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Or is it just one of Phil's balls in my throat?
Again, there is absolutely nothing in the in the interview stating that PS5 ASYNC-I/O interaction is less performant than XSX ASYNC-DirectStorage (it doesn't make the slightest bit sense to begin with specs at hand), nothing. It is just his own distorted interpretation of it in a desperate attempt to create a contradiction. Now with the newly acquired info from the game's developer, there isn't even the slightest bit of doubt that the system which has a better ASYNC throughput from the interview is the PS5. Just to be accepted and move on.
Don't you think there's a little bit of miscommunication happening here though ? The developer on reddit said he will share ini parameters that show differences on how they pushed the fidelity higher on PS5. However, the only notable difference in parameters is the CAS sharpening being disabled on Xbox, which is what some users guessed as being the main reason the PS5 version looks 'sharper'. Meanwhile, the Xbox version(s) also have a pretty notable performance advantage whenever the game is stressed in combat.
From my rudimentary understanding, async compute is a performance boosting feature. If the PS5 is better at it, it's not really showing in the final output of the game.
Meanwhile another developer directly cites how using async combined with direct storage gives a 'wonderful boost in performance'.
Both developers seem to be talking about different things, or at least different set of priorities.
No ?
edit: And I already know couple of users who are going to give the extremely expected kind of replies to this post, but for the sake of discussion if we can limit that, that'd be great.
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