Bezüglich SSD fand ich den Beitrag von einem Entwickler auf Reddit interessant:
„That's the biggest deal for me, for sure. The game I most recently worked on, a very large percentage of the data on disk was asset duplications to improve streaming speed from the slowest-available spinning hard disks. With SSDs, game pkgs wouldn't need to do that and could be much smaller. Another thing that could be much smaller is patches - right now when someone changes an asset in the open world, I have to reduplicate every asset in that streaming region (otherwise there'll be a very long seek for that asset, which will hurt streaming performance more and more as the game gets patched and re-patched).
Then again - I'm sure games will grow to fit the available space and beyond. Just as nature abhors a vacuum, artists hate unused disk space. I'm sure they'll find a way to tax the SSDs so hard that data layout becomes important again. Although if we can assume all games are on SSD, maybe the bottleneck will be instantiation instead of loading or something. It's a very exciting prospect.
When I heard there was going to be a next generation, my wish-list for new features was one bullet-point long:
• Don't support spinning hard disks
So I'm very happy about this.“
Wäre schon ne feine Sache, wenn man Konsequent auf SSD setzt. Ladezeiten fast wie zu Cartridge Zeiten wäre schon ein wesentliche Verbesserung.