I'm curious what perceived limits you guys are expecting in the XBOX SSD when paired with the new compression technology and new efficiencies using mesh shaders. Seems like we're really cutting the rendering fat and working with very fast I/O speeds. I don't see the limitations you guys do on the XBOX side. I'd say faster loading will be the PS5s major advantage potentially.
If I were to try to simplify my mental modeling around it, I'd think of it more as a RAM advantage than a streaming advantage. I think that's easier to grok.
Assuming all else equal wrt the IO stacks, and all else equal with regard to RAM, if PS5 can stream data twice as fast as XSX and that results in a 'prefetch' window half as long as on XSX, then:
For a given character speed, for a given area size, PS5 will have 4x as much memory to spend per unit of area on
streamed data than XSX.
If you boil it down to a memory/RAM advantage, it becomes a question of - can a given game scale its data usage beyond XSX's capacity or not?
I knew that this was getting hand-waved but im pretty sure your few kb or mb simulation could do something like this right?
Of course not, my point is simply you have to account for data requirements, not spatial extents. In a hypothetical future space game, does SC represent the limit of 'data density' that we ever might see in a game? Probably not. Will we see games with higher data needs - or ability to scale their data needs depending on different platform's capabilities, for different benefits - next-gen specifically? We'll see.