have are generations of games and that in particular is the closest thing we have to games optimized for SSD,
usually that term is use for the games in consoles because those are base for most the games which after are ported to pc,
I know SC is not the case but is a good example.
 
I don't think we can, and this is something that has bothered me since the comparison came forward.

SoD 2 is loading the actual game world from scratch, including all assets in said world. Spiderman is loading a fast travel section. This implies that some assets and geometry will already be stored in RAM.

The PS5 SSD will be twice as fast, but the comparison is inherently flawed.

I just read a few articles and you're right about that. I guess we have to wait for a multiplat before we can compare the two.
 
Unreal Engine 4 is now ready for next gen consoles.

Unreal+Engine%2Fblog%2Funreal-engine-4-25-released%2FNext_gen_logo_V1-1920x1080-134c9c7216b54beac9253402c8b3d002c99e639c.png






 
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I just wish people would stop acting as if everyone who plays on PC has the newest most powerful rig, most people do not but whenever console is compared to PC it's always against the top of the line not what the average PC gamer has.

Stats say most pc gamers aren't even playing at 4k or with HDR. A very small percentage have that capability but you know on here everyone has titans and crossfire 😂😂😂
 
I just wish people would stop acting as if everyone who plays on PC has the newest most powerful rig, most people do not but whenever console is compared to PC it's always against the top of the line not what the average PC gamer has.
Just be ready to the end of this year and start of the next see the pc forums full of people saying things like:

-"This game is not optimized"
-"Lazy devs"
-"Poor PC port"

Instead to think than maybe the problem is your pc you know that which is fraction of power than the new consoles and still use a HDD.
 
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Just wow!!! Less than 2 percent 🤦‍♂️lets keep hearing those stories of master race with 8k gaming at 120 fps 😂😂😂
 
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Not all files compress equally. That's basically it; take 2 files one might be able to compress 25% the other 50%. Depends on the file type and the data within (and the compression algorithm used)

22GB/s is not the typical decompression case, it's a best case scenario. In other words, 22GB/s is never going to happen.

very rough explaination, hope that helps.
tl;dr good decompression is not something that occurs while doing a specific task, its how easy it is to describe what is actually decompressed without losing meaningfull detail.

Thanks a ton for the explanations guys. I was wondering if that compression occurs in real-time as you play or not. At what stage, either in development (if applicable) or during gameplay does this compression occur was the thinking behind my question earlier. Appreciate the responses.

Everyone is talking about how PS5 will be able to have way more detail per scene.. nobody talking about how there may be other bottlenecks like game size.
This is my pure speculation but I'd think that PS5 game sizes was certainly a primary consideration when Cerny's Team decided to aim eliminating all (if not most) bottlenecks.

You guys are losers
giphy-downsized-large.gif


.......care to elaborate?

Is he serious?? Lmaooo

KGfPM8V.jpg

Yikes 😧....
 
Maybe I failed to understand you correctly.

Could you explain your point again please?

"Their first showing of the newer tech, is how to load your whole game state in just a few seconds, switching from game to game."

This is the part that I'm struggling with. With State of Decay they loaded the game from Zero. But that switching function sounds like they loaded the games from a sleep state. Which I believe it functions similarly to putting your console asleep and starting up onto the game again. On my console when I do that it lets me enter the game without having to go through loading the entire game.

So essentially you really can't compare the two.
Yes. That's how it went. But, remember that the sleep state is for multiple games rather than one. The game state is saved and has to be loaded from storage, not from RAM like is currently the case. Or do you really think they have 4-5 games in RAM at the same time?
And if we know it is loading from SSD, how can those game states be loaded in 5-6 seconds, but loading from zero requires almost double that?
The simple answer is that one is more optimized. One is leveraging the new tech, and the other is not.

But essentially, you're right, you can't really compare the two, just like you can't compare the Spiderman PS5 demo to either of the two above. They are completely different things, because one is optimized and one is not. But that doesn't stop people from making the comparisons. They take the Spiderman demo and compare it to the slowest loading they can find for the Xbox. And that was my point. We need to compare apples to apples. Not apples to eagles or apples to comets. But I guess we can't expect better when people are only interested in boosting their own ego with their preferred brands.
 
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Yes. That's how it went. But, remember that the sleep state is for multiple games rather than one. The game state is saved and has to be loaded from storage, not from RAM like is currently the case. Or do you really think they have 4-5 games in RAM at the same time?
And if we know it is loading from SSD, how can those game states be loaded in 5-6 seconds, but loading from zero requires almost double that?
The simple answer is that one is more optimized. One is leveraging the new tech, and the other is not.

But essentially, you're right, you can't really compare the two, just like you can't compare the Spiderman PS5 demo to either of the two above. They are completely different things, because one is optimized and one is not. But that doesn't stop people from making the comparisons. They take the Spiderman demo and compare it to the slowest loading they can find for the Xbox. And that was my point. We need to compare apples to apples. Not apples to eagles or apples to comets. But I guess we can't expect better when people are only interested in boosting their own ego with their preferred brands.

You do alot of these type of responses. Don't you get tired? No disrespect to you and I'm not trying to be edgy but ppl are going to believe what thy want to believe, some will actually be right, some will be wrong. We all know Psv SSD situation trumps Xbox, thts not even debatable no matter how ppl try to rationalize it.
 

Just wow!!! Less than 2 percent 🤦‍♂️lets keep hearing those stories of master race with 8k gaming at 120 fps 😂😂😂
percentage don't tell the whole story.
it's 1% from an unknown number of people accepting review in 1 billion total account.
 
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The simple answer is that one is more optimized. One is leveraging the new tech, and the other is not.
Maybe that State of Decay Demo is already optimized.

What I mean by that is that it's the XSX very first time loading the game. Once you load the game for the very first time and save it in a state, the next time the game is loaded it should be much faster.

This could also be the same for the PS5 as well.
 
No in os you see the capacity minus space lost to formatting all displayed in bytes.
You say Xbox has 931 GiB. Show me how you can take multiple 64GiB or 128 GiB , etc sized chips added together and get 931 GiB.
It depends on the file system but NTFS, for instance, doesn't really take space on the HDD. NTFS uses 12.5% of the free space for MFT but you still see this 12.5 % as free space on your drive. When your drive gets too full, data start writing over the MFT and performance drop (that's why when you drop below 12.5% free space on a drive in windows it starts appearing in red).

So getting back to the subject, take a look at your 1TB drive in your PC. Under "Capacity" you will see the actual number of available bits. Just like the IEEE standard says, you will see that your 1TB drive is actually 1TB and not 1TiB. For instance, my 970 Evo Plus is 999,679,545,344 Bytes (and my 6TB drive is 6,001,039,241,216 Bytes and my old SATA 250GB SSD is 248,565,985,280 Bytes) and it's not because of formatting, it's because that's the actual number of active bytes on my SSD. Convert that to GiB, and you get 931.024GiB, just like most 1TB (not TiB) ever since the IEEE convention.

For me it is simple. The Hardware compression blocks are theoretically capable of 22GB/s and >6GB/s of throughput and typical compression is 8-9GB/s and 4.8GB/s all things/maths accounted for. Until/unless more info is shared.
To me, it's not that simple because if 4.8GB/s is the weighted average between the typical Zlib and BCPack decompression, it means the typical BCPack decompression is ~6GB/s. What I have a problem with calling the 6GB/s max is that if your typical is ~6GB/s, how the hell is your max 6GB/s? BCPack varies wildly depending on the content of the textures, so how can 6GB/s be both average and max? It doesn't make any sense, unless what MS meant was that 6GB/s was the typical BCPack decompression in the block and when you average it with the Zlib it yields 4.8GB/s typical. 6GB/s max doesn't add up mathematically.

the more i look into it, the more i doubt that it will just be two seconds.

there is a reason why sony can load spiderman in less than a second and state of decay takes 11 seconds. both are probably loading 5gb of data max. if what you are saying it true, then it shouldve taken state of decay 2 seconds to load it. but we know it took 11 seconds.

Cerny said this himself. If you replace an HDD in the PS4 PRo with a 10x faster SSD, it only amounts to a 2x decrease in loading times. You need to do more than just replace the HDD, you have to redesign the I/O to make sure that 100x faster SSD can offer 100x faster loading and streaming.

The xbox series x SSD is 40x faster and yet offers a 4x decrease in loading times. Sounds to me like the case Cerny described above. A simple boost in raw SSD power simply isnt good enough unless you are willing to go in and really fuck around with I/O. MS tried doing that with the velocity architecture, but the best demo they could show off still took 11 seconds to load.

The more i think about this, the more I begin to understand just how crazy this console really is. Cerny said the goal was to get 100x boost in the I/O, and he seems to have achieved that goal. We know how this affects the SSD related performance. Just imagine what it does to CPU and GPU performance.
I think you are oversimplifying the loading process. The CPU has a lot of work to do during loading and it varies depending on the game. Loading isn't just vomiting data from storage to memory, it's also building data structures, preparing all sorts of things by the CPU, and so on. On top of that, you have no idea if Spider-man was updated in order to use the SSD or not in that demo. You can't really judge until you see two versions of a well-implemented 3rd party game running on both XSX and PS5.

People are still having their mindset stuck in the HDD era. With 5.5-22GB/s SSD speeds you have 4,621-54,355% (mininum-max compared to 40.4-116.5MB/s of PS4) more data to transfer per one second, assuming both having zero bottlenecks theoretically. So you would need less cycles to transfer that data, not to mention 12 channels, 6 priority levels, and GPU cache scrubbers (less offloading/uploading= more efficient).

If 448GB/s was good for RTX2080 with loads of bottlenecks, then it should be an overkill for PS5 that's optimized like no other.

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SSD speed doesn't help memory bandwidth. It's actually the other way around, when you stream data faster, you actually take more bandwidth from the memory.

Any console got an overkill in that area the PS5 448 GB/s has to be share between the gpu, cpu and tempest engine, we need
time to say if this will enough but in the end this year some dev should be able to express its opinions.

For XSX more of the same because even the most of his memory is faster other fragment is "very" slow so the real bandwidth
is even far also the reason of have more TF needs also more bandwidth.

I am little disappointed of that in both cases but we need time to see if this can be a problem, maybe is enough for the all
wavefronts the devs want to use because AMD improve a lot the use of bandwidth maybe not.

But well just less see recent history Xbox one has a gabarge of memory and we saw Gears 5 and Forza Horizon 4 running in that console.
Both console memory bandwidth is a disappointment IMO. Sony should have gone with 16Gbps and MS should have gone with full 20GB for unified 560GB/s.

1. Okay. But that's kind of tautological then. Better assets are bigger. That's why they are better. And there is no way to know what assets are needed in the exact next frame (otherwise you don't need GPU at all). So it will be more like next 10 frames or so. Or even 100 frames (which is still fast).
So the end result will be that in a specific stream timeframe (for example 1 sec) PS5 will have 2x more assets, but the resident part will be the same.
2. Shaders are small. Animations don't tax at all. Taxing things are: bigger output maps (render targets, shadow, buffers, etc.) and higher poly models. Shaders may be more taxing if they use completely new assets. For example wider deferred buffers or more texture layers.
1) MS is streaming to the next frame, not the next 10 frames, that's the principle behind their "velocity architecture". Considering Sony should have ~x2 faster transfer rates, I'm sure Sony is going for the next frame too.
2) Animations tax the CPU, higher quality models tax both CPU and GPU (and ray tracing performance), textures and texture filtering tax memory bandwidth and so on. In the end, it doesn't matter what you stream, if you intend on streaming x2 more/better assets, you will tax other parts of the system like the CPU, GPU, memory, or memory bandwidth. Somewhere these systems will have to strike a balance, XSX has more CPU/GPU/memory bandwidth so it can handle more/better assets but has a slower SSD that won't be able to stream them while PS5 has a better SSD that is able to stream more/better assets but weaker CPU/GPU/memory bandwidth in order to display them on screen. Each system with its' own bottlenecks and it will be interesting to see how things pan out when we start seeing third party games coming out on both.
 
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Just wait and see what polyphony digital will be able to with their proprietary game engine. We have already had a glimpse of GT sport with ray tracing at 8k 120fps

It'll be insane if Sony were just showing us a prelude back then of how psv bc could enhance a ps4 game. I know I'm dreaming but imagine.
 
The only thing I can think of is the compression method applied. The game code itself would be no different.

Weird because compression is used with traditional HDDs as well. Except this time around these systems have hardware based decompression systems.

Maybe it has to be compressed in a specific manner to take advantage of them?
 
Maybe that State of Decay Demo is already optimized.

What I mean by that is that it's the XSX very first time loading the game. Once you load the game for the very first time and save it in a state, the next time the game is loaded it should be much faster.

This could also be the same for the PS5 as well.
of course it is optimized. these xbox trying so hard to downplay it.

m$ spends millions on PR, misleading, half truth, spin off, advertisement everywhere, game awards and so on...

they had time, man power and big budget and they suddenly will make a rookie mistake and records and release unoptimized version of older game to SHOWCASE loading and showcase the new xbox SX tech which will make them billions or will cost them billions? yeah, right. sounds like naive fairy tales for children.
 
To me, it's not that simple because if 4.8GB/s is the weighted average between the typical Zlib and BCPack decompression, it means the typical BCPack decompression is ~6GB/s. What I have a problem with calling the 6GB/s max is that if your typical is ~6GB/s, how the hell is your max 6GB/s? BCPack varies wildly depending on the content of the textures, so how can 6GB/s be both average and max? It doesn't make any sense, unless what MS meant was that 6GB/s was the typical BCPack decompression in the block and the average with the Zlib gives us 4.8GB/s typical. 6GB/s max doesn't add up mathematically.

I don't know what to tell you DrKeo. Only Microsoft can answer this. What I'm confident about is that if the figure is more than 4.8GB/s as you believe, don't you think they would've said so on the spec sheet?

Edit: Unrelated random question for anyone that might know. On the XSX DF article it lists specs for all the recent Xbox consoles and XSX but I noticed that the One S SoC is listed as 227mm^2 but I remember when it came out it was said to be 240mm^2......How did it shrink?
 
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1) MS is streaming to the next frame, not the next 10 frames, that's the principle behind their "velocity architecture". Considering Sony should have ~x2 faster transfer rates, I'm sure Sony is going for the next frame too.
2) Animations tax the CPU, higher quality models tax both CPU and GPU (and ray tracing performance), textures and texture filtering tax memory bandwidth and so on. In the end, it doesn't matter what you stream, if you intend on streaming x2 more/better assets, you will tax other parts of the system like the CPU, GPU, memory, or memory bandwidth. Somewhere these systems will have to strike a balance, XSX has more CPU/GPU/memory bandwidth to handle more/better assets but has a slower SSD that won't be able to stream them while PS5 has a better SSD that is able to stream more/better assets but weaker CPU/GPU/memory bandwidth in order to display them on screen. Each system with its' own bottlenecks.

1. That's not achievable (on XBSX). Velocity or no velocity.
If MSFT ever said that, they probably referred to SFS which indeed works on the basis of the previous frame. But it means: pop-in.
There are various strategies for SFS, The "next-frame" one means that you construct your "mip-level map" for the next frame, and when next frame comes you have loaded parts of a higher mip texture.
There is also a "triple-pass" one, where you render the frame two times actually, first time with coarser assets to get the mip-level mapping and next time with the real assets.
It's all there in the SFS docs.
Again it doesn't mean that the "next frame" is targeted, it's just a specific case implementation of a specific tech.
PS5 can target "next frame" or even the same frame (cache scrubbers are there for a reason). But latency is gonna be grim. They will probably just target a blind reload without a feedback on a scene-graph basis.
I.e. calculate LoD with a game-specific algorithm and just blindly schedule new assets for loading SDD->VRAM.

2. Animations are blended on GPU nowdays, if it taxes CPU you're doing it wrong. (Yes, there are a lot of people who do it wrong, but they should listen to ND and learn).
Textures do not tax memory bandwidth you're still sampling exactly the same amount of samples per pixel of the output.
RT scales with the output resolution only too, there is no dependency on the scene complexity (that's the main "selling point" of RT). But again RT will die on random memory access much much earlier anyway.
Anyway the only thing that will tax GPU significantly when more assets are loaded per unit of time is if different shaders are implemented that use more assets than the other system.
 
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they had time, man power and big budget and they suddenly will make a rookie mistake and records and release unoptimized version of older game to SHOWCASE loading and showcase the new xbox SX tech which will make them billions or will cost them billions?

I remember a while back Phil Spencer said he had the retail console at home and was playing games on it. That indicates to me that the hardware was already finalized a really long time ago.

They should have had enough time to prepare optimized demos for it. With that said I find it hard to believe that they would demonstrate the SSDs capabilities with a poorly optimized demo. I know that they are not that incompetent.

Which is also why it's possible that the demo was already optimized for the XSXs I/O solution.
 
I remember a while back Phil Spencer said he had the retail console at home and was playing games on it. That indicates to me that the hardware was already finalized a really long time ago.

They should have had enough time to prepare optimized demos for it. With that said I find it hard to believe that they would demonstrate the SSDs capabilities with a poorly optimized demo. I know that they are not that incompetent.

Which is also why it's possible that the demo was already optimized for the XSXs I/O solution.

Ppl are just trying to grasp at straws to find a way to say tht Xbox ssd solution and speed is on par with psv solution and we all know thts just a fairy tale.
 
The only thing I can think of is the compression method applied. The game code itself would be no different.
Actually it does. Let's take a cross-gen game as example. That game has the levels designed to stream assets from the old drives. So, if you just use that code it'll load those assets faster but it won't load any more than what is parametrised to do. So, you can take advantage of the GPU only to an extend, since those 10-12TF will be starving for more memory utilisation.
 
You do alot of these type of responses. Don't you get tired? No disrespect to you and I'm not trying to be edgy but ppl are going to believe what thy want to believe, some will actually be right, some will be wrong. We all know Psv SSD situation trumps Xbox, thts not even debatable no matter how ppl try to rationalize it.
Not as tired as I get reading nonsense and deliberately deceiving comments. Yeah. Maybe I should just leave these threads. I guess I'm hoping to find some new juicy details here, but all there is, is green vs blue. It's not even green vs blue really... More like teal vs cyan.

I don't think people are saying that. What they are saying is that the final results will be better than the State of Decay Demo. I haven't really seen anyone on Gaf claim that the XSX SSD is as capable as the PS5 or even better than it.
Wow. Someone actually understands. Good.

It has also been shown that Gears 5, without any code alterations, loads 4x as fast on the XSX compared to the X1X. That falls in line with the State of Decay Demo. So it's only logical to expect better for games that are coded to leverage the SSD.

People forget that all they've shown for the XSX is 'older' games running on it. They were focusing on backwards compatibility, and basically plug and play for your older games and older hard drives. They talked about their new architecture, but the only thing that seems to be leveraging it still, is the quick resume demo. The games in quick resume take about 6 seconds to load. Technically, if the same thing is done on the PS5 in the same way, they should take 3 seconds instead.
 
Not as tired as I get reading nonsense and deliberately deceiving comments. Yeah. Maybe I should just leave these threads. I guess I'm hoping to find some new juicy details here, but all there is, is green vs blue. It's not even green vs blue really... More like teal vs cyan.


Wow. Someone actually understands. Good.

It has also been shown that Gears 5, without any code alterations, loads 4x as fast on the XSX compared to the X1X. That falls in line with the State of Decay Demo. So it's only logical to expect better for games that are coded to leverage the SSD.

People forget that all they've shown for the XSX is 'older' games running on it. They were focusing on backwards compatibility, and basically plug and play for your older games and older hard drives. They talked about their new architecture, but the only thing that seems to be leveraging it still, is the quick resume demo. The games in quick resume take about 6 seconds to load. Technically, if the same thing is done on the PS5 in the same way, they should take 3 seconds instead.

"More like teal vs cyan" 😂😂 I luv it.
 
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Not as tired as I get reading nonsense and deliberately deceiving comments. Yeah. Maybe I should just leave these threads. I guess I'm hoping to find some new juicy details here, but all there is, is green vs blue. It's not even green vs blue really... More like teal vs cyan.


Wow. Someone actually understands. Good.

It has also been shown that Gears 5, without any code alterations, loads 4x as fast on the XSX compared to the X1X. That falls in line with the State of Decay Demo. So it's only logical to expect better for games that are coded to leverage the SSD.

People forget that all they've shown for the XSX is 'older' games running on it. They were focusing on backwards compatibility, and basically plug and play for your older games and older hard drives. They talked about their new architecture, but the only thing that seems to be leveraging it still, is the quick resume demo. The games in quick resume take about 6 seconds to load. Technically, if the same thing is done on the PS5 in the same way, they should take 3 seconds instead.

I still think it's weird that the demonstrated the SSDs capabilities with an unoptimized demo.
 
This is my pure speculation but I'd think that PS5 game sizes was certainly a primary consideration when Cerny's Team decided to aim eliminating all (if not most) bottlenecks.

Well I don't know what you even really mean by that; I think it's pretty much factual that those SSD speeds can produce an unreasonable amount of detail when it pertains to game file sizes. That will also greatly vary on the game type; like any generation fighting/racing games can do things that open world games can't for instance.

Not a bad thing; my point is devs can do just about anything they want with detail SSD speed wise but the real bottleneck is just the size on disk + just general feasibility of designing that level of detail for open world games.
 
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