Epic rewrote part of Unreal Engine 5 to make the most of the PlayStation 5 SSD
It's been a month since Epic revealed a baffling dazzling demo of its new Unreal Engine 5 running on a PlayStation 5, and as expected, that raised several questions: Will the Xbox Series X be able to run the same demo?
Is Unreal Engine 5 specifically designed to take advantage of the PlayStation 5 hardware ? Epic had not been very clear with his answers. In an interview with VG247 , Nick Penwarden , Epic's Vice President of Engineering, confirmed that they had to rewrite parts of Unreal Engine 5 to take full advantage of the PS5's SSD since the previous I/O subsystems were not able to get all of their potential.
"The PlayStation 5 allows a huge leap in terms of both computing and graphics performance, but its storage architecture is also special. The ability to stream content at extreme speeds allows developers to create denser, more detailed environments. It's so shocking that we've rewritten the Unreal Engine 5 I / O subsystems with the PlayStation 5 in mind . "
Of course, this in itself does not prove that the demo cannot run on the Xbox Series X, but it does mean that we are likely to see UE5 based experiences that will mostly be possible on the PS5.
Regarding the Sony console, we were supposed to see it in all its glory tomorrow, but the event in which it would be presented was finally delayed . His SSD, meanwhile, keeps praising him .
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"the PlayStation 5 SSD"




there's no such thing.
can't wait for ps5 to get disected to see how many components are actually made by sony.
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"the PlayStation 5 SSD"




there's no such thing.
can't wait for ps5 to get disected to see how many components are actually made by sony.
Huh?
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there's no such think as playstation ssd.
sony doesn't own a ssd making factory. it will be a third party, already existing SSD...
this sounds very much like the marketing bs they pulled before when they presented watchdogs and division running on ps4 with amazing graphics only to get a highly graphical downgrade on release because the ps4 couldn't handle that.
and the fact that it was downgraded on the PC too tells us sony pays good.
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Marketing BS. They may have optimized resource decoding. I have seen games that read from NVMe only 400MB/s in loading due to unrealistic game file compression in times of fast storage drives.
In other words, I expect that they had to rewrite loading procedure where CPU was the bottleneck. Especially when console has its own storage compression in place.
But it is not like game will load assets from storage on per frame basis. They load their megatextures, high polygon models and will manipulate those on per frame basis. There is no reason to reload same asset over and over again from relatively slow storage.
They may have enabled faster caching of new assets which means better texture LOD for newly appearing assets. It may have even enabled them to get rid of very low resolution LODs. And all that is good.
But what they posted is basically marketing for PS5.