Flappy Pannus
Veteran
And yet it is exactly what's needed on Social Media and perhaps too tame.
I don't think it's unwarranted as hey, yeah the 'feedback' DF gets, especially on Twitter is often insufferable - there are accounts on Twitter that only exist to respond to DF videos accusing them of being Sony/Xbox/PC shills, a truly desolate online existence.
From a pragmatic/tactical perspective as a professional at a major outlet though...I wouldn't recommend going any route that could be taken as goading, even if morally justified (especially when it's at an unidentified group vs. a single individual being overly hostile where the context is clearly visible). There's always going to be a gross imbalance with the respect you grant the public vs. the respect they grant you in kind when you're getting paid to offer your opinion, 'fair' really doesn't come into it. It's just not wise from a public relations angle.
As long as games do not present me Half Life 1 like textures to fit 6-8 GB VRAM, I wouldn't have any problems with VRAM.
It depends - there's a difference in not being able to take advantage of custom textures intended for high-end PC GPU's, and not being able to match the texture quality of $400 consoles. For TLOU and RE4, 8GB cards can get worse results - in spots - without even going into the territory of Ultra settings that are only intended for advanced PC's (or just to appease those who want to see the word 'Ultra'). That's where I think people who shelled out for a 3070, and soon a 4060ti may be justifiably ticked a little.
Ideally all games handle this like Doom Eternal - using higher textures that overflow your vram, the game just starts running slower, but you don't crash or get huge halting stutters. Of course ideally, all games would be coded like Doom Eternal, no shit.
Yes this is indeed one of the more obvious ways that this game could have been better tailored to the PC (if time and budget had allowed) rather than shoehorning in the PS5 optimised solution. I wouldn't be surprised if NXG for example held up the CPU based Kraken decompression on PC that is no doubt contributing to the high CPU requirements vs the hardware based equivalent on PS5 as a shining advantage of closed systems. Where-as the optimal solution for PC would obviously have been to compress all the GPU based assets with GDeflate and GPU decompress them via DirectStorage which would save CPU power both in general IO overhead as well as decompression.
How I thought this would be handled before DirectStorage's GPU decompression became commonplace would be exactly what you've seen in many Series X versions of games vs PS5, in that the SX version can often have a larger install footprint - sometimes significantly so - because it's likely using its own texture compression format that's not as compressed as Kraken, not only due to the proprietary nature of that format (?) but also in order to be more performant on SX's hardware.
Afaik, the PC and PS5 install sizes for TLOU:RM are basically identical - ~90gb, that and of course with the Oodle dll's indicates the textures are compressed in the exact same format as the PS5 - textures that are in that format precisely due to their affinity to the PS5's hardware. I would not have expected we would get a game with the exact same compression format highly tailored to a custom hardware decoder and effectively said "Welp, hope you have 8 cores, good luck!".
Granted, if there was another format easier on CPU decoding, that may have ultimately just pushed the bottleneck to I/O, or required substantial changes to the streaming system where we're again in cost-prohibitive territory for the budget of a port, who knows.