Insomniac’s Mike Fitzgerald talks ray tracing, SSDs, and more.
this is going to be a wild ride. probably gonna spend more time panning the camera and getting my mind blown than playing the game.
I think this stuff stopped being "nerdy" awhile ago.
"We unload the things literally behind you from a camera perspective. If you spun the camera around, we could load them before you see that. That lets us devote all of our system memory to the stuff in front of you right now, that you need to experience in that moment" "there’s so much to peel back about the SSD and the I/O around it. We’re just scratching the surface of it"
Weird that they chose to call that out as an SSD perk, because games have been doing that for years on mechanical drives - including Sony first party titles like HZD. https://kotaku.com/horizon-... The only real benefit I can see from the SSD there is the package install size since there’s no spinning disk/platter, you don’t need to duplicate assets being used in multiple levels/areas to ensure sequential disk reads. But the hit on system memory / at runtime would be no different vs mechanical.
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