Yeah they never fixed that issue in the opening cutscene with the cop cars and low-res badges. What's odd is that even when running from an HDD, if you pause the game at that exact spot - the high-res textures immediately pop in, and stay there for the remainder of the cutscene. Really seems like a bug that was never fixed as it never made sense, hopefully this will not be the case in R&C.
You can see from the brief look at Alex's early "PS5 equivalent" PC, a 2700 Super + 3600, it struggles quite a bit to maintain 60fps during the portal transition scenes. It seems CPU limited in this scene, but the next portal has it near 95%+ usage. At 1080p
with DLSS, and considering that at the medium preset it's likely not using RT and the PS5 is running at a dynamic 4k (and seems pretty close, I play in that as compared to RT which I find too blurry), this may be the biggest gap in performance from a 2070 Super -> PS5 that we've seen since TLOU P1. Maybe the GPU decompression is playing a part here? We can see with comparing CPU vs. GPU that will be likely be in the full review video later I guess.
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The exception might be is if the DLSS dynamic works like it does in Spiderman though, where it just keeps rendering at a higher internal res until your GPU is constantly in the 95% range. For example, you can be overlooking the city in Spiderman on my 3060 and with 4k DLSS Quality, be at 75% GPU. Turn on Dynamic 60, and the GPU will jump up to 98% - so the game goes beyond DLSS quality, either DLAA at points or just keeps upping the internal res, dunno. *Edit: There's extended sequences with 70% GPU for that brief 2070Super look, so maybe scratch that theory.
Regardless, some of the posts here before launch were veering close to "PC victory laps" and the "hype" of the PS5's SSD architecture, which I thought a bit silly at the time. Nixxes are great but people have to remember that it took Spiderman many months before some egregious bugs were fixed, and not all were. These ports tuned explicitly for the custom hardware are very difficult, and there are definitely optimizations to be had on a closed system. It's not all smoke and mirrors, and Nixxes are not infallible. DirectStorage may be a good 'stop-gap' solution until GPU's get dedicated hardware blocks for this stuff - perhaps, but way too early to really guess on prime bottlenecks at this point.
Also, seems another loss for FSR2 in image quality when compared to not just DLSS, but even IGTI (and based on Spiderman, I don't think the PC's implementation of their IGTI is the exact same quality as the PS5 version to boot). Cripes I think UE4's temporal upscaling might be able to produce more consistent results. Really sucks that PC may be getting one of the worst reconstruction technologies forced upon them with no other options for some games thanks to AMD.