The developers of Ghost Of Tsushima didn’t think these fast load speeds were so special



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Jin riding a horse in Ghost of Tsushima

Screenshot: Sucker Punch / Kotaku

If you played Ghost of Tsushima, you were probable amazed at how fast it charges. Although set in a huge open world, you can quickly travel from one end to the other in seconds, which could make you feel like Sucker Punch, the game’s developer, is employing literal helpers. This is not the case. Plus, throughout development, the definitely non-wizarding staff members didn’t even recognize how Ghostloading screens flash and you will miss.

This happened earlier today when Sucker Punch co-founder Brian Fleming took part in a digital session ask me anything at the game developer conference showcase. Speaking to moderator Bryant Francis of Gamasutra, he detailed the collective shock of the Sucker Punch team at the public’s reaction to Ghostcharging speeds.

“We’ve lived in this world where the game has worked the way it has worked for years,” Fleming said. “So when we shipped, and the news was like, ‘Oh my gosh the game is loading so fast’, we took for granted how important that was.”

As for how the company managed to achieve lightning-fast loading speeds, Fleming credited the art and engineering teams for “figuring out what was at the heart of the game so that we didn’t ‘don’t have to recharge all the time’. The team also rolled out lower resolution versions of textures, so as to melt objects while the player loads into a new environment. GhostThe naturally idyllic art style also played a role in simply being visually less noisy than other big budget productions.

According to Fleming, fast speeds also depended on “basics” like “paying attention to the organization of data”.

Everything Fleming has said about the process is consistent with what Kotaku reported last summer. (Yes, we were among “the news” that “were like,” Oh, my god … “”) In July, writer Ian Walker was talking to Adrian Bentley, Senior Engine Programmer at Sucker Punch, on all the work involved in reducing Ghostloading speeds by a significant margin. If you’re interested in a more in-depth look at how it all works, you should definitely review Ian’s article:

Today, Fleming hinted that GhostDevice charging speeds may just be a preview of really super-fast charging speeds in the future. Asked what development technology interested him most, Fleming brought up the new storage system for the PlayStation 5.

“The loading systems out there will change the way we think about how we make games,” he said. “It’s so fast that even the idea of ​​offloading things that are just off the screen to the camera just in time is possible, and it could really fundamentally change the way we think about making games.”

After Ghost of Tsushima

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