I think SB's statements that "almost none wants to use the ID buffer," that its "difficult to use," and the option towards the "shortcomings in the hardware" are somewhat hyperbolic, rather than actual fact.
The CBR method (ID buffering) by PS4-Pro might not be favorable for all game engine pipelines, not all hardware solutions are. But a blanket statement of essentially calling the solution terrible, doesn't even compute with Dictator's responses and sources on the matter. If anything, it's just developers choosing what best fits their engine and needs. GG went with their own method, while SMS went with Sony's CBR method.
The CBR method (ID buffering) by PS4-Pro might not be favorable for all game engine pipelines, not all hardware solutions are. But a blanket statement of essentially calling the solution terrible, doesn't even compute with Dictator's responses and sources on the matter. If anything, it's just developers choosing what best fits their engine and needs. GG went with their own method, while SMS went with Sony's CBR method.
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