My understanding is that optimizing for sequential read is a big reason for historical game install bloat; if you include the common assets multiple times in the archive, then loading a level/zone becomes one big continuous slurp rather than jumping all over the place to pick up the stuff that's common to everything. Obviously this didn't matter with optical media where the user wasn't impacted, but it's annoying on PC where we've had a long period of users who invested in expensive, high-performance storage having to use more of it than needed due to optimizations geared at legacy players still on spinning rust.
I expect that low-latency seek time is also pretty key to making stuff like nanite work, where all the LODs for a single object are mixed together and you need to be able to quickly pick off the disk the parts that are needed for the current draw task.
My understanding is that optimizing for sequential read is a big reason for historical game install bloat; if you include the common assets multiple times in the archive, then loading a level/zone becomes one big continuous slurp rather than jumping all over the place to pick up the stuff that's common to everything. Obviously this didn't matter with optical media where the user wasn't impacted, but it's annoying on PC where we've had a long period of users who invested in expensive, high-performance storage having to use more of it than needed due to optimizations geared at legacy players still on spinning rust.
I expect that low-latency seek time is also pretty key to making stuff like nanite work, where all the LODs for a single object are mixed together and you need to be able to quickly pick off the disk the parts that are needed for the current draw task.