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I/O overheads are invariably disproportionately heavy on numerous small transfers versus fewer larger transfers. I.e, 1,000x transfers of 5mb are worse than 100x transfers of 50mb because setting up I/O generally has an overhead. This may not be as bad on PS5 but very little is known about the I/O system.I don't know, I haven't played the game. But if they are tiny, they'd need to be very, very numerous to start hitting the IO heavily.
I depends. In most games objects are made up of triangles. I am of course conjecturing about what R&C may be doing (not about triangles) but in terms of detail, if DF get their YouTube channel back have a watch of their Ratchet & Clank analysis, it has a section on the detail that goes into tiny details like spent ammunition shells from firing a weapon. It's really kind of nuts!And from a dev perspective, are you going to add all that detail if it's not even noticeable? As Insomniac's first game on the platform, far more likely they are doing something somewhat conventional with the IO instead of something completely different. AFAIK the visuals aren't anything new, just the transitions between them are faster. Without evidence they are doing something different...well, that's kinda your thing. Without any evidence R&C is doing anything different, and no particular logic to think Insomniac are doing anything different, there's not much of a case to say R&C will struggle on PC given what we do know.