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Quantum Error “Pretty Much Done,” Series X Version Held Up by Slower SSD Say Devs

Quantum Error made a name for itself as one of the very first major indies announced for the PS5 back in the day, and the game would make further headlines by jumping to Unreal Engine 5 and eventually announcing an Xbox Series X/S version. Well, it seems TeamKill Media may be regretting the latter move.

1025d ago Replies(1)
GaboonViper1025d ago

Been looking forward to this, more horror games the better.

monkey6021024d ago

I was when it was first shown and then I was dissapointed when it got delayed. But the developers have been releasing 1 and 2 minute clips of different aspects of the game for months now and it looks truly awful. This game is going to run away with the title of worst game of the year for sure.

umair_s511024d ago

Oh not this again. The power of ssd crap.

Abracadabra1023d ago (Edited 1023d ago )

Oh boy! Another BS developer relishing on the so called "magic" PS5 SSD. Guess he didn't get the updated memo. Somebody needs to tell him we are not in 2020 anymore.

This reminds me the story of Ratchet and Clank...

lelo2play1023d ago (Edited 1023d ago )

These developers got what they wanted... publicity for their game.
There is no easier way to get publicity then to bash the Xbox, and with that getting all the clicks from Sony fanboys.

Rude-ro1023d ago

When someone does not realize that Microsoft has the most amount of money and partnerships in about 80% of gaming media 🤷🏻‍♀️

darthv721025d ago

Im sure they can make it work. Real world tests show the loading difference is 2-3 seconds on average. Direct storage should help them make up some of that difference.

sinspirit1024d ago

Most of the time, these types of methods and techniques already exist on a console. So potentially it's already been explored and still isn't what they're looking for

jwillj2k41024d ago

“Make it work” should never be said about a current gen console game. Hold this L.

KwietStorm_BLM1024d ago

Hardware will always and forever have limitations. It doesn't matter how powerful the current chips are. You always "make it work" because that's how software development is. You start with a vision and it gets molded to a point where it can actually run as close to that vision as possible. Y'all just love to be fanboys.

fr0sty1024d ago

Yet further proof the S is holding back even the PS5... they have to "make it work" on all 3 when designing a multiplatform game.

jwillj2k41024d ago (Edited 1024d ago )

@KwietStorm_BLM

We’re talking about a game designed from the ground up for current gen. Not a pc or arcade port. Therefore I reiterate, “make it work” should not have to be said about a game designed for current gen consoles so you can hold this L too.

MrBaskerville1024d ago

It could probably be done, but it takes time and know-how to implement it.

fr0sty1024d ago (Edited 1024d ago )

that's an easy excuse to make, but it doesn't apply universally. Some problems just cannot be solved no matter how much time and optimization you throw at it. Otherwise we'd be playing Halo on a Sega Genesis by now.

MrBaskerville1023d ago

@fr0sty
Ofcourse it's not universal, but it applies to the company making Quantum Error. It's a small team and maybe they don't have people who have figured out how to do this yet.

Babadook71024d ago (Edited 1024d ago )

"... loading difference is 2-3 seconds on average"

It's half as fast. Loading speed is not the real problem either.

fr0sty1024d ago

Direct storage requires GPU power that X and especially S may not have to spare in order to do the decompression.

Zhipp1024d ago

Afaik they both have dedicated hardware chips to handle decompression.

Babadook71023d ago (Edited 1023d ago )

“Afaik they both have dedicated hardware chips to handle decompression.”

Yes, but not near what ps5 has. Series X is more about load times.

Zhipp1022d ago

@babaodook
My point was that xbox doesn't have to sacrifice GPU performance to decompress assets from the SSD because all of that is handled by dedicated hardware. I don't have any detailed knowledge on the inner workings of their respective chips or how their algorithms/hardware stack up against each other. I also don't understand what you mean when you say "Series X is more about load times." What would you say the PS5's decompression chip is for then?

Babadook71020d ago (Edited 1020d ago )

"I also don't understand what you mean when you say "Series X is more about load times." What would you say the PS5's decompression chip is for then?"

As Cerny pointed out at the tech briefing for PS5, the decompression tech is about asset management. Loading LODs very fast without causing pop-in or a hiccup in performance. Also direct storage does take resources from the GPU compute where as PS5 does not.

+ Show (1) more replyLast reply 1020d ago
OptimusDK1022d ago

They haven’t even tried yet they admitted that. Just publicity at its best, targeting Sony fanboys.

+ Show (3) more repliesLast reply 1020d ago
Fishy Fingers1025d ago

Bro must be sweating the PS4 version then.

These guys, bless them. I'm sure they were the first "officially" announced PS5 game I remember, talking about it before the console was even unvieled.

But well played they know what they're doing, this will get them more attention than their gameplay videos.

LucasRuinedChildhood1024d ago (Edited 1024d ago )

It looks like a fairly slow paced game where there would be a good amount of time to start loading assets. Their PR does seem odd and might be disingenuous.

I did check though and the PS4 version is not launching at the same time as the PS5 and Series X|S versions and they've been claiming for a while that the game was not made with last gen in mind.
https://www.google.com/amp/...

I haven't seen anything from the game that really justifies what they're saying though.

LucasRuinedChildhood1024d ago (Edited 1024d ago )

Also watched some videos and it seems like they've barely implemented any AI in some of them, e.g. https://youtu.be/JtJPiHTUb0...

PunksOnN4G1024d ago

That gameplay is from UE4 and is from awhile back they already made a statement on that the game is now using UE5.2 most updated version and the game had a massive rework. Come on man they even tweeted this.

KillBill1023d ago (Edited 1023d ago )

@PunksOnN4G that was clearly shown to be false as the videos shown that devs argued on were even mentioned directly that it was UE5 gameplay and not UE4. The bulk of the videos shown were from the UE5 most recent offering from the Devs. and it was torn apart. Little to no textures, character models that appear to be 10 years ago. And editing of the video clip to make it look more interesting than it actually was. The devs are being eaten alive because of their poor takes. Talking on XSX SSD speed and it being slow and yet not making any qualms with their PS4 port being worked on. All with the fact the game looks like early PS4 gameplay at best.

porkChop1024d ago

Pretty much. They're just getting eyes on their game. It would be crazy to worry about the XSX's SSD when you're literally planning to launch the game on PS4 afterwards, a last gen system with an excruciatingly slow HDD.

Ryuk_20071025d ago

The dev do know that they're releasing a ps4 version as well right? This is Godfall all over again lol

Sonyslave31025d ago

Yup not only that but the poster child for Ssd Ratech and Clank Rip in Time can run off Hdd.
:-(

1025d ago
sparky771024d ago

Yeah the SSD was all marketing, they are both pretty much equal. They are just trying to get some marketing hype behind their game.

Shane Kim1024d ago

Sparky

Sounds like the +2 TF on series x.

shinoff21831024d ago (Edited 1024d ago )

O you mean the game that is releasing on pc what 2 3 years later not needing ssd anymore. Not real surprising they've been able to optimize it some more during that 2 to 3 years. Yall love to reach when it comes to doom and gloom on ps.

Sparky77

Yea cause it makes total sense to do marketing by saying your having trouble with one of the versions lol. Could be they just are being honest

MrBaskerville1024d ago

Haven't read up on it, but does Ratchet and Clank manage to switch between worlds as fast on a hdd or do they stretch the transition screen? Does seem like something that needs an ssd, because they do load between huge scenes in a short amount of time. Unless they can somehow preload all of it.

Christopher1024d ago

***Yup not only that but the poster child for Ssd Ratech and Clank Rip in Time can run off Hdd. ***

How disingenuous. It doesn't just run off HDD but requires newer tech in the form of DirectStorage 1.2. Guess how many last generation consoles supported that?

"One thing of note with the PC version: the developer recommends you use a solid-state drive instead of the HDD. While you can play Ratchet & Clank: Rift Apart using the HDD and the minimum system requirements, the studio encourages you to use the SSD in combination with the recommended system requirements or higher to experience the game as originally intended.

To ensure things run smoothly, the team at Nixxes implemented DirectStorage 1.2, including GPU decompression. This was to ensure quick loading and instant transition between dimensions, as it allows assets to be loaded quickly."

--Onilink--1024d ago (Edited 1024d ago )

@Christopher

Even without the discussion of Direct Storage on PC, RC was tested on a PS5 with an SSD that had so many pins taped off that it was only running at about 1.7Gbps and it ran perfectly with barely a difference in load times.

SSDs are important this gen because of how they read and access data , not so much because of their speed (though obviously speed isn’t completely irrelevant). That whole speed discussion was nothing more than the typical marketing bs that we usually get between the 2 companies

Christopher1024d ago

@--Onilink--

Sorry, but that's a lot of BS you just recited there. Read speed is vitally important for seamless loading/transitioning.

--Onilink--1024d ago

@Christopher

Care to explain WHY its BS? You dont really seem to want to explain how Ratchet and Clank ran just in an SSD almost 3X slower than the internal SSD of the PS5 and there is video proof of it.
SSDs might have significantly higher speeds, but the absolutely most important factor on why they are so different is because of how they have near instant access to the data, and that coupled with the dedicated hardware decompression block (the part that Direct Storage would actually replace on PCs), is what made all the difference between this gen and the last.

So let me say it again, yes SSD speed can be important for faster load times or copy speeds, but in terms of gameplay, it was never the biggest factor, which is why you dont see any differences between the SX and PS5 SSDs during gameplay, or why Ratchet and Clank ran fine in an SSD nowhere near the recommended PS5 specs

fr0sty1024d ago

@sparky trying to get marketing hype behind their game by making disparaging comments about one of the consoles they are trying to sell it on? That's just stupid.

fr0sty1024d ago

@sonyslave3 - Can run on HDD by using the GPU to do hardware decompression which harms the performance so badly that it can only run at 720p30 - fixed

1024d ago
--Onilink--1024d ago

@fr0sty

You seem to be really mixing up how Direct Storage works and what that spec sheet showed.

Yes, they are including HDDs in the minimum spec which runs at 720p30, but they are also including an 8 year old GPU and CPU for those specs.

Direct Storage isn’t going to harm performance (specially at lower resolutions) because its moving the task away from the CPU to the GPU which is better suited to the task, let alone leaving the fact that the CPU is as important if not more important to drive higher framerates.

So yes, we still dont fully know what the limitations of DirectStorage will be when running on an HDD on this game (or any for that matter), and there will absolutely be limitations, but the framerate and resolution they have on that spec sheet are result of all the other components listed there and DirectStorage (or equivalent things like RTX IO) very much looks to be a pretty great thing for PC gaming

Christopher1024d ago (Edited 1024d ago )

*** Care to explain WHY its BS? You dont really seem to want to explain how Ratchet and Clank ran just in an SSD almost 3X slower than the internal SSD of the PS5 and there is video proof of it. ***

I mean, this whole 'speed doesn't matter' and 'it's other things' when those others things are... the freaking speed, whether it's through faster read/write or faster access. They're all the same and are all about increasing data throughput for used by the GPU or for general updating with data.

https://www.intel.com/conte...

https://insights.samsung.co...

And your video? Where is it, let's see it. What I see are videos like this from reputable sources: https://www.youtube.com/wat... where they even say how lowest end PS5 SSD has framerate issues. But you want me to believe a damaged SSD below PS5 specs runs it perfectly fine without fault? C'mon now.

No matter how many troll spam accounts upvote you and downvote me, your comment is just silly. Have faster read/write access, whether hardware or software supported, is vitally important for seamless gaming. Otherwise, why wasn't there games doing instantaneous changes last gen? Why are there direct load in screens now? Why are there fewer hallways and elevator scenes in current gen games (if any)? Why are logging screens so useless now because the time it takes to read the hint it gives isn't enough because the game has already loaded?

You're just talking nonsense to downplay something when this technology has been on PC for a while and is now benefiting consoles heavily as well as advancing video game design because the minimum requirement is now removing HDD more and more and video game design can advance to not have transition effects or scenes.

***but the absolutely most important factor on why they are so different is because of how they have near instant access to the data***

Umm... that is read/write speed. You understand that, right? Part of read/write speed issues on HDD is having to write to sectors, which they have to find. That's why it takes longer. Because of the design of finding a place to write to. That's all included in the speed analysis. It is the same thing.

--Onilink--1024d ago (Edited 1024d ago )

@Christopher

No… near instant access to data is not related to read write speeds… that is the bandwith/throughput once the data has been found, I suggest you actually take your time to understand how an SSD works

And you are pretty conceited if you think I would ever go through the trouble of creating accounts to agree or disagree with anything (and pretty arrogant to think that if you have disagrees its because someone has to using troll accounts)

As for the video, it is that DF video, and I’m not sure you actually saw it, because pretty much everything from 6:30 onwards show my point.
Again, they had to lower to 1.7gbs to actually start noticing things, and it was still running fine.
They also discussed it in their latest podcast (or the one before, I cant remember which one) and how they will be testing very different scenarios on PC, which is actually very interesting.

So I dont know what to tell you, one because I never said speeds dont matter, I said they were not biggest breakthrough in the current Storage situation and they are not the biggest differentiators with an HDD, and second because we have literally seen this entire generation games having no gameplay differences between PS5 and SX despite a massive speed difference between the two other than just straight up loading screens (and even then its a negligible difference)

So I dont know why you are so committed to the speeds being such a big factor when not a single game this gen so far has proved that to be the case and the fact that Ratchet and Clank can even be played with an HDD at all, just because Direct Storage is the equivalent of so many of those other components that I mentioned, doesnt tell you just how much more important they are than the raw read/write speeds are, then I dont know what would convince you of it

1024d ago
Christopher1023d ago (Edited 1023d ago )

***No… near instant access to data is not related to read write speeds… that is the bandwith/throughput once the data has been found, I suggest you actually take your time to understand how an SSD works***

I didn't say read write was the same as access rate, but every aspect applies to why were able to access and use data at the rate we do and the fact that access takes much longer on HDD affects its capability to appear seamless because it extends time to get to the point of a read/write.

I literally said in my first comment to you that read speed is vital to seamless gaming and that is a fact and every link I presented says that. Is access rate to data also vital, absolutely, but slower ssds still have read/write speeds that don't keep up with modern files sizes and quantity of files with increased use of various texture based effects.

Even Sony's ssds rely on hardware decompression (see below). If it didn't have that, it would require even faster ssds to do the exact same thing as now.

***As for the video, it is that DF video, and I’m not sure you actually saw it, because pretty much everything from 6:30 onwards show my point.
Again, they had to lower to 1.7gbs to actually start noticing things, and it was still running fine. ***

Not at all what the video showed. They showed just using the low end PS5 approved SSD had lower fps but that must wouldn't notice. They didn't at all sabotage the SSD or force it to run at lower specs. They used different certified PS5 ssds to prove the difference we're minimal because... They don't use a non-approved or in anyway modified SSD, which you said above that they did.

Rich even specified that what is doing half of the heavy lifting with seamless transitions is Sony's dedicated hardware decompression technology, reducing the size of what is being read from the SSD to the hardware-based decompression that works in tandem with the GPU.

+ Show (14) more repliesLast reply 1023d ago
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50°
3.0

Quantum Error Review // WellPlayed

Zach from WellPlayed writes "Quantum Error is a flawed, frustrating and unfun slog that collapses under the weight of its lofty ambitions to blend multiple genres and mechanics on a limited budget and developing skillset."

Read Full Story >>
well-played.com.au
110°
4.0

Quantum Error PlayStation 5 Review | NoobFeed

NoobFeed Editor Simon Estey writes - Quantum Error is too ambitious to the detriment of basic features. It wants to be a survival horror game, a first-person shooter, and a sci-fi thriller film but doesn't pull off any of these particularly well. Its most interesting aspect is its firefighting, but this is also what it spends the least of its playtime focused on. It is incredibly impressive that it was built by such a small team, but that doesn't make it any more enjoyable to play.

Read Full Story >>
noobfeed.com
RhinoGamer88922d ago

Applaud the QE team for the effort...but their core loop is crap. Need playtesting gents!

Godmars290922d ago

So, one point for effort, minus a million for stirring up fanboy BS.

lelo2play921d ago (Edited 921d ago )

By constantly bashing the Xbox, these developers turned their shitty game in a success on the PS5. PR department deserve a raise...

babadivad921d ago

Is this the piece of shite game they claimed the S couldn't run?

60°
5.0

Quantum Error Review – Punching Above its Weight | GB

GB: "Quantum Error is an ambitious horror shooter but most of the experience falls flat."

Read Full Story >>
gamingbolt.com
lelo2play923d ago

It was these guys that were constantly bashing the Xbox to gain favoritism from Sony fanboys... and it paid off.
Sony fanboys fell for their PR BS. This turd is a success on the PS5. LOL