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Ex-Frostbite Engineer Discusses The PS5’s SSD

In a recent video uploaded to YouTube, former Frostbite Software Engineer Yan Chernikov discusses Mark Cerny’s “Road to PS5” deep dive and what that would mean for game developers in a way that regular gamers could understand.

Chernikov said:

“If that would be possible that means that again you don’t have to split your world up into chunks, you don’t have to worry about like ‘Oh, I need this, I need that. So, like obviously, if you still need AI running in the background colliding with things and pathfinding and all of that you still need the basic mesh for the world geometry and all that loaded, and you’ll need other assets like always, for example present in RAM. But luckily those assets are generally a lot smaller than really high detailed models and textures and all that stuff.”

“So if that were possible, you wouldn’t need to worry about corridors or even worry about splitting up the world into anything. The world could literally be pretty much infinite in complexity and detail, because it’s only showing what you’re looking at. And unless you can look, unless there’s a section where you can overlook the entire world and everything has to be in like max detail – which it probably wouldn’t, because certain things would be so far away hat you’d have like some kind of proxy for them, like a lower LOD mesh, or, you know, with Unreal Engine 5, I guess some kind of triangle culling thing that just figures out what you actually need all of that stuff for – and unless you have that huge kind of overlooking thing, you know the actual view of the player usually is rather small. And that’s really cool, obviously, if you’re dealing with a level editor where you’re trying to design the world and the developers are using this tool to create this world, and they would want to see a lot of it at once, a lot more than the player usually does. In general, this is really good.”

Playstation 5 releases this holiday season.

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