880°

Former Frostbite Software Engineer Explains How PS5’s SSD Will Work

It’s about more than just what the player can see.

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gamingbolt.com
waverider2151d ago

Beside open world games that everybody is talking. I think racers could also get a huge jump and maybe perfect copy from the real world with high detail.

dan3232151d ago

Good open world racing games would be nice indeed.

bouzebbal2151d ago

Sony please bring back The Getaway

oof462151d ago

You guys forget about Smuggler's Run?

solideagle2151d ago (Edited 2151d ago )

Although this approach of loading assets where the player is looking open new possibilities but they will have to work on AI, how will AI react to no environments, etc?

Next-gen programming is changing forever and I am super excited :D

Babadook72151d ago (Edited 2151d ago )

The ai uses a collision mesh to build a Nav mesh and that will always be present. Just the visual meshes (which are far more complex) will load and unload as you look around.

solideagle2151d ago (Edited 2151d ago )

@Babdook7
Thanks for your explanation. I hope next-gen games are innovative as this gen is more of the same which is not a bad thing at all but I find it sad that we get so many remasters but not new experiences like devs have stopped making new experiences and banking on old games.

super excited about next-gen, did I say that already? :D

rainslacker2151d ago

The track itself would probably be laid out either way. Something along the level of guide lines, with standard AI routines put in for more immediate needs. Hopefully those will improve as time goes on. AI that runs on a predetermined path and always tries to get back to that track can be shallow at times.

Games1st2151d ago

Anything will benefit from higher movement speed. It will be great for people without much time to waste, combine that with sub zero loading and looters will get a lot more loot.

ps5fanboy2149d ago

gt7 is gonna blow mind in vr.. with ,a sat in movement chair..wow.

+ Show (2) more repliesLast reply 2149d ago
no_more_heroes2151d ago

Next-gen for me is full resolution textures for everything in view at all times with no pop-in at all, fully interactive environments and sensible, realistic animations. I want my characters to interact with even a random thing in a random corner the exact same way someone would in real life. No more nonsensical invisible walls.

crazyCoconuts2151d ago

I think some of that, but we'll still have buggy games because, well, quality is hard.
I think the surprise for many about what next gen will mean is, yes, better looking games, but more impacting will be the usability of those games on our system. No more waiting for slow menus, waiting for games to load. Going through title screens to get back to where you were at in a game you played last week. Maybe less thinking about hard drive space, automatic streaming when you own a game that you haven't downloaded yet. I think next gen will be a bigger lift on HOW we play our games more so than the games themselves. Having a fantastic user experience develop while PC users are dealing with failing Windows updates and fragmented stores will make next gen consoles even more attractive to the PC market as well

sinspirit2151d ago (Edited 2151d ago )

I always wanted characters holding weapons and items to change how they wield so that they arent clipping through the wall. Which would also alter the way they use it

rainslacker2151d ago

That's still a lot of programming for the interaction. Games that have a lot of interaction now like that tend to just have collision effects coupled with some sort of basic physics routine, so whether you hit a orange cone or steel beam, they flop around the same.

The graphics themselves could indeed be as good as you suggest though.

2151d ago Replies(10)
AnubisG2151d ago

It will be interesting to actually see this in action. It is talked up a lot certainly.

Dirtnapstor2151d ago

Had already watched this guy before I found this article. He’s very insightful, breaking things down. A good watch/listen.

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30°

Inkle co-founder explains how TR-49 broke even in three hours

The narrative deduction title is available on Steam, Nintendo Switch, and the App Store for just $7.

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gamedeveloper.com
40°

How Capcom's Pragmata blends puzzle-solving with sci-fi combat

Capcom 's Cho Yonghee, Naoto Oyama and Edvin Edso, discuss the process of crafting a new Capcom franchise with an unusual hook.

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gamedeveloper.com
40°

Pixels in the Blood: The Journey of Rob Hewson

The name "Hewson" carries a special weight for anyone who grew up during the golden age of British computing. As the son of Andrew Hewson—the man behind legendary publisher Hewson Consultants—Rob Hewson didn't just grow up playing video games; he learned to spell his name from their title screens. However, Rob didn't just rest on his family's 8-bit laurels. From leading major LEGO franchises at TT Games to tackling the high-stakes world of technical porting at Huey Games, Rob has carved out a unique path in an ever-evolving industry. In this candid interview Rob to discussed the burden and beauty of a family legacy, the technical "scar tissue" left by the ambitious Hydrophobia, and why porting a masterpiece like Inscryption to consoles is far more than a simple copy-paste job.