But which ones will actually do that? Sony big developers (like Guerrilla and Naughty Dog) doing multiplatform games whether (PS4 or/and PC) likely won't be able to use JIT data streaming techniques as that would cost them some dev time to use 2 very different paradigms in their engines for streaming data during gameplay. For them it should be much easier (lowering dev time) to just use the CPU to decompress data like on PC.With cache scrubbers ps5 will get to JIT, some developers have indicated in frame before, I think Tim Sweeny. But I think most developers will code around it unfortunately. However, with PS5, developers can freely call things (within size limits) without needing to worry if it’ll arrive in time.
My guess is that those 2 teams are already targeting PC hardware before porting to PS5 based on the PC type loading speed we see in both of their latest PS5 games and the fact that neither those 2 games use the most importnat specific hardware: RT. Even Housemarque, using Unreal Engine, do use hardware RT to render their GI in Returnal. They also use custom I/O. Why? Maybe because they didn't have to develop the game to PC simultaneously so it was rather easy.
So yes here I am very pessimistic. Naughty dogs and Guerrilla games are releasing games more than 1 year in the life of the console and having devkits for more than 3 years (and they were among the first to have those) and still don't use the 2 most important features of PS5. Why I am the only one bothered by this when others much smaller teams could do it while basically releasing during the launch window?