i know there issues with the texture blurriness with this game. but i think next gen tsw game on unreal engine 5 might solve that issue in the future. Nvida and i think amd are working on texture compression feature that would take massive amount of texture date or vram usage that in gb and compresses it to kb yet game would still look really good. now epic would have to integrated this technology to the unreal engine. but i think it would shove the issue to point on consoles. i don't think it big big issue on pc. https://www.tomshardware.com/pc-com...cpu-work-to-the-gpu-yields-tremendous-results
PS5 already supports Krakken Texture Compression but neither DTG or many other developers utilise it. UE5 brings it's own issues, especially is open world large area games. It suffers even more from stuttering and frame pacing than UE4 when moving from one pre rendered area cell to the next.
UE5 has a lot of issues and I can see why it makes sense to stick with UE4. UE5 seems to struggle to simulate things beyond a certain speed ( in game this would be about 100mph), making it really unsuitable for TSW. Most texture blurriness is down to memory limitations on consoles. Gen 8 is hopelessly obsolete for the next batch of routes and contents and Gen 9 is also struggling with that too. I think DTG are hoping and praying that Gen 10 comes out soon, hopefully in mid/late 2026.
Well if DTG can’t resolve it by the time the 10th gen systems make our way to us, then we are all doomed. Leaked specs suggest the PS6 will be rocking 30gb Ram and the hybrid Xbox with 36 Ram, so that’s more than enough memory.
It’s VRAM that matters when it comes to this, not RAM. How much of that total will actually be allocated to VRAM? For comparisons sake GEN 9 consoles have a mere 16GB (except the Series S which is only 10GB) shared between VRAM and RAM. It’s nothing at all really, but for a game like TSW I’d hope 30-36GB would be more than enough.