Ive been watching the SSD technology for a while and wonder what real change this fairly new technology has brought to gaming machines and the execution of games.
Supposedly faster on seek and (?) data transfer bandwidth, has this actually happened in how game programming performs ? Too many times I see games hesitate or just freeze while heavy disk operations are in progress (blocking some interface interaction actions which could/should have stayed active). I had thought that threading/multiple processes SHOULD alleviate that kind of behavior (or do many companies simply not bother...)
Ive been looking an future game designs that would have more disk activity going on behind the user display/processing activities in the 'foreground' (much more continuous file access than typical 'level' preloading' schemes).
Another general issue was degredation over time of the SSD (their rewrite cycle limits actually have dropped significantly and some of the datblock-use-spreading processing has been less than sterling).
Also has there been talk of changes to programming method to take advantage (or to minimize shortcomings) when game machine have SSDs/SSD-HD hybrids (which more and more will have as time goes on) ?
Edited by wodinoneeye, 11 August 2014 - 08:11 PM.