To break the trend a bit today we present the statements of David Springate, Technical Director of Codemaster who is currently a DiRT 5 developer.
Like the PlayStation 5, it must be remembered that the Xbox Series X also has an SSD and technology focused on its storage unit, and for now, unless otherwise shown, they will offer the same advantages, and this means eliminating load times, something we might have experienced in PC gaming years ago if it weren’t for the ballast of mechanical hard drives on consoles, all told.
With games now designed with the SSD as the only storage option , which will make it a critical requirement in some PC games starting next year, they will all offer gameplay with no load times , so it is basically run the game and enjoy it without waiting 20-30 seconds for the start menu to be accessed and then the same, and even longer (on current consoles up to more than 1 minute depending on which game) the game starts.
It was on the official Xbox Wire blog that David spoke about the optimizations of the DiRT 5 game on the Xbox Series X SSD. Although on paper it is slower than the PS5 SSD, the technical director is very positive on the speed of the new Xbox custom SSD, as it allows the team to get rid of loading screens and still have to dig into the console hardware to add future improvements in the titles thanks to the SSDs
“Obviously, that SSD is amazing. It’s not like a PC SSD, it’s more than that. Being able to load data so ridiculously fast is not only really impressive, but as a developer, it’s very interesting.
For DiRT 5 we will be able to enter super fast races. It means that there will be no loading screens that get in the way, without wasting time, without looking at my phone, it means that the action will be arrive without blinking.
There are a lot of things we can still explore in the new console hardware, but what intrigues me the most is seeing what we can do with the new SSD and hardware decompression capabilities in the Xbox Velocity Architecture.
The drive is so fast that I can load data in the middle of the frame, use it, consume it, download it, and replace it with something else in the middle of the frame, treating the GPU memory like a virtual disk. How much texture data can I load now?
I am looking forward to taking this as far as I can to see what kind of beautiful experiences we can offer. “