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well, remember ND initially shipped the game with unpacking libraries directly taken from a PS5 development kit instead of using traditional PC platform DLLs such as gzip. On top of that they were bugged and some users had to point them in the right direction. It's almost unbelievable the game is actually running on PC all things considered.
the dma, if that's what microsoft uses, does not write directly to your gpu vram. also gpu decompression can introduce a bit of a gpu performance penalty while loading aswell. you have to render the graphics and decompress at the same time. this can lead to stutter aswell, cause it's gotta switch from rendering to decompression tasks. this is not optimal in a high thruput demanding scenario. the cpu decompression is as balanced as it can be without hampering the gpu performance to actually just render frames.
also... the decompression on the cpu is not as bad as you think. i play it on a 6 core laptop with nvme. and have no stutter while loading. and i'm playing on high texture balance.
just a couple minutes ago i to scroll thru the collectibles list in the game ui. i see loading delays there, but that fine to me, cause it's temporary data that is only loaded for the moment i view it and is discarded when it dissappears again or remains in the ram cache until it's discarded later. the way the system is managed is totally fine. especially on my rig. it mostly decompresses into shared video memory and whether uploads it to the gpu or keeps it available. that's what the ram cache is good for.
Man, ND are not your friends, you don't need to defend them. They're here to get your money in good faith in exchange for an enjoyable piece of software. It's a bit weird reading you say that no effort is better than an actual effort with regard to game coding, it's like I lost the train of thought you're trying to ride there.
In other words, whatever performance penalty DirectStorage might introduce is LEAGUES BETTER than a complete system bottleneck as the one this port is showcasing and leaving unattended.
Direct-storage would't help. The problem is: PS5 RAM and VRAM is the same. If you want to move data from ram to vram, it is just a metter of telling the system "this area of memory is now vram", what is amasing fast. That's one of the tricks why a PS5 with mid/low-end hardware can run games create, when done right.
On pc-side, you have to copy all the stuff, all the time around. Load from RAM into CPU, from CPU to the io-controller, from the controller to the BUS, from the BUS into the GPU, from the GPU into the GPU-memory-controller, into the VRAM.
What we know
Game performs badly on hardware that can handle much more which indicates the wrong way, Sony when they were making PC games would not optimise for multi-threaded and forced everything onto 1 core all their titles stuttered and nothing you did could fix them
Sony have always believed their way is right until that was they were attacked and their services went done for a few months so they sold up and now those games still exist but they started doing development that was not specific for a super Playstation 2.
Explain to me why RE4 remake runs much better on PC than console with comparable hardware, it also loads the game at the same insane (and faster) speed as the PS5 without destroying the CPU the way this game does.
You're saying there's a distinct architecture advantage, how is it that said advantage doesn't show in every single game? Could it be that you can indeed make use of the traditional PC architecture and get decent performance by using proper tools and APIs?
Also, why wouldn't DirectStorage work when it's been tested and proved to load assets much faster with 1% CPU usage as opposed to what ND are doing with the PS5 decompression libraries that murder every CPU cycle.
Uncharted PC had similar issues, including the lengthy shader compilation, I bet it's just the Iron Galaxy way of emulating the PS5 without having to dedicate time and money to code a proper PC port. ND borrowed the Iron Galaxy philosophy when approaching a PS5 to PC port and the results are a complete disaster.
Horizon was also broken at launch with similar performance issues as TLOU, they had to resort to Nixxes in order to fix it, the game now runs with zero hiccups even if you walk from a corner of the vast open world to the opposite side of the map. It really shows that it's not a matter of hardware architectures but just a lack of talent from ND, it is what it is, they are clueless when it comes to PC development to the point they shipped the game with data unpacking libraries straight up from a PS5 dev kit.
I'm willing to believe TLOU is never going to get "fixed" as long as they don't change the way in which they're using the CPU to emulate the PS5 data flow. As time and years go by there will be 5090 users with nice 14900K or 8800X3D CPUs and suddenly they will all feel like TLOU is not that bad "why were people complaining back then?". Cheap, lazy port job with zero PC platform specific optimizations that will be brute forced eventually.
Naughty Dog dropped the ball here, one of the worst PC releases in ages, it's just hilarious that 8GB cards can't compete with PS4 texture quality here when the PS4 can't even use 8GB of VRAM, it looks like they did run the native assets through some AI and got their low/medium textures done, absolutely hideous but to me it looks plausible.
ND were my absolutely fav developers during the PS3 era, as a kid I remember everything they did was like magic to me, they were so far ahead everyone else with their technical expertise.
After getting 100% in RE4 remake I know by heart the parts of the map where the game loads the assets for the next area in a split second. Those small hiccups are also in the PS5 and Xbox versions. They used to be hidden behind certain animations such as opening a door or slowly squeezing through some narrow place. On the other hand, TLOU is constantly loading stuff in the background and murdering CPU performance in the process.