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Actually the real reason is that releasing a demo actually reduces your sales for the game AT BEST if your demo is well polished and the game is good. This is because a large portion of the market is casual players who have limited time to game as is and generally buy new games, play them for a very short time so they

And the PS5 can transfer compressed data at almost 9 GB/s due to its custom I/O chip for hardware accelerated decompression.

3rd Gear: “The issue seems to come down to demand” is a sentence that should make Tesla investors rather queasy. As someone who lives on the West coast (Portlander here), Tesla’s have been ubiquitous on the roads here for the last ~4 years. While anecdotes are not data, the common theme among Tesla owners here are

This can’t be said enough;

because PS5 is designed for fast asset loads. With encryption, its SSD have up to 9 gbps transfer speed (less than 2 second to fill 16gb RAM). reducing the need to have massive data in RAM

Especially the ones coming from the playstation world usually are bad.”

No. It’s an archittectural difference, and you actually just mentioned a lot of the problem.

TLDR: Combined memory pool doesn’t need to recopy things, and console OSes are very lightweight and single-tasked.

PS5 and Xbox Series use a single pool of RAM for both the CPU and GPU. Once the CPU has made a call for an asset,

I don’t like coming down on the side of corporations. In this instance though, yeah what Sony did is totally different. With the studios they cultivated relationships with, that later became 1st party, or the 3rd party studios they built relationships with for exclusivity. It’s not like Microsoft doesn’t have

4k textures. Also, general purpose OS with other things taking up RAM, so you naturally need more to account for other things hogging it. [Software Developer speaking: NEVER assume you have sole control of any system resources on a general purpose OS.]

I honestly 100% forgot Insomniac had made VR titles like that, they weren’t advertised nearly as well. I was only thinking of Sunset Overdrive and Fuse as their non-PlayStation catalog, so you’re right. But at the same time they’ve had a long, close working relationship with Sony on all those other titles so it’s a

I mean, there’s barely any load times.  You die and you’re back in the game in ten seconds or less.  It’s amazing.

It doesn’t need 32. That’s merely the recommended spec. The minimum is 16. 

I’m going to wager a wild guess: Returnal heavily leverages the PS5's superfast SSD tech, and the vast majority of computer players have nothing comparable to that. So maybe a shortcut is loading all the assets into the RAM right off the bat, hence 32gb.

You brought up a point I made in another story concerning this potential acquisition that I think gets forgotten or overlooked, and it’s the entire 1st-party studio model.

Legally, if the FTC and/or DoJ strike this deal down, then it should call into question the entire paradigm of console makers owning publishers,

When you have 30 entities, it’s not a big deal to go to 29 because one bought up another. When that’s gone on for years, and you’re down to lets say 5 entities, it’s an inherently bigger deal for one to buy up another and take that number down to 4; the same value exists across those 5 as existed across the 30, but

I mean, it is kind of both. To Sony it’s an issue that they may not get a shiny no FPS every year. For regulators it’s obviously about the lack of competition this would mean.

Yep it sounds like it’s either poorly optimized, or they’re trying to make up for PC’s not being able to utilize Direct Storage like the Xbox Series X and PS5 can, and offloading an ungodly amount of backend info onto RAM.

The regulative watch dogs are absolutely and obviously correct here in every possible sense.

Don’t forget that the PS5 also has a blazing-fast SSD. So the game could be offloading more data to RAM to compensate for that lack in most PCs.

I suspect that on the PS5 Returnal takes heavy advantage of the insanely fast storage and the GPU’s direct access to the SSD. While an NVMe SSD in a PC gets close, the SSD in the PS5 is still faster. To mimic the insanely fast SSD of the PS5 the game is loading more assets into RAM instead. The DirectStorage API in