PS5 should put an end to camouflaged charging screens
We all played a game that is often forced to squeeze through cracks in a wall or bring your buddy to a rock jump. This shape of the game design can be found in dozens of titles, but Uncharted 4: The end of a thief and God of was particularly enormous examples. Although the extremely fast SSD of the PlayStation 5 does not exercise charging screens, it is also worth considering how the game design changes.
For example, if Kratos is forced to squeeze through a small housing, it is actually a hidden load screen. Instead of taking them out of the game, Sony Santa Monica retains her control over the ax-swinging antihelden, but slows it as he can stream the next environmental data. With the lightning fast data access of the PS5, this type of design is a thing of the past.
This means that you will see larger and better worlds with fewer obstacles and bottlenecks. For example, consider the continuation of Horizon: Zero Dawn - rather than ground-based ribs, you can command hypothetically flying robots and navigate with obscene speed without problems or slowdown through the world.
We have already seen an example of how Sony showed how the swing speed of Marvels Spider-Man can be increased to PS5 because Manhattan's open world can be streamed faster to the screen than with the standard disk setup of the PlayStation 4. It's about more than just loading times: the way games are designed to change fundamentally.
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