neckthrough
Regular
That's a strong rebuttal, but let me try to counter. If I were building a game that targets two different IO stacks I would build an abstraction layer around them, i.e., a shim/wrapper that provides a uniform interface to the rest of the game and hides the complexity of the underlying APIs. It's possible that the nature of the game and the difference between the two APIs may be so vast that building such an abstraction layer may be hard (i.e., it would either not be much of an abstraction or would invalidate the advantages of DirectStorage). But in my experience it's always possible to tease something out. In any case this is all hyper-speculative, I'm basically imagining things now.Given how deeply grained the I/O and asset management would be in a game like Spider-Man, which is predicated in streaming in the city around you at all times, there you have to be two independnet entire code bases in the one binary and which could be flipped at the start from a hex edit. Chance of that? 0.0%. It makes literally no sense to build and distribute a game in this way.
If this was 1970s complexity I/O; function (read_io), hexedit to function (read_io_ds), sure. But things have not worked like that for four decades.