1000°

Mahler Says Third-Party to Develop for Lowest Common Denominator, PS5 SSD Likely First-Party Only

Thomas via Resetera: "I would be shocked if most third party developers would not just develop their games for the lowest common denominator. I mean, there's literally 0 chance that levels will get changed just because the PS5 can load them faster, simply because it's way too expensive and work intensive to do that.

The super fast PS5 SSD is nice for first party, but it won't make any economical sense to heavily adjust your games to suit one particular platform. On PCs and the Xbox, you'll have to work with what's there. So it's 2 platforms against 1. The scenario pointed out in the OP is highly unlikely."

Read Full Story >>
resetera.com
1417d ago Replies(13)
mrsolidsteel201417d ago (Edited 1417d ago )

Oh boy.......

Well it seems the narrative or should I say narratives that are trying to be created is:

PS5’s SSD is just for faster loading screens

PS5’s SSD are just for first party developers

Now, PS5’s SSD are too expensive for third party developers.

I’m not sure why exclusive developer will comment on this, but it’s not surprising.

Eonjay1417d ago

Everything involving an SSD will be faster on PS5. How exactly would a dev make the drive slower to satisfy the slower Xbox. This is what I want to know.

Minute Man 7211417d ago

The game will load faster but once we start playing we won't be able to tell

zimm1417d ago

Loading screens. But it's more a questions for Nintendo consoles and older PC's or cheap SSD.

rainslacker1417d ago (Edited 1417d ago )

They wouldnt make the drive slower, they'd just design the game on the back end using what's been done for 40+ years now, which is basically loading in the bulk of the game scene to run off memory, with predictiveoading of new assets for upcoming parts of the game.

Ps5 can still do this, it's just not considered a best practice or suggested by Sony. It doesnt mean that some of these features couldn't be used for optimization though, which could bring it's own benefits

Stanjara1416d ago

Here is Mass Effect example. Your character on PS5 just enters the ship... you don't have loading... it's beautiful.
Xbox has to load the inside of the ship. So developer is thinking: Elevator! A small travel and door opening till it loads.
Ps5 game ends up with elevators because the game was multiplat.
Thats how they slow down PS5 ssd.

+ Show (1) more replyLast reply 1416d ago
starchild1416d ago

No, the fact they are not making a PS5 game doesn't mean that they don't understand the technology or how the industry works. I have been saying the same thing. Multiplatform developers will not radically redesign their games for one platform. We've already seen for years that they will not do this.

The PS5's SSD speed will probably be used for faster load times and faster asset streaming while in game, but some of the more esoteric ways that have been discussed will almost certainly not be used in multiplatform games if PC and Xbox Series X don't have the same capability.

ChristopherJack1416d ago

The thing, the XSX SSD is no slouch either, yes the PS5's is better & the I/O improvements has also been widely championed, doesn't mean the XSX won't see the majority of the same potential in-game benefits too, rather it'll be handled slightly differently.

With the superior CPU, GPU & RAM, there'll be other ways more traditional ways to reach the desired results, the biggest difference for the end-user(us) will be loading times, but the loading times with a 3.5GB/s SSD will already be mostly non-existent. Neither are going to require much prerendering which will be the biggest difference this gen, the PS5 even less so. That said, RAM is also important when it comes to rendering & the XSX does have better chips so I'm curious over how much of an advantage the PS5 will have there.

Outside of load times & rendering, multiplat games will almost definitely look & run(FPS/resolution/textures, etc) a little better on average with the XSX. Exclusives will always be subjective, I personally vastly prefer Sony's single-player games but I do enjoy things like Halo3/Reach & SoD2 yet those are playable/will be on PC but even a top end $3k PC may not have the same loading & rendering advantages that even the XSX contains for years to come. Individual components will improve to the point where it can brute forced but at the moment, it's too expensive & too fragmented to compete in that area..

At the end of the day, I don't why so many are acting as if the XSX has a 5400RPM HDD. Well, I do, fanboyism, but why do people insist on behaving in such a way is my real question- most of the time it's answered by deflecting it onto another group of fanboys, as if somehow one is worst than the other: You all come off as petty children arguing which sports team is better, preferences are fine but I don't see why conversations can't be civil & factual, instead everyone takes everything personally, as if they were given birth by the very product they defend.

Spicyram1416d ago

There's also an underlying concession over here that Ps5 is the better performing console.

Obscure_Observer1417d ago (Edited 1417d ago )

“The super-fast PS5 SSD is nice for first party, but it won't make any economical sense to heavily adjust your games to suit one particular platform. On PCs and the Xbox, you'll have to work with what's there. So it's 2 platforms against 1."

Interesting. Looks like third party devs will have to choose the PS5 over PC and Xbox if they want to fully take advantage of PS5´s ultra fast SSD.

IRetrouk1417d ago (Edited 1417d ago )

That's just no true, cerny already explained this.

"Behind the scenes, the SSD's dedicated Kraken compression block, DMA controller, coherency engines and I/O co-processors ensure that developers can easily tap into the speed of the SSD without requiring bespoke code to get the best out of the solid-state solution. A significant silicon investment in the flash controller ensures top performance: the developer simply needs to use the new API. It's a great example of a piece of technology that should deliver instant benefits, and won't require extensive developer buy-in to utilise it."

https://www.eurogamer.net/a...

Unspoken1417d ago

My gosh man, that's the same rhetoric used by every proprietary software/hardware developer used since the beginning any development.

It was on the internet, it must be true.

starchild1416d ago

@IRetrouk
So do you really believe that multiplatform developers are going to fundamentally change the design of their games to take advantage of just one platform? They've never done this in the past. Do you really believe that multiplatform games are going to look and run better on PS5 than PC and Xbox Series X? If so I'll bet you right now that you're wrong.

yimid121191416d ago Show
crazyCoconuts1417d ago

Only developers can tell us how modular they can make this asset streaming feature (that they baked into Unreal 5). Like - if you have the best textures in memory already (Uber video card) you use it. If you have fast IO you can stream the best textures from disk. If you don't, you employ the traditional LOD with low quality textures until you get closer and then load the high quality ones. Maybe if the tools are reasonable it won't be terribly difficult to add the IO streaming option into games and it will manifest itself as "better graphics". It should also push that minimum spec on the PC over time to either have more memory on the graphics card or a faster IO system.

StormSnooper1417d ago

Carney already explained this. The dev won’t have to do anything. They simply will be able to create more and not worry about whether it will be able to fit it.

Perhaps they will make the game for both consoles and then go back to add more assets to the PS5 with no worries. I’m no dev, but it seems like it’s a matter of the dev wanting to go the extra mile for the PS5 to really shine.

badz1491417d ago (Edited 1417d ago )

The PS4 has proven that it can sell more software. there are just a handful of multiplats from this gen that have sold more on PC and Xbone combined compared to the PS4. and if you exclude CoD, FIFA and GTAV, the only other game that is competing with PS4 exclusives in sales is...RDR2 and maybe FO4? TW3 and FO4 sold more on PC, that's a given and not even Battlefield games are selling in the same ballpark as PS4 exclusives now and that's CRAZY! TLoU Remaster, UC4, Spider-man and GoW all sold gangbusters and Ubisoft even constantly reporting they are making more money on PS4 this gen.

so...I don't know why is it illogical for this guy that devs would want to cater to the PS5 next gen compared to XSX or even PC.

Obscure_Observer1417d ago

"I don't know why is it illogical for this guy that devs would want to cater to the PS5 next gen compared to XSX or even PC."

Maybe because both PC and Series X´s architecture are closer while with the PS5 Sony is back to their exotic ways. That goes without mention that both PC and SX are more powerful.

Sunny_D1417d ago (Edited 1417d ago )

@obscure

You mean AMD zen 2 and RDNA? The same/similar type that’s inside the Xbox? You don’t know what you seem to be talking about do you?

rainslacker1417d ago (Edited 1417d ago )

@Obscure

I think you're mistaking API's with hardware. Consoles use x86 hardware just like PC, and PC can use a few different rendering API's, as now they'll probably have 2 different GPU core designs.

The XSX is about as much like a PC as the PS5 is otherwise. If the dev uses DirectX, then yeah, the port to PC, or vice versa, would be more fluid, but PC optimization is much different than console optimization. You can't just hit the "Build to PC" function, and expect it to run the Xbox specific code. Unless of course you want to gimp all that tech in the XSX even further by using the higher level API's that exist on PC....thus rendering all that extra power xbox fans love to gloat about moot.

If it was that easy, I wouldn't have the job I have, and MS probably would have pushed out Sony from the market already. BTW, my job is to make tool that port DirectX code between PC, Xbox, and other systems, which includes PS and even Switch, among other things. The fact there is a healthy sub-industry of tool makers who make these sort of things is enough to say that it's not as simple as you posit. Not that it's particularly hard to make games for multiple systems, just that the advantage you suggest, doesn't actually exist in the way you suggest it.

CaptainHenry9161416d ago (Edited 1416d ago )

WRONG AGAIN. 😁

+ Show (2) more repliesLast reply 1416d ago
I_am_Batman1417d ago (Edited 1417d ago )

I agree, but that's generally true for any significant difference in any consoles architechture. That's one of the main reasons, why exclusive games often end up setting the bar in terms of technological achievements. Multiplats will need to run on the lowest common denominator which in case of the SSD will be the PC for a while.

It's arguable whether it was worth it to go with the Cell for the PS3 for example. While it unlocked a lot of potential for exclusive titles and prolonged the PS3s life cycle, it also made the process of porting multiplatform games much more complicated.

Unlike the PS3's Cell processor, the I/O architecture of the PS5 won't stand in the way of multiplatform developers. It's simply an upside for exclusives without the downside for multiplats.

SamPao1417d ago (Edited 1417d ago )

not true. the ssd and the architecture in the ps5 will do so automatically sooooo
this developer just tries to downplay it

I_am_Batman1417d ago (Edited 1417d ago )

You just missed his point. The implementation is on a system level, meaning it won't require low-level optimization to get full access to the I/O speeds. It doesn't change the fact that a game that is build from the ground up to utilize these speeds can't be simply ported to the PC or Series X.

It should be pretty obvious that a game that relies on these speeds to work, won't work on one tenth or even half the speed without some fairly extreme compromises requirering a lot of work to be redone. Now given that is true get yourself in the mindset of a multiplatform dev, are you really going to build your vision on the PS5 and then compromise your other ports by completely reworking your rendering pipeline for each different version? Or are you going to do the best job you can for the lowest common denominator and potentially make some slight optimizations for the other versions?

It's always the latter, which is why high end hardware on PC is never truly utilized or why cross gen games are never as impressive as next-gen only games. It's not a question of what the devs can or can't do. It's simply what makes the most sense given that resources are limited.

With that being said, if you have a very scalable engine which was made with all platforms in mind you might be able to stream in higher quality assets on PS5 (This could be the case with an engine like UE5 for example).

crazyCoconuts1417d ago

Won't stand in the way, and perhaps could still be incorporated into multiplats, we'll see. Not for different level designs, but potentially to make the console act like it has more memory than it does and load some higher quality textures.
Even if traditional LOD is used, faster IO can reduce the perception of pop in.
If nothing else, everything should load faster from disk getting you to the game faster and less time waiting for the next level.

I_am_Batman1417d ago (Edited 1417d ago )

For sure. I wouldn't be surprised to see some differences in asset quality in some games. UE5 utilizing Nanite will probably show that effect due to basically offering unlimited LOD. I just think if your game has to run on SATA SSDs that both the Series X and PS5 will be sufficiently fast, that pop-ins and loading times shouldn't be much of a factor.

My initial comment was meant to stress the fact that multiplatform devs won't be in a position to utilize the PS5s unique advantages to build a game that relies on those speeds to work.

SamPao1417d ago

But you are saying that its only an upside for exclusives, which is simply not true. Its an upside for ALL developers, because its implemented on a system level. thats what I am saying.

I_am_Batman1417d ago (Edited 1417d ago )

You have to read my comment in the context of what Thomas is saying for it to make sense. I'm talking about 'upsides' in relation to changing the level design and heavily altering parts of the world on one console vs. the other.

That's what Thomas was responding too and he's absolutely right about what he is saying.

Of course there will be other more subtle upsides even in multiplatform games, but that's besides the point when we're talking about fundamentally different approaches to level- and worlddesign for different versions of the same game.

StormSnooper1417d ago (Edited 1417d ago )

@I am Batman
I believe you are assuming that the dev will not be able to make the game simultaneously for the two systems (creating a base that works for both) and then go back and add more assets to the more capable PS5.

Im sure Sony’s first party will be pushing the boundaries yet again, but I think 3rd party devs can also use the SSD to push their games on PS5.

I_am_Batman1417d ago (Edited 1417d ago )

'Creating a base that works on both' is a lowest common denominator approach. Scaling up from that common point won't fundamentally change the game.

StormSnooper1417d ago (Edited 1417d ago )

Sure, but now we are talking degrees. There is no doubt that 1st party will benefit the most, but to say that multiplats wont benefit from PS5 SSD is also incorrect.

All the dev will need to figure out is where the baseline is, then they can add to the PS5 version from there on, and based on what we’ve been told, it wouldn’t take a significant effort from the dev to implement the benefits of this new SSD as it’s simply a matter of creating the assets with next to zero (I paraphrase) worries about how to fit it in the game.

I_am_Batman1417d ago (Edited 1417d ago )

It's not a matter of degrees. This is about two fundamentally different approaches.

1. Creating the game for the PS5 and using the I/O bandwidth as a requirement for your game design, then porting it down to less capable systems requiring a lot of additional resources, because you now have scrap a lot of the work you've already done and redo it to work on less capable systems. This could be changing the layout of the level design or adding loading buffer zones like elevators, tunnels or gaps that artificially slow you down.

2. Developing for the lowest common denominator and then scaling up from there. This is easy, because multiplatform engines are quite scalable by design. Additional resources can be utilized, but they won't impact the common baseline.

The first scenario is not how multiplatform development usually works and it's not likely to change, because it would be an inefficient way to allocate the limited budget.

+ Show (1) more replyLast reply 1417d ago
RazzerRedux1417d ago (Edited 1417d ago )

Hmmmm, so that means XSX first party won't be able to take full advantage of its Velocity Architecture as all those games will be on PC.

On the PS5 side, first party games (as well as any third party exclusives) will be able to take full advantage of the new hardware and can be designed with that in mind.

Sony's first party is getting more and more exciting the more I hear Microsoft devs talk about it. LOL

Obscure_Observer1417d ago (Edited 1417d ago )

"Hmmmm, so that means XSX first party won't be able to take full advantage of its Velocity Architecture as all those games will be on PC."

Source?

"On the PS5 side, first party games will be able to take full advantage of the new hardware and can be designed with that in mind."

Based off your first comment while assuming things (like you), if Sony has no plans to release future Playstation games on PC, yes, you´re right.

RazzerRedux1417d ago

"Source?"

Speculation based on what the Ori dev is saying. Microsoft hasn't backed off on their commitment to games on PC and I see no reason for that to change. The only caveat I can think of is they could make SSD a requirement on PC, but very few PC gamers are at PCI 4.0 SSD and none have hardware compression so that seems unlikely at this point. As we stand right now, I don't see how Xbox games can be designed outside of traditional means as PC HDD is the "lower common denominator".

"Based off your first comment while assuming things (like you), if Sony has no plans to release future Playstation games on PC, yes, you´re right."

Same caveat applies to that scenario. Any plans for PS games on PC would require PC to catch up to the point that enough PCs meet the requirements that make any ports worth the investment. On the other hand, PS Now could take advantage of this right away once PS5 hardware is in place at Azure data centers. Same for XSX and Project xCloud.

1417d ago
IRetrouk1417d ago (Edited 1417d ago )

Razzer cerny already covered this, third partys will be able to take advantage of ps5s ssd, this is just more downplay.

"Behind the scenes, the SSD's dedicated Kraken compression block, DMA controller, coherency engines and I/O co-processors ensure that developers can easily tap into the speed of the SSD without requiring bespoke code to get the best out of the solid-state solution. A significant silicon investment in the flash controller ensures top performance: the developer simply needs to use the new API. It's a great example of a piece of technology that should deliver instant benefits, and won't require extensive developer buy-in to utilise it."

https://www.eurogamer.net/a...

RazzerRedux1417d ago

IRetrouk

I don't think level design is what Cerny is referring to though. Devs can take advantage of the speed, but in the past devs have had to make design choices (such as elevators) to accommodate the slow loading from HDD. PS5 SSD architecture removes these limitations and frees up design capabilities. But XSX and third parties are still bound by PC HDD. The Ori dev is saying that is going to force those devs to make conventional design choices. That's my understanding anyway.

IRetrouk1417d ago (Edited 1417d ago )

I assumed they ment all advantages to be honest, but I can see what you mean, level design etc will be held back by hdds that's true enough, I guess we will just have to rely on sonys devs and exclusive 3rd partys to really change game design.

1417d ago
Obscure_Observer1417d ago (Edited 1417d ago )

@RazzerRedux

"Speculation based on what the Ori dev is saying."

Except he didn´t mentioned Velocity at all.

"As we stand right now, I don't see how Xbox games can be designed outside of traditional means as PC HDD is the "lower common denominator"

Look no further than Microsoft Flight Simulator and tell me again how SX´s first party games will be bound or tied to PC´s HDD.

"Sony's first party is getting more and more exciting the more I hear Microsoft devs talk about it. LOL"

Good, because after tomorrow, I´m really looking forward for their games to really impress me on the same or even higher level than Hellblade II and Flight Simulator did. Not sure how a 1080p 30fps presentation is supposed to show games running on actual PS5 hardware, so I´m just gonna wait for Sony to upload the high resolution videos after the show, then wait to see what DF has to say about it in a much more detailed analysis.

RazzerRedux1417d ago (Edited 1417d ago )

"Except he didn´t mentioned Velocity at all."

Which is why I am "speculating". But it follows that if devs have to design for the "lowest common denominator" when it comes to storage architectures then Xbox first party have to design for PC HDD.

"Look no further than Microsoft Flight Simulator and tell me again how SX´s first party games will be bound or tied to PC´s HDD."

The Ori dev is talking about "level design" so FS doesn't apply.

"Good, because after tomorrow, I´m really looking forward for their games to really impress me on the same or even higher level than Hellblade II and Flight Simulator did. Not sure how a 1080p 30fps presentation is supposed to show games running on actual PS5 hardware, so I´m just gonna wait for Sony to upload the high resolution videos after the show, then wait to see what DF has to say about it in a much more detailed analysis."

lol.....yeah, because DF telling you what your eyes can't see on their own is always important. Kind of like that UE5 PS5 demo:

https://www.youtube.com/wat...

starchild1416d ago

That's a very slanted way to look at it, but sure. Of course, it's also true that PCs and Xbox Series X will have advantages in ray tracing and pure rasterisation that won't be matched by the PS5's hardware. Different games will have different visual advantages. Very exciting times ahead indeed.

RazzerRedux1416d ago (Edited 1416d ago )

lol....you want to talk about slanted? We are discussing the Ori's devs statements on how SSD will/won't impact level designs for different systems. But you?

"Quick, talk about GPU!"

Slanted, indeed.

+ Show (2) more repliesLast reply 1416d ago
Show all comments (261)
110°

Garry's Mod Removing All Nintendo Content From Steam Workshop After Takedown Request

The developer of Garry's Mod has announced it is in the process of removing all Nintendo-related content from Steam Workshop after receiving a takedown request from Nintendo.

gurp1d 4h ago

first emulation, now this
even though I don't play Garry's Mod, it is still bad

Inverno1d 3h ago

I was reading it's all just false reports from a troll who's done things like this in the past and not Nintendo themselves.

-Foxtrot18h ago

Well the games creator Gary Newman confirmed it himself on Twitter.

Inverno11h ago

Seems that's still being debated.

70°

Remedy Makes Changes to Core Management Team, Wants to Grow Alan Wake & Control in Larger Franchises

Remedy has made a couple of changes to its core management team with the goal to grow Alan Wake and Control into larger franchises.

Read Full Story >>
wccftech.com
Jingsing17h ago

Changes like not being anti consumer? putting out Alan Wake Remastered on disc but not the sequel?

60°

Chatting Shadows of the Damned: Hella Remastered with Suda51

CGM Writes: While we were over at PAX East, we were able to sit down with Goichi Suda (Suda51) and talk about the upcoming remaster of Shadows of the Damned

Read Full Story >>
cgmagonline.com