The lead architect of the PlayStation console line, Mark Cerny, implemented a two-year feedback cycle after the launch of the PlayStation 4. That is, he regularly visited Sony's first-party developers at two-year intervals to find out what concerns they had with shortcomings in Sony's current hardware and how such hardware could be improved in console refreshes or for the next generation. This feedback was fed into the priorities for the console development team. In the development of the PlayStation 5, a key issue was the length of loading times for games. This is based on the size of data being loaded into the game, the physical location of data on the storage medium, and duplication of data across the medium in order to reduce load times. An important goal was to find ways to reduce loading time, particularly in games that stream or dynamically load new game areas as the player moves through the game world.[1]Jim Ryan, the CEO of Sony Interactive Entertainment, stated that Sony had researched the feasibility of a "low priced, reduced spec" version of the PlayStation 5, like what Microsoft had done with its Xbox Series X and its lower-power counterpart the Xbox Series S; and concluded that they believed such consoles do not fare well, becoming obsolete too fast