[HN Gopher] Zen of Streaming: Building and Loading 'Ghost of Tsu...
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       Zen of Streaming: Building and Loading 'Ghost of Tsushima' [video]
        
       Author : danso
       Score  : 73 points
       Date   : 2021-09-28 15:13 UTC (3 days ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | ArtWomb wrote:
       | Used to think it was the PS5's SSD that was the game-changer.
       | Allowing for in-engine cut sequences seamlessly meshing into
       | gameplay. But now I think it may be the 10 Teraflops Navi GPU
       | that devs will seek to unleash ;)
        
         | smoldesu wrote:
         | Meh, I think this console generation is actually going to be
         | pretty boring in that respect. Simply put, the concept of
         | "optimization" doesn't really exist in a traditional sense for
         | these consoles anymore. Both Sony and Microsoft have PC
         | versions of their games (and exclusives), they just _target_
         | the PS5 or Xbox Series X and edit some ini files before
         | shipping it out. It 's not like the PS3, where we have some
         | incredibly esoteric/powerful GPU that took decades to learn, or
         | the N64 where there was an all-new graphics paradigm to learn.
         | Now more than ever, your console is just a less-robust PC: even
         | the Nintendo Switch uses relatively standardized hardware.
         | 
         | I think the _real_ thing to be looking out for is how
         | developers utilize the crazy overhead they have. _The Touryst_
         | leverages newer consoles to perform 6k /8k supersampled
         | antialiasing without dropping a frame. Minecraft with shaders
         | is finally just... viable. Hell, I wouldn't be surprised of
         | Sony introduced some emulation layer to play PC games (a-la
         | Proton) if their competition with Microsoft _really_ starts
         | heating up. Really, the hardware is the least interesting part
         | of this console generation. Building a robust software
         | experience on them, however, is where things get interesting
         | (at least to me).
        
           | mikepurvis wrote:
           | A common complaint, but look at how titles like Horizon,
           | Death Stranding, or Red Dead 2 play on PC vs on PS4 launch
           | hardware that is now almost _eight_ years old. Would you be
           | playing those titles at 1080p on a GTX 700-series, a GPU that
           | came out the same year and retailed new for nearly the cost
           | of a PS4?
           | 
           | If anything, I think these kinds of comparisons underscore
           | that even in a world where consoles are using mostly PC-
           | originated components and architectures, there are still
           | massive wins to be had when a developer can put their effort
           | into targeting a single hardware platform (or a small number
           | of them, eg pro and non-pro) rather than chasing a million
           | interop issues across the infinity of permutations of in-the-
           | wild PC hardware.
        
       | danso wrote:
       | Ghost of Tsushima is the only PS4 game I've ever platinumed
       | (gotten all the achievements for), despite it having a combat
       | system that becomes extremely repetitive and trivially easy
       | halfway into the game. That, combined with its trite samurai
       | story/themes, should've been enough to make me bounce.
       | 
       | But the nearly non-existent load times really is GoT's killer
       | feature, because it allows you to goof around and experiment,
       | die, and get right back into the action without feeling
       | frustrated.
       | 
       | What's even more amazing to me is that it's not just "instant
       | revives", but _actual_ "fast travel". I'm not a huge fan of open
       | world games either, but GoT makes it easy by letting you fast
       | travel across the continent in seconds. Conceptually, instant
       | loading of localized action sequences seems doable. But instantly
       | loading of entirely different environments on demand, from an old
       | fashioned HDD, feels like black magic.
        
         | imbnwa wrote:
         | Even on Lethal difficulty the combat can be mastered, but for
         | me it was too easy to exploit archery since most of the time
         | there aren't any straight up ambushes in the game and you can
         | see all the world encounters twenty - thirty yards away.
         | 
         | God of War got it right in making the world encounters
         | primarily ambushes and not allowing one-shot ranged combat. The
         | bandits in GoT should've been primarily ambushes with only the
         | Mongol patrols been spottable from a distance.
        
         | paisawalla wrote:
         | Great insight! I'll add the Hitman series of games, which have
         | low load times as well. It's a sandbox style of game where you
         | need to spend time exploring and iterating on your course of
         | action to get the full experience. Without fast loading, it
         | would quickly go from fun to unbearable.
        
         | y-c-o-m-b wrote:
         | I second everything you said. I was pleasantly surprised (and
         | dumbfounded) when I discovered the quick load-times. After
         | playing many of the Assassin's Creed games, I expected the
         | usual die-and-wait-5-minutes for the world to load, but Ghost
         | of Tsushima continues to impress me in many ways. I'm also one
         | to get easily bored by repetitive combat, but for some reason
         | this game's fun-factor makes it very tolerable.
         | 
         | My only issue is sometimes after completing a mission, there's
         | what appears to be an abnormally long cut scene of the
         | character sitting or standing next to his horse. This is a very
         | minor thing though. Everything else with this game is
         | exceptionally well done.
        
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