I think Sony should make the 1st 2 - 8TB video game & make it PlayStation Portal/ Cloud exclusive.

onQ123

Gold Member
PS5 games are not able to push the boundaries of constant data streaming into RAM because the game will either have to be too big for your SSD space or small in scope or repetitive . But if the game is in the cloud it could be a really large SSD or other storage device that's shared between multiple servers & stream that data into RAM as you play .
 
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Hero_Select

Member
Are You Sure Britney Spears GIF by MOODMAN
 

Three

Member
The idea is sound in that you can have an absolutely massive world. I mean world size worlds with huge details but it will become a barrier if it's streaming only and the huge budget required to create such a massive world with 8TB of actually interesting data. It isn't even that far fetched since MSFS already kind of does this. Imagine PS Home returning but without any loading screens, just one giant seemless world streamed, PS World.
 
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Loomy

Thinks Microaggressions are Real
Can't wait to see you link to this dumbass post 30 years from now when there's an 8TB game released.
The premise of the question is not even that dumb (servers send/receive instructions and updates to game clients today). The problem is everything else around it. They could have asked "Hey, why doesn't anyone release 8tb games? And we would explain why an 8tb game is not that smart of a thing.

But the truly dumb part is the solutioning part of it. Is it one 8tb server for every copy of the game? Are we sending uncompressed assets from the server over the internet to every client? Why are we streaming to and playing directly from RAM? Why are we relying on something as inconsistent as internet speeds to "push the boundary" of NVMe transfer speeds? Why is the game file on 1 SSD and then that SSD speaks to multiple servers and...do those servers speak to the client or does the 1 SSD?
 
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onQ123

Gold Member
The idea is sound in that you can have an absolutely massive world. I mean world size worlds with huge details but it will become a barrier if it's streaming only and the huge budget required to create such a massive world with 8TB of actually interesting data. It isn't even that far fetched since MSFS already kind of does this. Imagine PS Home returning but without any loading screens, just one giant seemless world streamed, PS World.
I'm actually surprised Rockstar didn't pull this stunt with GTA bringing the customers directly to them claiming the game is too big for consoles having people rent space in the GTA world.
 

Three

Member
I'm actually surprised Rockstar didn't pull this stunt with GTA bringing the customers directly to them claiming the game is too big for consoles having people rent space in the GTA world.
Rockstar would be a good candidate for such an online game. It would almost turn into Second Life but with missions and objectives and a well created slightly more grounded world. Imagine actually owning your own home, business, and drug running across continents in a huge shared world. It would be pretty groundbreaking.
 

poppabk

Cheeks Spread for Digital Only Future
PS5 games are not able to push the boundaries of constant data streaming into RAM because the game will either have to be too big for your SSD space or small in scope or respective. But if the game is in the cloud it could be a really large SSD or other storage device that's shared between multiple servers & stream that data into RAM as you play .
MS are already doing this with Flight Sim 2024.
It had some detractors.
mIUlBq3.jpeg
 

onQ123

Gold Member
The premise of the question is not even that dumb (servers send/receive instructions and updates to game clients today). The problem is everything else around it. They could have asked "Hey, why doesn't anyone release 8tb games? And we would explain why an 8tb game is not that smart of a thing.

But the truly dumb part is the solutioning part of it. Is it one 8tb server for every copy of the game? Are we sending uncompressed assets from the server over the internet to every client? Why are we streaming to and playing directly from RAM? Why are we relying on something as inconsistent as internet speeds to "push the boundary" of NVMe transfer speeds? Why is the game file on 1 SSD and then that SSD speaks to multiple servers and...do those servers speak to the client or does the 1 SSD?
You're lost , it would be the same as now when you play PS5 games through your portal but the difference is the game is being made without the limitations of everyone's home consoles mostly being 1TB because it's Cloud only they can have servers with much larger storage solutions & make the game around that.
 

Kronark

Member
PS5 games are not able to push the boundaries of constant data streaming into RAM because the game will either have to be too big for your SSD space or small in scope or respective. But if the game is in the cloud it could be a really large SSD or other storage device that's shared between multiple servers & stream that data into RAM as you play .

So you want to take advantage of high bandwidth NVMe speeds in games by not using the NVMe drive at all... and by instead downloading the data at a rate slower than a first gen SSD... And of all the companies out there to tackle this, you think it should be Sony, who is known for their terrible PSN store download speeds?

Frustrated Whats Wrong With You GIF
 

Three

Member
MS are already doing this with Flight Sim 2024.
It had some detractors.
mIUlBq3.jpeg
I've already mentioned this above. Allegedly they use 2 PetaBytes of typology data for the 2020 version. Not sure how true that is but OnQs idea isn't far-fetched.
 

onQ123

Gold Member
So you want to take advantage of high bandwidth NVMe speeds in games by not using the NVMe drive at all... and by instead downloading the data at a rate slower than a first gen SSD... And of all the companies out there to tackle this, you think it should be Sony, who is known for their terrible PSN store download speeds?

Frustrated Whats Wrong With You GIF
No

The only thing that's really changing is that the game is bigger than what can fit on your home console.

You can already play PS5 games on your Portal from servers but now you would be able to play games that are not possible on every PS5 because the standard is 1TB & no dev would try to sell a game that can't fit most consoles.
 
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MrRibeye

Member
Well, I’ll be damned—it’s a bold idea, I’ll give ya that, but your PlayStation Cloud’s sittin’ pretty on Azure, and without Microsoft’s help, Sony’s got about as much chance of pullin’ this off as a one-legged man in a butt-kickin’ contest.
 

EDMIX

Writes a lot, says very little
I mean, folks think this is crazy, but we went from SNES with 8mb to PS1 with 700MB per disk (annnnd we had games with like 3 and 4 disk)

From like 100GB to 8TB isn't as wild as many might really think tbh

That is less then the leap from SNES to PS1

edit. Let OP think outside the box, I think this is interesting and maybe the best use of the thread could be thinking of how could that space be used in the first place to do something very different and unique
 
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Barakov

Gold Member
PS5 games are not able to push the boundaries of constant data streaming into RAM because the game will either have to be too big for your SSD space or small in scope or repetitive . But if the game is in the cloud it could be a really large SSD or other storage device that's shared between multiple servers & stream that data into RAM as you play .
Let's Be Honest Here : You only made this thread so that in however many years time you could screenshot it and then brag about how right you were.
 

Loomy

Thinks Microaggressions are Real
I mean, folks think this is crazy, but we went from SNES with 8mb to PS1 with 700MB per disk (annnnd we had games with like 3 and 4 disk)

From like 100GB to 8TB isn't as wild as many might really think tbh

That is less then the leap from SNES to PS1

edit. Let OP think outside the box, I think this is interesting and maybe the best use of the thread could be thinking of how could that space be used in the first place to do something very different and unique
Yeah, like I said - the premise is not dumb. A lot of people have been bringing up MSFS, and I would dare Asobo and Microsoft to apply streaming that much content to that to anything other than MSFS world/scenery.
 

CGNoire

Member
People here seem to have zero Imagination.

Not a bad idea at all. Storage size limitations and people bitching about bandwidth and long downloads suck.
 
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