The Ghost of Tsushima loaded so quickly that it had to be artificially slowed down on it
Thanks to the joint work of programmers and artists, the Ghost of Tsushima charging screens are spinning in such a way that we still don’t have enough time to read the game tips.
Today, Ghost of Tsushima has finally become available worldwide, so you can see for yourself how the charging screens spin in seconds (fast travel has really never been so fast and convenient). Sucker Punch worked very hard so we didn’t have to wait for almost anything between two tracks, and that was what Adrian Bentley, the studio’s leading game engine programmer, told us.
It turned out that Bentley was working on a very important system when the development of Tsushima came to a problematic part.
“I wrote the code for our system for streaming fine-grained textures and trajectories. It was originally a small forward-looking side project that was just finished by the time we started running out of developer PS4 memory due to the art materials.”
This is not surprising: every square inch of Ghost of Tsushima is full of beautiful bushes, flowers, and dusty roads lined with bamboo forests. The environment is stunning and this is largely due to the tireless work of the artists.
“It’s amazing what they’ve created, given the possibilities the memory has to offer. For example, there’s a 200×200 meter piece of soil that takes up about 2MB of disk space, and that includes the location of environmental elements and vegetation. It’s much easier to load data when it’s compact size. “
Bentley said the short wait time is due to the team’s hard work and relatively little trick behind the curtain. However, the technique of rendering under transitions, which is also used in inFamous games, has been used here as well.
“We used conservative solutions, there is only one piece of each component on the disk. When we don’t approach something, we load only the pieces we need, so we can seriously unwind the data stream density. This usually results in one, maybe two levels less detail. should be requested for large textures. The player still does not see flashes, as the data needed for rendering is already loaded into the game in 99 percent of cases. “
The point, then, is that the motor places the data in memory where it is needed with as few disk reads as possible. This is only possible on a console, as there the memory build is uniform. Once the data is in place, they can throw anything into the game world from there. This is the easier task.
“When you die, all you have to do is run a quick recovery process, while most of the data you need is already in place.”
Of course, part of Ghost of Tsushima’s swirling charge is that the environment is quite peaceful.
“The environment is varied, of course, but it’s mainly due to colors, placement, layering, and movement. It’s not like in the big city of inFamous, where extra data is pounded on each piece of the environment. That would be too noisy for Ghost’s world. As a result, the areas put less pressure on the streaming system, which allows for faster charging. “
Like most games, Ghost of Tsushima places game hints and story pieces on the loading screens. Because the charging times are very low, they can hardly be read, especially after a death. Close to the release, Bentley and the team decided to extend the waiting time a bit to help make the captions readable.
What Bentley and the Sucker Punch team have put together is impressive in every way. With their technique, they have achieved that the game proclaims the next generation not only in sight but also in feel. This foreshadows a particularly promising future for the PS4 at dusk.
- Developer: Sucker Punch Productions
- Publisher: Sony Computer Entertainment
- Platform: PlayStation 4
- Style: Action
- Appearance: 7/17/2020
Ghost of Tsushima is a samurai action game from the Infamous series development team, the story of which takes place in 1274, and focuses on the last surviving member of the legendary samurai warriors, who, under the control of the players, the innocent.