Video Game Tycoon in Tokyo-Chapter 1036: A Seamless Loading Technology

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Chapter 1036 - A Seamless Loading Technology

"To create a controller that players can hold comfortably, we invested a significant amount of resources. And finally, we've brought this controller to life. I'm honored to present it to you. Of course, this is only one of its features. Now, please take a look at the back of the controller—"

"We've added a new set of buttons on the back, giving players more control for complex operations and greatly enhancing the gameplay experience!"

...Wasn't this basically just an "Elite Controller" setup?

Takayuki recognized the design approach immediately.

Gamestar Electronic Entertainment had released a similar high-end controller too, but it didn't sell particularly well. Sure, it was a premium product, but the intricate design and high production cost drove up the price—too steep for average players.

But now it seemed Sorei Electronics was aiming to bring that elite design into the mainstream.

It was... unexpected. But a smart move.

"Alright, enough about the controller. Let's take a look at our new console."

Okawa navigated to the system's main interface. fгeewebnovёl.com

"As you can see, the interface runs much more smoothly now. That's thanks to our proprietary high-definition transmission protocol. If you want the best visual experience possible, pairing it with a high-end display using our new video standard is the way to go."

HDMI 2.1?

...

Of course, that term didn't exist in this world. It was just the name of the standard from Takayuki's previous world. Here, the same technology had its own naming conventions.

That's what Okawa was referring to now.

And it was only just starting to gain traction in this world.

Gamestar Electronic Entertainment clearly hadn't prepped for this yet.

But Sorei Electronics had.

They were, after all, a giant in the electronics industry—and one of the key players in setting global tech standards.

Takayuki remembered how Sorei and the Morgan Group had once fought over HD disc standards.

Sorei pushed their proprietary disc tech, while Morgan backed a competing format, trying to stop Sorei from dominating the market.

Ultimately, neither side won decisively—because flash memory storage rapidly advanced and rendered both formats obsolete.

Ironically, it was Gamestar that profited most, swooping in mid-debate to invest in flash memory technology and building their game platform around it.

Now, all games on Gamestar's platform required their proprietary flash chips—earning them substantial margins and giving them dominance over both software and hardware.

Now, with this new display standard, Sorei was clearly trying to do the same: boost their console and sell more of their other electronics, just like companies bundling consoles with TVs.

Back in the event hall, viewers were visibly impressed.

Seeing the picture quality firsthand blew away anything shown in the livestream—sharper, richer, more vibrant.

Some even began seriously considering whether it was time to upgrade their displays.

But after thinking it over, most people gave up on the idea. In a sluggish economy, buying a console was already a luxury—upgrading an entire entertainment setup just for a visual bump? Not necessary.

Still, the visuals left a strong impression, and it could influence future buying decisions.

Okawa now navigated to a game selection screen.

"This console includes a copy of our upcoming Solar Knight title: Chrono Odyssey."

"Our Solar Knight will travel through the flow of time, hopping across timelines that have each once known the Solar Knight. They will follow the faintest clues, unraveling the secrets of the world."

Time travel...

Takayuki had a sudden realization.

He remembered the kind of flashy tech Sorei might try to show off.

On stage, Okawa continued proudly: "Solar Knight: Chrono Odyssey is the perfect showcase for our console's new capabilities. I can say with absolute confidence that for at least the next year, no other game will match it in this regard. The name of this new technology—"

Takayuki, watching the livestream, murmured the words at the same time.

"—Ultra-High-Speed Memory Streaming."

"Called it," Takayuki muttered, nodding.

Ultra-high-speed memory streaming.

We're talking read speeds in gigabytes per second.

In Takayuki's previous world, that tech had already begun going mainstream before he crossed over.

He remembered that SSDs with 7GB/s or higher speeds had started being commercially available before he left.

That kind of speed allowed games to switch scenes almost seamlessly.

For decades, games—unless they were preloaded open-world titles—suffered from long load times.

In the early days, consoles used mechanical hard drives.

Those had read speeds of just 50–100MB/s. At that rate, developers had no choice but to build in loading screens between scenes.

Some games faded to black with a spinning icon. Others used creative tricks—like having the player squeeze through narrow corridors or crawl under rubble—to mask loading times.

Uncharted was famous for this. So was God of War, developed by Santa Monica Studio.

The newer God of War entries didn't have loading screens. Instead, Kratos would slowly move through tight cracks in walls or drag stones to pass blocked paths.

These had no narrative value—they were purely designed to restrict the player's view and give the hard drive time to load the next area.

Takayuki had used this exact method plenty of times.

Back when this world's tech hadn't caught up yet, it was the only way to provide a smooth gameplay experience.

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