This reminds me of a recent interview[0] by Digital Foundry with the Core Technology Director of Ratchet and Clank: Rift Apart.
Near the beginning they talk about how targeting the PlayStation 5, which has an SSD, drastically changed how they went about making the game.
In short, the quick data transfer meant they were CPU bound rather than disk bound and could afford to have a lot of uncompressed data streamed directly into memory with no extra processing before use.
Near the beginning they talk about how targeting the PlayStation 5, which has an SSD, drastically changed how they went about making the game.
In short, the quick data transfer meant they were CPU bound rather than disk bound and could afford to have a lot of uncompressed data streamed directly into memory with no extra processing before use.
[0] https://youtu.be/-YpCQrPRpE0