We here at Naughty Dog respect that, though they are great games, our fans have felt some exhaustion at seeing only remasters of Naughty Dog’s old games. Hence, we are proud to announce our newest project: Skyrim Remastered.
I don’t mind older games getting love on new platforms. But… This is already a late PS4 game with a PS5 enhancement.
Maybe it’s something as simple as just a physical PS5-only version? I have not seen any “Greatest Hits” reprints of PS5 games yet. Usually they start doing that ~2 years after a console release, so it’s past due for the PS5. So my speculation would be that they are going to announce that at the game awards, and it’s going to include some PS5 reprints of other PS4 games with PS5 enhancement. Maybe Horizon Zero Dawn, God of War (2018), etc.
If this inolvrs putting in serious dev work to remake a 3 year old game, I’d have to question whether those resources would have been better spent elsewhere. Heck, even another, older, Naughty Dog game. The Crash N Sane and Spyro Reignited trilogies were pretty successful endeavors from Activision, and Sony has Bluepoiny just for doing that kind of stuff. Where are the Jak and Daxter remakes? Ratchet and Clank 1 was kind-of remade-ish to go along with the movie release back in 2016, but where are the rest of the R&C re-makes? They did Shadow of the Colossus: where is ICO?
@iturnedintoanewt@paultimate14 the first one was a ps3 game the second one was a ps4 game and it wasn't so long ago, is this a relaunch? It better not be a full price game not even a remaster would make much difference, this generation's graphics haven't changed much it's just light
Not sure I get what a PS5 version would bring without some pretty serious tech upgrades such as Ray Tracing. There’s already a ps5 patch that enables 60 fps which is normally my personal “requirement” for new versions on cross gen games so unless this is a major uplift then I’ll pass.
Sounds cool and all but I heavily doubt they would do the work to implement it like that. Replay value doesn’t add market value in the view of the producers. So there is not much money to be made from the large amount of work this requires.
Of course if they ever do it, feel free to correct me, people from the future
The patent shows that the save states stream through an API, it’s likely this isn’t for local save but for people streaming games. It will open streaming possibilities like letting audiences pick up exactly where the person they’re watching is, or other audient interactions like “beat this section quicker than I did.”
In that case there is little difference to just sharing a save file, which everybody can already do. If this is everything that the patent covers, then I’m against them having a patent for it. That idea is so generic and nothing somebody should be allowed to have control over
yeah this can only work if implemented by the devs. The only reason this can be done for some older emulated games is that there is only a megabyte or two needed to capture the state of the entire system. Not several gigabytes.
No game should save gigabytes. Even megabytes can be too much. If the game is very linear a save could mean a single number. Even if it has character cosmetic customization and a convoluted plot with lots of choices it’s still usually in the kilobyte range. The larger saves (overall) would be sports games like rally racing where the game needs to be able to provide a thorough replay of every race.
system state is not the same as a save file. System state is the cpu registers, the process’ entire memory space (because you don’t know what the game might do at any point) gpu context, etc.
edit: example: the save file for older games was measured in bytes. System state is much larger han that. It contains everything not just what the developer decided to allow you to save.
I was under the assumption the collections that utilize this system do it by just saving the inputs and timestamps and simulate them as such rather than understanding the entire whole state. I’m not sure how it works with non-seeded elements
I do agree with you about the dev focus. It would be way more complex even though if feasible if you can simulate without it graphically but you I can’t imagine it just being a system similar to recording or achievements
that only really works with deterministic systems though. You could do that with a 6502 or simple systems because you could perfectly predict what the state of the system would be in just by replaying inputs. everything up to predicting all cache misses.
consider a badly written game on a modern console (remember that save states should work for any game) in which physics is tied to framerate. Follow the chain… framerate depends on system speed… which, indirectly depends on the ambient temperature (a console running in a hot climate would throttle earlier than one running in an air conditioned cool room). And because modern systems execute more than one process, it also depends on what else is running (were you downloading a game in the background, slowing down the game ever so slightly?) or unpredictable things such as interrupts on certain system timers. And the list goes on and on. Even if the game didn’t have physics depending on framerate, differing deltaTime on each frame means different floating point rounding errors happen, which could accumulate over time.
So in this case, replaying inputs does not get you the exact state. you were in. there are just too many variables.
I just had a revolutionary idea: what if every time you reach a new point in a game, it showed you a certain sequence of icons related to that point in the game. Then, if you ever want to play that part of the game again you can just insert that same sequence of icons into an option of the game and it’ll play from there.
Then people could also share the sequences they discover with their friends, allowing said friends to skip part of the game if they want to.
That’s how our games worked in the 80’s. Most of them used passwords. I remember one that used a tic-tac-toe looking thing where you entered a combination of dots to load your game. I think it may have been Mega Man. Zelda was the first one I remember that actually saved your game. There was a battery in the cartridge.
Many emulators have been doing something like this for quite a while. Its called a “saved state.” In some cases, a saved state can introduce bugs into the game play and mess up your progression, but that is just in emulation.
And? Sony has patented their way of doing it, big deal if it’s been done elsewhere. It isn’t something PlayStation games can do easily so they’re building a solution.
This article isn’t saying this is some groundbreaking discovery of technology or something, nor is it a press release/announcement.
The points you make are the exact reason why people are looking at this patent in a funny way.
What they are describing in the patent is basically a save game or checkpoints for subchapters in a game. This is not innovative or new and that is the problem. You can’t patent something that can already be considered public domain or common practice.
It’s very much a big deal if this has been done somewhere else. The patent is obscure enough to look unique but it common enough to start years long legal battles.
On reading the patent, it is specifically referencing streamed game checkpoints. That is, believe it or not, very different than save games stored locally. Still, I find it hard to believe that NVidia, Google or Nintendo wouldn’t have a patent for that already. If not, it may still be considered common use.
The devil is in the details for this issue. Is it really a new thing or is it “reverse” patent trolling?
They did, but that isn’t really relevant to the discussion. The Wii Virtual Console is discontinued and technically doesn’t have live support from Nintendo like the Switch and NSO currently. If Sony somehow did get a patent for save states in games, I don’t think it would retroactively apply to the Wii.
insider-gaming.com
Aktywne