@Zero_epyon said:
@pc_rocks said:
Ah, nope. While the actual loading 'wall' may have started at 0:54, the actual loading most probably began a lot earlier. It was an onrail segment that again carefully designed to hide that just like the example of elevator or tunnel. That design is right there. It's a loading wall no matter how you put it. It's fast but it's still there.
Sorry Cerny specifically mentioned these examples to mask the loading screen and here again the same approach is being used. He specifically used the example of 'as the player turning'. If it was that fast you don't need the rift. Regardless of the fact if the assets being load make up the same level or a different level. he specifically mentioned, streaming from SSD so you can't hide behind the same level excuse because the only benefit same level has is that it's already loaded in memory.
That all answered the 2nd part. For the 1st part, the loading screen doesn't have to have a word 'loading' in it to be one.
You can literally see the hitch when the loading begins as he enters the rift. But it's still not a loading screen. And I think you're trying to redefine what loading screens are to save your argument.
From wikipedia: A loading screen is a picture shown by a computer program, often a video game, while the program is loading or initializing.
So when you say the rift is a loading screen, you are incorrect.
As for the player turning, we can't say for sure that this isn't already being done in these games, but that's still not what the rift is doing. The rift is loading a level, not a corridor inside the same level. You really have to understand the difference.
And I'm still waiting for Cerney's exact quote about eliminating loading altogether.
You can try to DC with the semantics all you want but it's a loading screen, especially when you take it in context of what Mark Cerny talked about. There are no ifs, buts etc. Next, you will tell me AC don't have loading screens because you can control Altair in it.
Oh and you can't DC about the turning part. Cerny explicitly said streaming from SSD that means the data that is not in memory. That's the only difference between modern 'levels'. Anything that is not in memory is synonymous with a new level in modern times. This is precisely why there are two rifts in the game, one that switch within the level like portals.
The exact quote is provided you are trying your level best to deflect. So much for loading while the player is turning, LMAO.
Oh and if you think you can dig yourself out of the tunnel that Cerny didn't consider those as a kind of loading screens or walls:
Cerny said that the new SSD in the PS5 won’t just make it so you never have to wait at a blank screen again; that’s a given because of the architecture of SSD compared to hard disk drives that allow an SSD to seek and pull data on the drive almost instantaneously. Going further, Cerny added, the SSD will completely change how developers think about a game is created.
Cerny says most modern game developers more realistically “chop the world into a number of smaller pieces” to avoid those extra-long elevator rides. But the end result is that you have levels designed with twisty passages and long, repetitive environments that are there solely to account for load times and to avoid kicking the player to a black screen. Cerny cites Haven City in the classic adventure game Jak 2.
“The game is 20 years old, but not much has changed since then. All those twisty passages are there for a reason. There’s a whole subset of level design dedicated to this world, but still, it’s a giant distraction for a team that just wants to make their game,” Cerny explained. “What if the SSD is so fast that, as the player is turning around, it’s possible to load textures for everything behind the player in that split second? If you figure that it takes half a second to turn, that’s four gigabytes of compressed data you can load.”
The entire conversation was about getting rid of these loading screens or 'tunnels'. His turning around quote is directly related to loading a new level. DC that!
Oh and this is straight from the tech talk. I haven't touch the PR and hype around it at all which is pretty much about zero load times.
So much for no loading screens and the first game that is specifically designed to demonstrate that has the same 'loading screens'.
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