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My opinion is probably... not technically correct... until you have to deal with drive reliability and write guarantees, but I don't think programmers actually have to know anything about SSDs in the same way that developers had to know particular things about HDDs. This is out of pure speculation, but there had to be a period of time during the mass transition to SSDs that engineers said, OK, how do we get the hardware to be compatible with software that is, for the most part, expecting that hard disk drives are being used, and just behave like really fast HDDs. So, there's almost certainly some non-zero amount of code out there in the wild that is or was doing some very specific write optimized routine that one day was just performing 10 to 100 times faster, and maybe just because of the nature of software is still out there today doing that same routine. I don't know what that would look like, but my guess would be that it would have something to do with average sized write caches, and those caches look entirely different today or something. And today, there's probably some SSD specific code doing something out there now, too. |
The canonical case is minimize time to load a level. Keep that level’s assets contiguous. And maybe duplicate data that is shared across levels. It’s a trade off between disc space and load time.
I’m not familiar with major tricks for improving after a disc is installed to drive. (PS4 games always streamed data from HDD, not disc.)
Even consoles use different HDD manufacturers. So it’d be pretty difficult to safely optimize for that. I’m sure a few games do. But it’s rare enough I’ve never heard of it.