And then you’re looking at a win on both sides. For example, if a developer were to make a game that would have been 50GB on the current gen because of resource duplication, they may be able to cut that down to say, 15GB, and still have more space for advanced textures and assets, and still make a game only 30GB. This is no way shape or form insinuates that game sizes were going to get smaller, just an offer as the opportunity, if developers decide to take advantage of it, for them to be able to make much smaller game installs.
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Meaning that overtime, as developers get more experienced with the hardware and realize they don’t have to replicate data hundreds of times as they did in the past for a faster loading, that they can actually significantly reduce the amount of storage that they take up with a game install through optimization.
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What he is essentially saying is because of the new design, it can now allow developers to be far more efficient with the way they develop and code their games. I can understand people’s concerns, however I think a lot of people are missing the actual point of Cerney’s statement. We’re still waiting on Sony to provide a proper tear-down of the console so users can see exactly where – and how – a third-party PCIe SSD is installed. Larger game installs are arguably moot because users can simply swap the PS5’s stock 825 GB SSD for a larger one, but prospective owners of the Digital Edition may want to prepare themselves for lengthier downloads.
For comparison, the original Spider-Man game costs 53 GB, which is pretty interesting, since Miles Morales is supposed to be only half the length of its predecessor. The Launch Edition and Ultimate Edition of Marvel’s Spider-Man: Miles Morales will eat up 50 GB and 105 GB of storage space, respectively, while Bluepoint’s Demon’s Souls remake demands 66 GB. The install sizes of PlayStation 5’s biggest launch titles have been revealed on PS Direct (Sony’s official hardware and games shop), and they appear to be just as hefty as current-gen titles. Wired had warned that developers would simply fill that space up with something else instead of reducing footprints, and unfortunately, it looks like the publication was right. “If you look at a game like Marvel’s Spider-Man, there are some pieces of data duplicated 400 times on the hard drive,” Cerny explained at the time. Its lightning-quick read speeds meant that developers would no longer have to duplicate certain data to evade the limitations of spinning rust, opening up the possibility of smaller installations. During an interview with Wired last year, lead system architect Mark Cerny hinted that the PlayStation 5’s SSD could allow for reduced game sizes.