PS5 Update (Collected Thoughts)
Been voicing my thoughts on a PS5 Update many times now but I never made a post with all my thoughts collected so here is what I would love to see with a PS5 Update:
-Haptic Feedback Support
-Adaptive Trigger Support
...is honestly a must, simple way for Creators to massively elevate Gameplay Experiences
(While we are at it maybe also a X/Y Output for the Touchpad)
-Thermometer Adjustment
(-exclusive PS5 Dreams Games)
...it would be a waste to not use the extra power of the PS5 to increase the thermometers that are bound to console hardware.
And here is how I would communicate it to the creators and players: Thermometer on PS4 stays all the same. When creating on PS5 the Thermometer would have a line at the point of PS4 Limitations, if you go over that line the Game will only be playable on PS5 and it would also give you a warning while creating that your game would only be playable on PS5 and that you need to decrease thermos to make sure everyone can play it.
This way PS5 Creators could still make sure that their games could be played on PS4 but if they decide to go over that limit it would only be playable on PS5 (Until those limitations are reached).
Currently it's like having a fast car with speedlimits on PS5, while on PS4 you have a slow car with no speed limits. We need that Dreams Autobahn on PS5. 🏎️💨
To have even more control as a Creator I would love to have a toggle for each scene wether or not it should be able to be played on PS4 or not if you decide to not go over the thermo limit of the PS4. This way you could make sure that the level is gonna be experienced as intended without testing the PS4 Version separately (maybe even because you don't have a PS4 anymore).
This needs to be clearly communicated in the UI too, much like on the PS5 Homemenu which shows the Games' Version with PS4/PS5. I'd even say don't show PS5 only Games on PS4 at all unless someone specifically uses the PS5 Tag to search for it because otherwise there would be no point. Also an Output on the global gadget of wether or not a Player is playing on PS4/PS4Pro/PS5 would be extremely useful. (I know there are community made gadgets for this already but this way you wouldn't need a variable and it would work if you switch midway through a game).
A filter in Dreamssurfing for PS4, PS5 and PS4/PS5 Content would be greatly appreciated too. As well as a new tag for haptic feedback and Adaptive trigger to add to your games descriptions.
It would a shame if a powerful software like Dreams wouldn't utilize all the potential it has access to with the PS5 and after 2 Years into the life cycle of the PS5 I think it's about time too. Out of all first Party Sony Games Dreams would benefit the most of such an update.
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Heads up: any formatting seems to have been lost, so this is pretty hard to read. You can edit the post and put the line breaks back in if you like.
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Wait--switch playing on a different console midway through a game? Is that a thing? @@
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Edit: Fixed Formatting
TAPgiles Currently if you use Community Detection Methods it saves it in a Variable.
So if you start a Game on PS4, get a PS5 and continue that Game there it still thinks that you play on a PS4 since the Variable saved the PS4. So you would need to reset your Progress. In big Games like mine that could be extremely annoying since you would need reset the Dream in order to update it. Or give the Player an Option to update it again. -
Are vars etc. not saved *locally* then? It's on the Dreams server or something?
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I'd assume it's saved on the servers
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Of course we would probably get more thermo, only if not all the bells and whistles are activated for PS5 feature range, because that takes a lot of the available memory and you might end up with only a slight increase available for thermo.
That being said, the idea of a meter with a notch to tell when it goes past the PS4 limitation is a good suggestion, what if there was also a way to chose what gets automatically downgraded so it automatically falls into limits for a PS4 version of the same scene? So someone on PS4 could load the scene, it gets automatically suited and has potential of running just fine on it. But you have to be willing to accept some reduction in quality.
They could have specific hardware detection tech like they have to detect whether you are using VR or not, move controllers vs DS4, and so on, with user control tweaks to make your game detect the console gen used. Of course it would be handy for PS5 owners to keep their old PS4 around especially dreams creators, so you can test right away yourself if the game would work as intended on the PS4, and/or an analysis improvement that simulates performance levels on PS4 and tell you where it needs improvement just like the current analysis tools do for a game made on PS4 for PS4.
Also adding something just like VR to tag any game to be only playable on PS5, PS4, or both. People on PS4 would not see games made to run on PS5 only. The goal for me here is that since dreams is a first party game, Sony would probably want Mm to use as many features the PS5 has for backward compatibility, crossgen compatibilty, and so on. Something to take note of: even on PS4 we still don’t have HDR enabled for dreams even though all versions of the console can natively use it, even on a PS4 slim. So we should not expect Dreams PS5 to make use of everything visual that could be done on PS5. There will always be compromises even on a PS5 version due to the nature of dreams using unconventional means to create 3D graphics, and special effects. Voxel based engines always will be the underdog of normal 3D graphics made out of polygons, which graphics cards are made for. Voxel based graphics are way more reliant on cpu power since they make use of heavy data structures, before the GPU takes over and display the calculated shapes and form in pixels. -
And btw if you mention Minecraft as voxel based, it’s a wrong assumption. Minecraft makes use of voxel like data structure to create chunks, blocks and the whole world, but they are still polygons at the end result. And it’s why something that looks as simple as Minecraft can be challenging for a moderate gaming computer to run at 60 fps. Because it’s heavily cpu bounded. And it’s in Java so there’s that. I finished a course on Udemy that teaches how to make Minecraft like worlds in Unity using c# and it does have a huge impact on performance, once the world is loaded the GPU takes over but most of it needs to constantly be recalculated before display.
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Elca_Gaming Have you actually tested that? I would think it's local, as each player has their own separate variable value--especially if they don't have auto-backup on for their save files.
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SwarmHammer I can't find any mention of Minecraft anywhere...?
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After looking the other topic "What the difference between dreams and real game development?", it occurs to me that the access to memory, both RAM and Storage is very constrain than the regular game development, considering this, an though that i have is the fact that the PS5 can definely use much more of this than the ps4 app due to its hardware limitation compare to the PS5.
Remembering of how Sony IMMENSALLY brag about the PS5 SSD storage to memory capabilities and also the Kraken, an solution to reduce the amount of space used for some apps that are supported, a PS5 native app can create an amazing opportunite to increase the Dreams engine potential, one of them is to mitigate the issue of Ram memory constrain that reduce the Dreams potential of the community.
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