API differences are certainly a part of the picture, but do you think IO may play a factor here too?
Could the streaming system be somewhat built around the XBox Series consoles as the lowest common denominator? I say so on the basis that DDR4/5 RAM are substantially faster than the SSD's of the consoles. Is there scope for tools to be unified across PC and Xbox to the extent that the PC's streaming system, in spite of its DDR bandwidth advantage, is only being made to keep pace with XBox Series?
So with a steaming system built around a raw 2.4GB/s, the PS5 has enough additional bandwidth to more swiftly stream in additional LoD models without any work from the developers.
It would still be an issue with Microsoft's tools, as the PC should be able to outperform both, but perhaps the PC is playing second fiddle to XBox for the moment, at least in terms of IO.
hmm. My thoughts on this are:
A) if it were just a streaming issue for instance, and speed was the issue, the bulb would eventually revert to what it should be moments following. Say 1-3 frames following. So that would be how PS5 should differentiate itself from a streaming speed I think.
B) if there is a memory size limitation for instance then it's possible that for the sake of making the xbox/PC, you'd make that memory limitation lower for instance. So perhaps there is some overlap in models/assets to accommodate for a lower memory size of say Series S, or lower graphical cards.
Neither A or B feels particularly good to be honest. UE5 managed it's streaming pool with 768MB of memory.
Ultra requirements for Outriders here is:
Ultra requirements (4K, ultra details, 60 fps)
- OS: Windows 10
- CPU: Intel Core i7-10700K or AMD Ryzen 7 3700X
- RAM: 16GB
- GPU: Nvidia GeForce RTX 3080 (10GB) / AMD Radeon RX 6800 XT
- Drive Space: 70GB
Which both consoles surpass fairly easily I think. So I don't think VRAM allocation is the challenge here for Xbox or PC. Game doesn't seem to require more than 10GB.
SSD streaming speeds can be mitigated with a larger streaming pool, so once again I don't think it's I/O related.
It could very well just be a setting or something. I think if geometry was an issue hardware wise and they run PS5 specifically at higher settings for geometry and LOD, we'd see many instances of geometry deltas during comparisons. So I'm leaning on a bug as being the most probable. And as per Brit, the game uses loading scenes for every single cutscene, and every area change. So you can pretty much offload the entire level etc to fit in this very not detailed cutscenes in Outrider.
If we're staying on hardware limitations, Option C would be on tessellation/geometry bottleneck.
But along the same lines as before, this particular cutscene doesn't appear to be pushing geometrical boundaries. So it shouldn't really be an issue either.