I'm definitely not the same as you.
Those don't sound like "game design" comments.
What exactly are you trying to say here with regards to game design?
You're more rude and condescending than I am. That's for sure.
My comments you quoted were talking about how the limitations of an I/O syetem affects game design. And how therefore, the different systems will get/not get games, and how it affects the baseline of tech the multi-platform games are built around.
If a game is designed around being able to move 9 GB/s of data into memory in 1 second on PS5, and a PC version of the game can only deliver a baseline of say 2 GB/s, then that would affect the game's design.
RTX IO is still dependent on the user's SSD. If a user has a slower SATA SSD or even a HDD, RTX IO will not fix that fundamental hold up. Nor will a PCIe Gen 3x4 M.2 SSD at say 3.5 GB/S. A developer who built their game's streaming tech around being able to load 8-9 GB/s will not be able to easily or ever port that game to a slower I/O setup.
This is obvious stuff you're well aware of. This is why I know you're trolling.
Here's what you quoted:
"No PC is not even close to the PS5 I/O. Most PCs use SATA SSDs at less than 1 GB/s. And lots of other PCs use HDDs.
The PC market will never be unified enough to require as minimum spec a PCIe Gen4x4 SSD at 5 or 6 GB/S raw read.
Until then, no PS5+PC (or +Xbox) game can actually take full advantage of the PS5 I/O."
This is about what games on PS5 can be built to take full advantage of the PS5 I/O speeds. A fixed closed architecture.
The PC market relies on variable specs. Min specs, recommended specs. It widens the volume of customers.
PC games will not be able to require a PCIe Gen4x4 M.2 SSD anytime soon. Therefore if the min required spec for a drive is a SATA SSD at say 500 MB/s read speeds, that sets the baseline for how the game can be designed for the PC market.
Unless a PC game can be require to have a 5-6 GB/s PCIe Gen4x4 SSD, then the baseline I/O spec the game is built around will be below the PS5's SSD. Slower. This affects how the game is made.
Therefore if Guerrilla Games were to reboot SOCOM for PS5 but also for PC, they would need to consider how many, how wide of an audience on PC they would like to target. Most PC users do not have fast NVMe SSDs.
So unless the game is being designed exclusively for the PS5, and its I/O, the game designers will need to account for lower speed I/O of lower end PC users they would like to sell the game to and/or also the Xbox and Switch.
Again, you know this. You're pretending to not understand the context of what I was saying. Good try troll.