There’s a lot to be excited about when it comes to the next generation of consoles and specifically, the PlayStation 5. Prior to the launch of the PlayStation 5, that excitement is one that often trickles down from the various developers that have been toiling away on Sony’s next generation PlayStation. Because of the sheer volume of great things that developers have had to say about PlayStation 5, we’ve collated all of their positive remarks on Sony’s new console right here for you to soak in.
PlayStation 5 Hype: All The Great Things Developers Have Said About PS5
“Yes, being able to load GPU formatted data directly into GPU memory from an SSD is a Big Deal. Copying the data to the VP4100 M.2 PCIE4 SSD then reads at 4330 MB/s! Using normal buffered IO, the SATA is at 464 MB/s cold, the M.2 is 2410 MB/s cold, and both are 6500 MB/s from file cache. Unbuffered is now a big deal.”
“After revealing Unreal Engine 5 earlier today, Epic CEO Tim Sweeney dished praise on the PlayStation 5, describing Sony’s next-generation console as ‘absolutely phenomenal’. In particular, Sweeney seemed especially taken with the PS5’s high end architecture, not only heaping praise on the console’s GPU and CPU spec but also in singling out the PlayStation 5’s SSD as the “the best on any platform.”
“Those PC numbers are theoretical, and are from drive into kernel memory. From there, it’s a slow and circuitous journey through software decompression to GPU driver swizzling into video memory where you can eventually use it. The PS5 path for this is several times more efficient.”
“3D audio has been around for a long while, you could have it running on existing consoles easily… but not a lot of game do, because it pretty much takes too much CPU time. Until now, it had to run software.”
“But now it’s hardware accelerated and it means there’s no reason not to use it. For us, it will most likely mean PS5 might sound better with the flick of a switch. Assuming you have the audio system to handle that. Also means we could have a CPU thread freed from heavy audio computation! Even if both consoles had exactly the same CPU, having a specific task being hardware accelerated can be a huge boost for the CPU.”
“We feel the man is an absolute genius! It felt like the system is designed with developers in mind. We are really excited about the Zen 2 CPU, which will make things possible on PS5 that were not on PS4. Also, the Tempest audio engine explanation made us squeal like little excited kids! The HRTF and sound experience that we will be able to create for our players is truly groundbreaking with the PS5.”
“Quantum Error WILL 100% use real-time ray-tracing. It’s pretty easy to implement. The thing we have noticed is things have to be as perfect as possible when viewing things with ray-tracing as anything not done right is very obvious in this type of lighting and reflections.”
“Curiously, I have to play on all platforms: PC with mouse; Nintendo Switch; at Stadia with a tablet or the first thing I catch. What happens to me is that I was starting to miss some things. If I play on Switch, it may seem silly, but the Vibration HD shows a lot; the difference is like riding on a latest model Mercedes and a tractor, basically, at the level of sensitivity.
Nintendo is an expert in taking technologies, turning them around and making them fun. There are things that, when they are not there, you miss them a lot. For example, the built-in speaker, which offers many possibilities to create actions within the game where everything is contextualised; as if someone starts calling you on the phone, for example. These are details that add immersion.
I see that Sony has been a little more daring, and yes, you’ve tried to see a little more with the share button feature, which was a more one-way process based solely on sharing the experience. In this case, with Create, you can do something a little more active. And I’ll leave it there.”
“I absolutely love it. It’s an amazing design, as futuristic as we should expect in 2020 – the sci-fi times we already live in. As for the shape, we need to see how it will fit in the hands, but looking at it I get very good vibes – I think it has a chance to be one of the best in history, just big enough but neat & funky at the same time.
I also think that the haptic feedback and adaptive triggers can be real game-changers, way more than people expect right now. I’m curious about the overall sturdiness of the thing. It looks so sleek I wonder if it will survive accidental falls and rage quits. But all in all, even though I know the initial opinions were varied, for me it’s absolutely fantastic.”
“The Xbox drive seems fast! Not sure if it’s really fast enough to just start dreaming wildly? But the PS5 drive (and framework/infrastructure around it) sound so fast that I just start dreaming of design with 0 drive bottlenecks.”
“Still tripping about this #PS5 SSD spec. Like, people don’t even know how big of a leap in terms of game design can be made, especially for 1st party that doesn’t have to design to lowest common denominator. By far the biggest leap in my career. Can’t wait.”
“Dollar bet: within a year from its launch gamers will fully appreciate that the PS5 is one of the most revolutionary, inspired home consoles ever designed, and will feel silly for having spent energy arguing about ‘teraflops’ and other similarly misunderstood specs.
I love and play all [consoles] and I am not tweeting on anyone’s payroll. I am excited about the PS5 because I think many smart decisions were made that will enable devs to design in new ways, especially for expansive games.”
“The people I’ve been talking to over the past few months and the past couple years who are actually working on the PlayStation have pretty much unanimously all said: This thing is a beast. This thing is one of the coolest pieces of hardware that we’ve ever seen, we’ve ever used before. There are so many things here that are revolutionary, so many behind-the-scenes tools and features, APIs, and all sorts of other stuff that is way beyond my scope of comprehension.
So let me be clear. So what I’m hearing from people actually working on these things is that the Xbox is not significantly more powerful than the PlayStation, despite this teraflops number, and that the teraflops —
This is going to lead to weeks and weeks of talk about how Xbox is the most powerful console, and so on. Meanwhile I’m getting texts even today from developers being like this is such a shame — the PS5 is superior in all these other ways that they’re not able to message right now or can’t talk about right now.
I heard from at least three different people in the past couple of hours since the Cerny thing being like, wow, the PS5 is actually the more superior piece of hardware in a lot of different ways, despite what we were seeing in these spec sheets.”
“PS5’s specifications are incredibly exciting – particularly for us is the additional graphical power and inclusion of ray-tracing architecture. Our studio has come a long way over four years and Martha Is Dead will strive for photorealism. We’re excited to see the next-generation hardware incoming to support us bringing our vision to players.
We worked a lot in order to use the highest-resolution textures as possible also on PS4; nonetheless, PS5 will allow us to use an incredible Texel density, up to 4096px/m – that means the visual will be fully detailed also in higher resolutions. It’s one of the most important advances in visual capacity that we were waiting for.”
“We are fully into ray tracing, dropping old-school codepath/techniques completely. Internally we experimented a lot, and with spectacular results so far. You will need to wait to see what we implement into our future projects. I am more excited for not yet publicly revealed things.”
“I think haptics add a lot to an experience. But, I also think it’s subjective to different players, and it also depends on how the game utilizes it. But overall I think the potential for adding to an experience is very high.”
“With the current-generation tech, a lot of the in-game reflections are made using ‘reflection spheres,’ which are not very accurate,” commented Stefania. “When placing a light in a scene we add additional ‘light bounces’ to make it look believable. The new ray tracing technology produces accurate light bounces, reflections, and shadows bringing out many of the details in 3D environments. This makes the overall picture look and feel much more realistic.”
“Lighting plays a big role in setting the mood and feel of a game and I believe this can help towards a more immersive gaming experience for the player,” they added. “I believe that we are nearing a point where it will be possible to get a visual gaming experience much closer to the one currently achieved only by pre-rendered scenes.”
“With the extra burden of a detailed destructive environment, it’s safe to say we hit the limit on what could be achieved on older CPUs. When it comes to the PS5, faster hardware is always appreciated and will make life easier in the short term.
But it’s the new SSD that really stands out; essentially streaming will become something that we don’t really have to worry so much about and it will free up some extra CPU bandwidth in the process.
PlayStation 5 is about making a really smooth, quick-to-load experience, and a hardware base that’s easy to use for us developers, which is great, because it allows us to harness the hardware power quicker.”
“The SSD has me really excited,” Thrush says. “You don’t need to do gameplay hacks anymore to artificially slow players down—lock them behind doors, anything like that. Back in the cartridge days, games used to load instantly; we’re kind of going back to what consoles used to be.”
“Lost Wing has a lot of respawning (well, when I play it does…), and hence reloading. Thankfully we’re very prompt on load times after the initial load, but the advent of having high performance SSDs on PS5 is a bigger deal for general performance and immersion than I think a lot of people realise.”
“Speaking during an interview with Gaming Bolt, Novarama’s Ricardo Seligmann spoke of how the PS5 SSD will allow studios to “quickly load content, making load screens less annoying, and allowing us to load more enemies, particle effects, and environments on the fly without compromising the performance,” in addition to crafting worlds that are “more diverse and interesting.”
“We have a new console generation coming, and that’s going to allow us to do some things that we haven’t been able to do before creatively, that’s exciting. But as I’ve said before, we’re going to reach a point where you won’t be able to tell the difference between what’s created in a computer and what’s real. That doesn’t mean we’ll do it for all our games; Borderlands, for example, is an animated universe and it’s always going to be an animated universe.
But this promise of taking certain titles, like Basketball, and making it truly look like live action – it’s pretty close now, squint a little bit and it looks like live action – that’s really exciting, and that gives our creative folks a new canvass on which to paint.”
“If visual quality will most likely continue to increase in the same large steps as is expected with any new generation of consoles, the real game changer will certainly be the new fast storage that has been promised. Apart from the obvious advantage of crushing loading times, it will open up quite a lot of possibilities for games to be designed for it with regards to streaming. That’s also a front on which game engines will need to evolve quite drastically, but it’s definitely exciting.”
“The Yakuza creator went on to describe the PS5 processing power as ‘incredible,’ and that the Yakuza team will have to think about ways to take advantage of this added technical grunt to create new gameplay elements going forward. He also touched on the different generations and how they saw advancements in particular areas, moving from graphical enhancements, then to network, and now this time it’s focussed on AI and machine learning.”
“Physics engines haven’t changed since I did the physics on [Dreamcast game] TrickStyle. They’re all about rigid bodies, solid objects. This is a real paradigm shift because it’s about simulating physics at a molecular level. It’s been a really hard problem to solve for quite a while. So what does a PS5 game look like? With PS4 we’ve seen some fidelity put into the worlds, but PS5’s going to be about more dynamic worlds, far more interactive worlds that are more believable in the way they behave.”