{"id":47135,"date":"2020-03-21T13:55:48","date_gmt":"2020-03-21T13:55:48","guid":{"rendered":"https:\/\/thegeek.games\/?p=47135"},"modified":"2020-03-21T19:10:44","modified_gmt":"2020-03-21T19:10:44","slug":"ready-at-dawn-the-playstation-5-will-be-one-of-the-most-revolutionary-consoles","status":"publish","type":"post","link":"https:\/\/thegeek.games\/2020\/03\/21\/ready-at-dawn-the-playstation-5-will-be-one-of-the-most-revolutionary-consoles\/","title":{"rendered":"Ready At Dawn: The PlayStation 5 Will Be One Of The Most Revolutionary Consoles"},"content":{"rendered":"

Andrea Pessino, the chief technical officer of Ready at Dawn, thinks that the new PlayStation 5<\/strong><\/em> will be revolutionary.<\/p>\n

\u201eDollar bet: within a year from its launch gamers will fully appreciate that the PlayStation 5 is one of the most revolutionary, inspired home consoles ever designed, and will feel silly for having spent energy arguing about “teraflops” and other similarly misunderstood specs.<\/p>\n

We are getting architectural decisions targeted *specifically* at the development issues that have historically set hard limits on designers’ vision. Which brings me to my “teraflops” comment… A console is more than a sum of specs – of course, incremental hardware improvements are important, but abstractions, APIs, integration, and most of all *architecture* are even more so. That’s where the biggest innovations are to come in this age of diminishing returns. Which is why focusing on metrics is missing the big picture. I am excited about the PS5<\/strong><\/em> because I think many smart decisions were made that will enable devs to design in new ways, *especially* for expansive games. I was not making a comparison, just sharing my optimism,\u201d Pessino wrote via multiple tweets<\/a><\/span>.<\/p>\n

Andrew Maximov, the former technical art director of Naughty Dog, also expressed his optimistic opinion on Twitter<\/a><\/span> from the SSD’s perspective: \u201eTowards the end of a console cycle, a huge amount of work goes into scripting just the right data to be loaded and rendered just at the right time. And the designers and engineers who do that largely remain thankless as it’s not the sexiest job. Yet it’s what makes this possible. Even with current-gen hardware, we can render the most single objects at lifelike detail. Every hair in Drakes stubble was a triangle. We can render vast spaces by using smart LoD systems. But we can’t store all of the super detailed high res versions for all objects in memory at once.<\/p>\n

So the ability to load in the highest resolution version of any asset just in front of you and drop it immediately as you turn around means that every tree can have 3d bark and moss and ants marching on it just when needed, without blowing up the budget. It’s going to be great. Now producing all of this content at this level of fidelity is an extremely complicated issue of its own, but we are working on it,\u201d Maximov said.<\/p>\n

The PlayStation 5’s technical deep dive was discussed the other day<\/a><\/span>, and just thinking of its presentation made us yawn. And this sentence made the reader do the same. The console is set to launch this Holiday season.<\/p>\n

Source: WCCFTech<\/a><\/span>, WCCFTech<\/span><\/a><\/span><\/p>\n

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