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It's really more of a hit or miss with them. SM2 sucked on day one, but pretty much fixed now. Ghost of Tsushima was almost perfect on day one. Holding high hope that part 2 port will be decent day one
I play a lot of games and don't necessary play one to completion before playing something else so I invariably have installed a new graphics driver for newer games which then resets the shader compilation for games like TOU Part 1.
Admittedly, the developers did improve things from the atrocious launch version by cutting the shader compile time by roughly 40% but it is still far too long in my opinion. Also, the PC port of the otherwise excellent Uncharted 4: Legacy of Thieves Collection had the same issue although at least that 'only' takes 10-15 minutes.
Quite why the developers can't code the game to run without an excessively and annoyingly long (in my opinion) shader compile step is a mystery. It just puts me off wanting to play it if I am loading it up for a quick 30 minute go only to have to spend two-thirds of that time waiting for shaders to compile! Takes me back to my Commodore 64 tape deck days of the mid-1980s!
After all, Insomniac's PC ports all run great but yet after little to no waiting for shaders to pre-compile. Also, many other games do this in an unintrusive and seamless way such as the recent Assassin's Creed: Shadows, which despite its heavy system requirements is one of the smoothest running games I've ever experienced on PC with not a single stutter in over 18 hours play despite running it maxed out at 1440p with RT..
Fingers crossed that Nixxes involvement will mean a stellar PC port free of the shader compilation woes of the abysmal Part 1.
we'll have some shader load time, for sure. it will precompile the psolib like part 1 did. i have not disassembled enough of part 2 and the shaders to know how many permutations we'd be looking at, tho. i know it's a stigma in current engines. i'm well aware of the issue and howto avoid it in ue5 for example. not sure how well they managed combos at dev time.
the requirements are correct. it's a bit of an in depth number juggling thing. teraflops, pixel output rate and vram bandwidth. an end user usually doesn't do that, but... it's all in the raw gpu numbers. it's optimized af. and the way it is rendered it makes sense. compute pass outputs. you need all of the gpu on board. and some specs vary across manufacturers.
on that note: i wonder if i will be able to crank up the mesh detail. the geometry transform pass. i know it's deferred rendering. at my resolution and framerate i'll have compute power left to avoid the lod pops. will see when it's time, i guess. :)
Nixxes games are very hit or miss with this. Spider-man 2 took like 8 patches until people actually liked it and got good performance out of it. Basically same with Zero Dawn remaster
nixxes has definitely been slipping and the system requirement being so high is not a good sign. it is a PS4 game afterall, no advance ray tracing, no need of direct storage, no need of ray reconstruction. GoT is the closest thing in terms of legacy, a PS4 game that got ported to PS5 with no visual upgrade because frame rate and resolution.
on the ps4 it runs in 1080p at 30 fps. if you want that you can play like that if you combine a decent enough gpu with a slow cpu. on the ps4 pro it runs in 1440p at 30 fps. you can play that aswell with a hardware combo. on the ps5 it runs in 1440p at 60 fps or 4k at 30 fps. to get that you need a similar cpu and gpu than the ps5. the required spec is a inbetween, a compromise, already. and it's a legit requirement. the numbers don't lie.