Flappy Pannus
Veteran
He reasons that the PS5 having the slowest load times (ouch) is down to how Direct Storage interacts with DX12 in this game. Yet as far as I'm aware the game doesn't even use Direct Storage on the PC? My guess is it's simply CPU limited and the PC and Xbox in this case were simply coincidentally the same speed.
Again, the 'pulling stuff out of my ass' speculation is the problem here. For example, he speculates there might be 'shader compilation stutter' on the PS5. Ok, so...test it? Go back and repeat the same area. If you get the same stutter, then it's not shader compilation issues. Why would there be any on a fixed platform regardless of the API used?
He also speculates that to hit a locked 60fps/4K you would need a 4090 with DLSS3 frame generation enabled. But I'm not sure he really appreciates how insanely powerful the 4090 actually is as it's achieving that performance level at native 4k - with Ultra settings at that. With DLSS 3 it should be able to breeze past 120fps with ease.
Yeah that's ridiculous. I suspect the 'locked' gives him somewhat of an out with that argument, there might be times with the rats in certain areas that it can't maintain 60fps 100% at native 4k/Ultra. This area with the vegetation on fire is very demanding on my PC and consoles from what I've seen though, and the lowest it goes is in the mid60's, usually above 70. DLSS2 gets you 90-120fps depending on Quality setting, DLSS3 gets you ~140+fps. He's guesstimate is off by more than half.
Edit: Ok here it is dropping below 60fps with DLSS 2.0 Quality. So you do need DLSS 3.0 to maintain 60fps.
Only thing is...this is at 8k.
Not dx12 but some kind of wrapper which for sure is possible taking into account asobo its not biggest studio with biggest budget
There's a big difference between a dev simply choosing a higher-level API to ease development and actually using a wrapper to convert calls. Also Asobo has 250+ staff, they did Flight Simulator. There are not some tiny indy studio.
Last edited: