Just days after Square Enix announced Final Fantasy XIV is making its way to the next generation, Remedy Entertainment has confirmed Control for PS5 and Xbox Scarlett. While it released earlier this year for PS4, Xbox One, and PC, the console versions are severely underpowered graphically compared to the PC version. Well, the new consoles coming out next year will heavily help with bringing the parity closer.

The Lead Graphics Programmer talked about how ray tracing will greatly improve the game graphically across both platforms:

Ray tracing is a fundamental shift in how to approach computer graphics. Gradual improvements in processing power and programmability have made it possible to do very accurate material shading and effects on the previous generation already, but for global connectivity games have used either precomputed static data, or relied on incomplete screen space information.

Ray tracing is not just a single effect, but a leap towards actually resolving that global connectivity in real-time.

Latu Aalto, Lead Graphics Programmer

Meanwhile, the game’s Lead Programmer talked about PS5 in specific and how it will enhance destruction since the CPU won’t be so hogged thanks to the SSD being able to handle some of the load:

With the extra burden of a detailed destruction system, 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.

Sean Donnelly, Lead Programmer

Furthermore, with the SSD, instant spawning after dying is a massive help. Donnelly continues:

For something like Control that could translate to an even deeper destruction system, richer, more detailed worlds, and simple quality-of-life improvements like instant reloading after dying.

Sean Donnelly, Lead Programmer

The Technical Director also spoke about the SSD, acknowledging that loading times could be slow depending on optimizations:

More data at runtime, allowing us to have much more detail in the game worlds than before. Since there is no need to duplicate data to compensate for slow seek times that optical drives and HDDs have.

If games would stay the same in terms of scope and visual quality it’d make loading times be almost unnoticeable and restarting a level could be almost instant.

However, since more data can be now used there can also be cases where production might be cheaper and faster when not optimizing content, which will lead into having to load much more data, leading back into a situation where you have about the same loading times as today.

Mika Vehkala, Technical Director

Finally, the Communications Director spoke a bit about the overall benefits of having the game on PS5, and not just about the SSD or graphical quality:

We tend to forget that it’s not just about getting better graphics in games with a new console, but it’s that the overall experience of using and playing on the console will get significantly better. 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.

Thomas Puha, Communications Director

All in all, based on everyone speaking on the game, we’re more so having the same games with faster loading and better graphical quality. Not necessarily a new, innovative way to play.

For all the games coming to Sony’s next console, we have a list!

Source: PlayStation Magazine’s December 2019 issue

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