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zero129 said:
SvennoJ said:

Load times dropping by half to likely much less is already enough for me to be an early adopter. Good riddance of the 5400 rpm stock hdd everything is made for. That's a leap that's not been done before, load times have always gotten longer from one generation to the next. (Apart from tapes to cartridges and floppies, but you get the point)

After reading how much trouble it is to port HZD to pc (https://www.eurogamer.net/articles/digitalfoundry-2020-horizon-zero-dawn-pc-tech-review) I'm glad Sony is not letting last gen be an anchor or cross platform. Back to one HW spec, one ps5 with a blazing fast SSD, excited!

HZD's problems doesnt come from "Cross Platform" or "Being an Anchor" so stop sounding like Goopy here. Otherwise why is the plenty of other devs that can handle multiplat games and give each hardware their advantages?. How come Death Standing doesn't have the same problems as horizon?. Would it be possible that its down to the devs if their ports are not up to scratch? No that could never be the case lets just blame everything other then the devs.

PM sent

PM not received? I did find a message I missed from July 17th lol.

HZDs problems could very well come from particular optimizations (coding to the metal) on console which provide issues porting to PC

For example one of the comments on Eurogamer

It's very interesting to compare the quality of this port with that of Death Stranding. Guerrilla are clearly masters of their domain on console but Kojima Productions have more experience on PC and were working closely with PC hardware manufacturers.

The stuttering framerate paired with an unusually high dependence on PCIe bandwidth sounds a lot like texture streaming issues. Perhaps the GTX 1060 was suffering compared to the RX 580 due to having 2GB less VRAM available. It sounds slightly reminiscent of the Arkham Knight PC port in this case.

Guerrilla have previously stated that Decima was tuned to 30fps with additional CPU cycles being utilised to stream assets in the background, but that doesn't necessarily account for the extra hop from system RAM to VRAM. Kojima Productions mentioned rewriting this scheduling for PC to better use fewer more powerful cores, most likely they rewrote the texture streaming logic to better address non-unified memory.


Yes, you can get good performance when designing your engine for cross platform.
Yet writing for specific hardware will get the best results, that's why I'm excited for the SSD tech in the PS5.