LKA studio head Luca Dalco recently talked to Official PlayStation Magazine, where he revealed how a be a very significant difference in graphics for the PlayStation 5 games will be achieved. Dalco explains that SSDs and the powerful GPU in the console will allow game developers to increase texel denstity. The term refers to the textures of assets in a videogame, this can be everything, from the characters to the environment, by increasing the resolution of this textures the images displayed will appear more clean and crisp.
“PS5’s specifications are incredibly exciting – particularly for us is the additional graphical power and inclusion of ray-tracing architecture. Our studio has come a long way over four years and Martha Is Dead will strive for photorealism. We’re excited to see the next-generation hardware incoming to support us bringing our vision to players,”…”We worked a lot in order to use the highest-resolution textures as possible also on PS4; nonetheless, PS5 will allow us to use an incredible texel density, up to 4096px/m – that means the visual will be fully detailed also in higher resolutions. It’s one of the most important advances in visual capacity that we were waiting for.”
Luca Dalco explains that the PS5’s SSD allows developers to achieve the high textel density “high-quality assets are naturally larger in size so will benefit from the faster loads times.” This contradicts the claims of Typhoon Studios’ co-creator Alex Hutchinson, when he said that from a designers perspective, SSDs are not significantly going to affect how games are developed.
Sony remains silent about what are the hardware specifications of their next gen device, but rumors suggest that two versions of the PS5 will be announced soon, an affordable 9.2 TFLOPS console together with a 12 TFPLOS PRO version that will be significantly more expensive but will be even faster than the Xbox Series X.