5 ms·
> Shorter load times is an attractive argument, Visible shorter loading times are not the main effect. Cernys talk was enlightening. A big part of level design
by sgift 7y ago
> Shorter load times is an attractive argument,
Visible shorter loading times are not the main effect. Cernys talk was enlightening. A big part of level design is making sure that the player doesn't move so fast that the hardware cannot deliver the assets any more. So, you get corners and corner, and elevators and whatever tricks dev use just to make sure they can load the next part of the level fast enough without showing a loading screen. If a game can request assets and they are almost instantly you don't have to redesign levels again and again because "yes, this looks the way we want, but the hardware isn't fast enough".
For me the interesting question is if developers will use the playstation specific options. For playstation exclusives it's a given, but for multi platform releases there probably won't be different levels for playstation vs pc/xbox, so much of it could be wasted. Same for all the other things. Doesn't help much if the controller has six levels of priority if game devs don't use them because PC has only two.
- Avamander 7y agoThe talk for those interested: https://www.youtube.com/watch?v=ph8LyNIT9sg https://www.youtube.com/watch?v=ph8LyNIT9sg I found it really quite interesting, even if I don't game on consoles primarily.