AFAIK PC games use mostly zlib and Windows' I/O is a complete drag compared to the new consoles that are made for NVMe SSDs..
I have 64GB RAM and I've tried to run games directly from a RAM drive that benches at over 10GB/s (and has much lower latency than any SSD out there). The result is really disappointing, as the CPU becomes a major bottleneck for all the hoops and loops that Windows demands game data to make, plus the poor performance that zlib has for CPU decompression.
The lack of improvement you're seeing from a RAM drive likely has very little to do with the IO and decompression overhead (which is worse on PC right now, no question) and more to do with the fact that the game isn't designed to take advantage of such high speed IO. I.e. it's bottlenecked by some other CPU process long before the impact of a RAM drive or even an NVMe drive comes into play. One of the RadGame Tools guys had an amazing twitter thread on this topic which I think Dictator may have posted previously, possibly in this very thread. That's why most PC games load no faster on an NVMe than an SATA SDD and the same reasoning applies to the majority of next gen console games that don't load any (or significantly) faster than their PC counterparts.
Yes, this is unfortunately true.
I only know of two non-game demos on the PC requiring SSDs to run: the UE5 Demo and Star Citizen. Neither of them are games, as all games in the market still need to support HDDs.
There are no PC games requiring SATA SSDs, much less NVMe PCIe 3.0 at >2GB/s, let alone NVMe PCIe 4.0 at >5GB/s.
Even after Direct Storage comes out, IMO it'll be years before PC games can afford to demand a minimum 2.5GB/s NVMe from their audience like the Series consoles. We might see something that takes advantage of Direct Storage and a faster I/O for faster loadings, but not a faster I/O that is instrumental for gameplay (like we see in e.g. Ratchet&Clank Rift Apart or pretty much any UE5 game that makes heavy use of Nanite).
Once again, you do not need a high minimum standard of IO performance on PC to release games that can take advantage of high IO performance, yes even at a gameplay level... PC games scale. Take your R&C example. Your assertion here is that without making the minimum requirement on PC something in the ball park of a 5.5GB/s NVMe SSD, then it could not be released on PC. And here's why that's not the case:
1. You incorporate scaling options into the game to reduce the IO requirement. Texture resolution, LOD, draw distance etc...
2. You implement pre-caching to system RAM on PC's with sufficient memory to ease the IO requirements
3. You advise users of a reduced experience on drives below a specific standard. Perhaps recommending an NVMe (of any speed) and making a SATA SDD the minimum. That wouldn't be at all unreasonable over the next few years, several games already do this, e.g Cyberpunk and The Medium.
4. Users for which non of the above helps have to suffer through a few extra seconds of portal transit animation at those relatively occasional points in the game where it's required. Hardly deal breaking.
If you build a game that depends on NVMe levels of access times and bandwidth, people with their games installed on HDDs won't be able to play them. We know what will happen when they try:
Yes, so you include scaling options, and if you really need to, you set a SATA SDD as the minimum spec to be used in combination with reduced settings. Or alternatively you set a minimum level of system RAM and implement a good pre-caching system. There are plenty of ways around this.