It has an amazing atmosphere. I definitely recommend checking it out if you pick up a PS5. I'm happy the rumors were true and Bluepoint are working on it. Wish we would've seen some gameplay though.
Stunning visuals. The new machines look insane. Are we gonna fight these things underwater? Can't wait.
Not my style. I'm hyped as hell. Let's GOOOO!
I just don't see any reason for them to announce anything beyond 2021 right not. I also hope that they'll put in a lot of work into increasing the city's scope, scale and density, but you're right Spider-Man 2 could be closer than I think.
Well it really depends on how you define 'launch window'. I think of it as the first 3-4 months. I definitely think they will and should announce games outside this window.
You might be right though, they've said that after this event they'll still have much to share. I don't really see a reason to dilute the impact of the event, by spreading the announcements out too much. We're already very close to the release and I'm more than ready to know w...
I think it's way too early for an announcement of Spider-Man 2 and especially the next God of War. Those games aren't coming out anytime soon.
Realistically they already have:
-Guerrilla Game (Probably Horizon 2)
-At least 1 Japan Studio Game
-Gran Turismo
-Bluepoint Games exclusive
Plausible:
-Resident Evil 8
-Platinum Games exclusive
-Elden Ring (I think they made it a next gen pro...
Guerrilla Games have been expanding after the release of Horizon Zero Dawn with the intention of working on multiple projects at the same time. I think they probably prioritized a sequel to Horizon over everything else. With that being said, I don't think that Horizon 2 is gonna be a launch window title and could even be a second year title for the PS5. That wouldn't preclude them from announcing it on Thursday though. Since so many people are expecting it to show up, I'd be surpr...
You can't kill shit with a rubber sword.
I have a suspicion that this comment won't age well. Just a hunch.
From the video:
"Because any NVME SSD can load in data far faster than it takes the system to render a frame, the Xbox Series X isn't exactly placed at a disadvantage. It's fast enough that anything more just doesn't matter."
I facepalmed so hard at this point in the video it still hurts as I'm typing out this comment.
I wonder why Gamingbolt didn't tell Mark Cerny that all you needed to do was get your latency below...
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 ...
@StormSnooper: That would still be a bottom-up approach which is not what Thomas was responding too. I get the feeling that most people didn't take the time to read what this is actually about.
'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.
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...
Same here. Can't wait to finally see the PS5 in action.
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 PS5...
@IRetrouk: Yes. A highly scalable engine like UE5 that is designed with all modern platforms in mind will likely be able to stream in higher quality assets due to the higher I/O bandwidth of the PS5. That's not what really excites me about the PS5 I/O speeds though.
There will be exclusive games that can make use of the architecture in ways that simply won't be possible on other platforms. Imagine Bioshock infinite like tears for example. Only that you will be able ...
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 re...
That just means that it'll be easy for developers to use the full potential of the PS5 I/O without having to do low level optimization, because the architecture works on a system level and doesn't need any specific implementation on the software level except for supporting the new API.
That doesn't change the fact that a game that is build from the ground up to use these kind of speeds can't be easily ported to the PC or even Xbox Series X without significan...
Agreed it looks really nice. I slightly prefer the symmetry of the digital only version, but I gotta go with the disc-based system.