During an interview with Epic Games CEO Tim Sweeney, he waxed on concerning the energy of the PlayStation 5, which is coming this fall on the similar time that Microsoft is launching the Xbox Series X. But all through the interview, Sweeney by no means talked about the Microsoft console.
I requested Sweeney, whose company makes Fortnite and the Unreal Engine recreation growth engine, why he was targeted on Sony’s machine, which ran the demo of his new Unreal Engine 5 platform coming subsequent yr.
“We’ve been working super-closely with Sony for quite a long time on the storage architecture and other elements. It’s been our primary focus. But Unreal Engine 5 will be on all next-generation platforms, and so will Fortnite,” Sweeney mentioned.
He added, “Sony has done an awesome job of architecting a great system here. It’s not just a great GPU, and they didn’t just take the latest PC hardware and upgrade to it, following the path of least resistance. The storage architecture in PlayStation 5 is far ahead of anything that you can buy in any PC for any amount of money right now. It’s great to see that sort of innovation. It’s going to help drive future PCs. They’ll see this thing ship and realize, ‘Wow, with two SSDs, we’ll have to catch up.’”
The demo exhibits some fairly astounding visuals, and it confirms what Mark Cerny, architect of the PS5, mentioned earlier this yr that the important thing to this was including a quick solid-state storage machine (SSD) to the PS5.
Epic’s Nanite geometry is streamed and scaled in actual time so builders don’t have to fret about polygon rely budgets, polygon reminiscence budgets, or draw rely budgets. They don’t have to bake particulars to regular maps or manually creator LODs (stage of element), they usually haven’t any loss in high quality. To help vastly bigger and extra detailed scenes than earlier generations, the PlayStation 5 supplies a dramatic improve in storage bandwidth. And that’s what you get from the PS5’s structure, Sweeney mentioned.
Above: Sony’s specs vs Microsoft’s.
I don’t know if this implies something, as Epic’s technique is to unfold out on all platforms and never favor a single platform. But it was very fascinating to listen to the love for Sony. Maybe Sweeney is a geek at coronary heart, and he’s in love with some very cool expertise. But if I had been Microsoft, I is perhaps somewhat frightened about this.
“If you look at previous generations, you had to deal with magnetic disks, the lowest common denominator,” Sweeney mentioned. “You couldn’t count on a lot of bandwidth supporting scenes like this. You had a beautiful scene and a long loading time, and then another beautiful scene. That disrupted the game experience. Our aim for the next generation is nothing but seamless, continuous worlds, and to enable all developers to achieve that. You can have this degree of fidelity going on for as many kilometers and gigabytes as you want.”
I’d like to determine if there’s extra to the Epic-Sony love fest.