Why is it that when anyone asks DF why PS5 outperforms XSX in some games/scenario's they always blame the devs/time/tools/API and fail to tell people that in some situations PS5 will just perform faster due to its higher clock rates and it's a hardware advantage of PS5. And it's not always because of a software issue on XSX.
From a perspective the challenge lies 2 fold:
One is hardware optimization
The second is api optimization
Xbox requires both, and likely it’s not getting the attention it deserves which is why we often see post launch patches that are significantly smoothing out performance there.
Yes PS5 has certain advantages, as mentioned here. If a developer decides to make a game burst fill rates beyond what XSX can handle it will suffer. Or it can turn some of those calls into computer shader calls and bypass rops entirely. That particular change would then optimize for Xbox and leave performance on the table for ps5. And so with ps5 being the lead console, and if the burst isn’t that impactful, it makes sense to go with ps5s code base.
That’s hardware.
Software is something Xbox needs to contend with PC. How much of their code base is shared with PC, is it optimal for console, Nvidia and AMD? Not likely.
So once again if you’re bound for time, just make once and optimize that as opposed yo making calls specifically for Xbox.
And that’s why I think you see DF point to tools and APIs. I don’t think this is a sleight to ps5, but there may be performance left on the floor for Xbox in exchange for reaching delivery dates.
The path that Xbox is taking is a harder path, it’s a multi platform api, those challenges are going to exist. But over time, developers and api and drivers will come together to iron this out. And if they ever get to this perfect idea than performance can be good for Xbox and PC with a single code base.
That makes for an interesting future for them, to be able to release hardware with faster cadence knowing your hardware will run these games well.