TD has a cached fast travel. As long as you are fast travelling within closer Zones to the player the load times are significantly faster. So without knowing which two points were chosen for fast travel, and/or how it works, we’re granting a lot of assumptions.Spider-man is a ~50GB games with dozens of fast travel points. How could they possibly cache the destination data ahead of time in RAM unless they were faking the whole thing?
And TD is a slow moving game. And you can fast travel directly onto a player on your squad making it fairly dynamic, ie it’s not like you can cache just the fast travel points and begin streaming from there. A fast moving game like Spider-Man might have larger separation zones. Etc etc.
The Spider-Man demo was good to zero in on how the difference could be between this and next gen, but a cold boot of a game is more definitive when we’re discussing the nature of storage I/O performance.