I don't disagree. But even the fastest GPU is useless if it runs out of memory. I can't stress enough how much I didn't want an 8GB card knowing that a new console gen was coming out.
Xbox Series S might be what saves those 8GB cards. It's not entirely without irony.
It may not.
There are massive fundamental differences the consoles and PCs that it's just going to take a lot of time to sort out on the PC side, and really we're talking about the memory system, we don't even need to talk about fancy optimization and cache scrubbers and shit. The HUMA on console, combined with nvme and decompressors puts PC in a weird spot for a long time, not to mention compiled shaders, that software solutions need to be figured out on PC for these things to work. Previously, this was a non issue because XBO and PS4 came in relatively weak compared to what was on PC at the time. But today, it's not like that, because memory both and storage and bandwidth are the lifeforce of performance. And the higher that this number goes, at least on PC, that means more saturation on your PCIE bus, that doesn't exist on console. And consoles are getting pretty high with their bandwidth and storage numbers, so naturally while PC components can crush consoles, the carriers of information is completely stressed out, and I've been thinking about that crazy amount of CPU usage with TLOU and what it could imply to the PCIE as well.
With PC, you can attempt to overpower the differences with hardware, and likely this will address most of the issues (as we see with VRAM) but I suspect there are always going to be challenges around weird hitching with PC and I don't believe it's necessarily the result of DX12. It's going to be a real growing pain, and I think as we move away from last gen, it's quite possible that this problem will become more prominent and not less.
There are lots of individual components on PC that are super powerful and will always be super powerful, but in the end they work in silos and not together. And because of that, there are bottlenecks that can exist as a result of working as individual components that consoles will bypass because console hardware works together.
This will be a painful generation for PC I suspect, ideally by the end of this generation, they get PC sorted out by next. But I think it's going to be a long time for them to architect what the new software stacks and technologies need to happen on the PC side for them to operate without all this hitching.
I have many times said, that this is just growing pains, which I think it is. But I think what's going to become clear, and fuck, I hate saying it, but there's going to be a lot of outrage like we see here as a result of looking at PC individual components being much more powerful than the console counterparts, but the challenges around hitching etc will still be there. And naturally today we blame, devs, APIs, etc, because the hardware is so powerful, but what if... just what if, the bottlenecks are actually in-between those components. Because no one is talking about that.
tldr; when nothing needs to be loaded, and everything can just stay in memory both system and VRAM, PC games are flying to like 300fps or more at ultra settings. As soon as we start getting into games that are significantly larger than system and VRAM, and things need to be streamed into the game constantly, we have these issues; we have compilation issues, weird stutters etc. But we don't see these issues on consoles (except we see them on Xbox likely because so much code is shared with PC) That to me is the transfer of memory problem, because when memory doesn't arrive after you request it, you're stalled out.
There's such a big difference between Forspoken, Spider Man, and even AC Valhalla games from Counter Strike, and Fortnite, Doom, COD, and even Halo Infinite MP, though campaign is a different animal. There's a difference there. We need to keep our eyes peeled on how developers are addressing open world games with huge asset libraries, the amount of dynamism in shaders to accommodate more flexibility in gameplay, that's could very well become a factor here for hitching. And it's going to get increasingly harder to deal with so many different PC vendors and components that were not designed to work together.