Actually, with all those highly detailed handcrafted locations and baked GI solutions, its much bigger game world, and more story content, I think we'll rather end up around 50 Gigs.
Pulling up my response from above: DLSS 2.0 is high on our list. We also saw some promising early test results with RT shadows. However, they don't work correctly within the double-precision range of numbers that we're using for ES2, yet. We have to wait for Epic to fix the issue in an upcoming...
That depends on how often you jump between locations and how powerful your hardware is. On certain gaming systems, you won't notice any loading times at all.
DLSS 2.0 is high on our list. We also saw some promising early test results with RT shadows. However, they don't work correctly within the double-precision range of numbers that we're using for ES2, yet. We have to wait for Epic to fix the issue in an upcoming version for UE4. Generally, RT...
I see, I see... I guess, we should put Caspar, our omnicompetent Project Manager, on a shorter PR leash when talking about PC specs and next-gen console support... However, you gotta give him credit for his technical sandbagging! :D
All jokes aside, on a PC gaming rig with an i7 and an RTX 2070...
Right now, this would obviously be PC. However, we have a strong hunch that ES2 will play absolutely amazingly on next-gen consoles, but we haven't even looked into porting to those, yet.
Wait, that's not your floor, yet! BTW, there will also be a proper 20-30 hour single-player story campaign featuring lots of interesting characters. Did Erik mention that you can also fly down to planets, too? No? Well, now you know! Oh, this must be your floor. Have a good one! :)
Adding to that: when I was at TGS last year to demo ES2 to Japanese space game enthusiasts on the show floor and pitch to Japanese publishers behind closed doors (there is moooar!) one of them was very intrigued about making an EVERSPACE manga series - that's not an announcement, but would be...