Valve does have an open GitHub project for Proton, so anyone can look at the changes they did. Proton is the layer that translates DirectX to Vulkan so it can run on Linux. The comments for the checkin and the changed code gave me (a non-game developer) a general idea of what was being misused/abused by FromSoft. I gave a glance over them last week when the first changeset was linked.
It should be a big red flag hilight for FromSoft on where to look. Something that any involvement by a tech team from Nvidia, Amd, or Microsoft would have identified rather quickly.
I do wonder if that is the difference between PCI-E 4.0 x2 and x4 speeds (if your comparing Xbox and PS5) or if itâs simply just a lack of optimising.
As Jon (sikamikanico) pointed out the other week (on Boxenbergers podcast) there was a test on Digital Foundry using a x2 m.2 and the difference in loading was less than a second so maybe not.
It wouldnât explain why itâs 6-7 seconds on PS5 and 12-13 seconds on S/X.
Maybe itâs part of the other underlying architecture in the PS5?
Its more then likely a optimization issue since the difference in loading times between the series consoles and the last gen consoles was rather low for Elden ring, which has not been the case for a vast majority of other games so far.
I would also like to mention that I have completed the game and even though death is frequent I never felt like I was waiting overly long to try another attempt on the series x
If the Xbox tech group/bc team where to be given permission I think they would be able to just fix Elden Ring like how it was fixed here and how they fixed Dark Souls 3 with the 60fps mode.
Iâm mostly worried about the frame pacing/rate because it was causing my eyes to hurt to play it, at least that was my experience, maybe it was something else about the game. But having a resolution bumb should be pretty good too, of course only if From can actually keep good performance with it.
So AMD has made a very important advancement with FSR that in my opinion makes it more interesting. It can now use temporal information to upscale an image, which will make the image look much better.
I think it will be very similar to UE5âs temporal up scaling, so donât expect it to be of much use there, but for games like Dying Light 2 for example, which do not use temporal up scaling, this could be very useful there.