Poll: *The Official PlayStation (PS5/PS5 Pro) Thread*

Will you be buying a PS5 Pro on release?

  • Yes

    Votes: 52 15.0%
  • No (not at £700 Lol)

    Votes: 198 57.2%
  • No (other)

    Votes: 78 22.5%
  • Pancake

    Votes: 18 5.2%

  • Total voters
    346
It's the opposite. Devs work to the highest setting to make the game, then after spend there time scaling back and compressing to make the games work down the scale.

Not when it comes to game mechanics, for example;

GOD of war: used the following mechanics of the world tree to swap between realms, used narrow ledges Kratos and boy needed to squeeze through to get to the next part of the map, used fallen objects they needed to climb over to get to next area, used those doors and walk through that "see through area between points on the map" (I forgot what its called) ... all just to hide the fact that assets are being loaded into the console's memory instead of loading screens.

If you have to code for multi platform, you have to implement those things to make the experience better for machines with mechanical hard drives. Now, next gen consoles both simply don't need this. There's simply no "scaling down" in those examples. What you're referring to, is graphical fidelity / framerate only.

Don't think we'll be waiting anywhere near that long, it's pretty evident Sony are eschewing fully-functional backwards compatibility and cross-generation releases in favour of PS5-focused titles. They'll be keen for developers to make proper use of all that storage performance if nothing else, it's all they've talked about.

This cross-gen approach is what swung me back to wanting the PS5 at launch instead of the series X ... I'm so fickle!
 
Last edited:
Not when it comes to game mechanics, for example;

GOD of war: used the following mechanics of the world tree to swap between realms, used narrow ledges Kratos and boy needed to squeeze through to get to the next part of the map, used fallen objects they needed to climb over to get to next area, used those doors and walk through that "see through area between points on the map" (I forgot what its called) ... all just to hide the fact that assets are being loaded into the console's memory instead of loading screens.

If you have to code for multi platform, you have to implement those things to make the experience better for machines with mechanical hard drives. Now, next gen consoles both simply don't need this. There's simply no "scaling down" in those examples. What you're referring to, is graphical fidelity / framerate only.



This cross-gen approach is what swung me back to wanting the PS5 at launch instead of the series X ... I'm so fickle!
I seem to remember dead space 2 had no loading screens, just lots of lifts for that reason. I do enjoy games with no loading screens, it makes the game that much more seamless.
 
I seem to remember dead space 2 had no loading screens, just lots of lifts for that reason. I do enjoy games with no loading screens, it makes the game that much more seamless.

Indeed, the list goes on of the inventive ways dev get around limitations. Now try to imagine the kind of stuff they can come up with to harness the power of the SSD for example - game mechanics we've never seen before and quality of life improvements (wait in a Street Fighter lobby for a match, flip over to another single player game, get notified of a match read and flip back to SF). That's why I'm so pumped for the next gen, more than just just visual candy.
 
Warning - rumour alert.

Some talk going around of a Bluepoint-developed Bloodborne remake/remaster for PS5 (which is also touted for PC). It was allegedly due to be announced today at the now postponed reveal event. If true (and they are only rumours), it probably means the Demon's Souls speculation was wrong.
 
Not when it comes to game mechanics, for example;

GOD of war: used the following mechanics of the world tree to swap between realms, used narrow ledges Kratos and boy needed to squeeze through to get to the next part of the map, used fallen objects they needed to climb over to get to next area, used those doors and walk through that "see through area between points on the map" (I forgot what its called) ... all just to hide the fact that assets are being loaded into the console's memory instead of loading screens.

If you have to code for multi platform, you have to implement those things to make the experience better for machines with mechanical hard drives. Now, next gen consoles both simply don't need this. There's simply no "scaling down" in those examples. What you're referring to, is graphical fidelity / framerate only.



This cross-gen approach is what swung me back to wanting the PS5 at launch instead of the series X ... I'm so fickle!

Yes, but those "Cut scenes" are added there after during development, most Devs will make the game exactly as they want then work on bottle necks, game engine etc. Also that game was made for the PS4, so they didnt have to do much in that regard.
Its why so many games are first shown on super high grade PC machines with top GPUs etc. All of those are "optimisation" for the game to run well on whatever machine its for.
 
Yes, but those "Cut scenes" are added there after during development, most Devs will make the game exactly as they want then work on bottle necks, game engine etc. Also that game was made for the PS4, so they didnt have to do much in that regard.
Its why so many games are first shown on super high grade PC machines with top GPUs etc. All of those are "optimisation" for the game to run well on whatever machine its for.
Ahh the Ubisoft downgrade!!! No one does it better!!!
 
Not usually a fan of Linus, but I'm glad he corrected himself in this instance. Too many people are dismissing the PS5's solution as merely a fast SSD, whereas there's a lot more to it than that. Also, he should keep the beard. It works for him. :p
 
We already have open world games where you can roam around in huge places, with missions lot of other stuff going on without the need of loading screens, tight spaces or elevators to mask loading times. Much has past since the days of HL 2 and the need to stop for "loading" quite frequently. You'll have games which will require a lower install space, cool, it helps, but still doesn't move the quality of games forward (and I'm not talking just in terms of 4k/8k textures). It also helps with RAM/vRAM memory usage, but that's generally tight with console environment where you're stuck with the same hardware for a very long time. Then it could be UE5 demo kinda of stuff, but we don't know how fast of an SSD you need for that. RAM and PCI-e speed (even for current standards) are faster than what PS5 is having for storage... Not to mention, there could be quite a few games that can still be made and run well even from a fast HDD. So... what am I missing? :)

Can't shake the feeling of "it just works" from the RTX world applied here.
 
So basically first party games will be able to use it but for everything else its business as usual since they will be developing games for all platforms.

a lot of funfair and fuss being made over what will end up being a handful of games a year that could potentially make use of it.
 
So basically first party games will be able to use it but for everything else its business as usual since they will be developing games for all platforms.

a lot of funfair and fuss being made over what will end up being a handful of games a year that could potentially make use of it.
Hence why you have the option to wait a few years and let the game catalogue build up and price go down. It is what I am doing.
 
a lot of funfair and fuss being made over what will end up being a handful of games a year that could potentially make use of it.

Well that's the thing, the hope is this changes the industry and leads it down a path of direct storage across all platforms in the future.

We will have to see, but Sony 1st party games are usually held in fairly high regard. If this does turn out to be "something" then who knows?

If no one ever tried anything a different way we would be in a pretty undeveloped world.
 
Last edited:
So basically first party games will be able to use it but for everything else its business as usual since they will be developing games for all platforms.

a lot of funfair and fuss being made over what will end up being a handful of games a year that could potentially make use of it.

Sony could have just replaced the HDD with an NVMe-style SSD and called it a day, but they've evidently put a lot of work into this new solution so they'll be equally eager to get developers to use it to its full benefit. Even if developers don't, the SSDs in both consoles are exponentially faster than HDD-based storage so the gains will be massive in load times and data streaming situations alone.
 
Who here has decided if there pre-ordering ? Just curious
I haven't decided for definite yet, but I'm leaning towards "yes". I still have a few PS4 games that I haven't played yet. Those, along with whatever PS5 launch titles are worth picking up, will give me plenty to play over the Christmas break. Means I can sell my Pro now while it has a little more value.
 
As soon as I know the launch titles and price I will make the pre order call (if any are available).

I picked up the ps4 on launch and while it was cool to have the latest console on day 1, I soon ran out of games to play. With BC that might be ok.
 
Back
Top Bottom