Careful VRAM monitoring raises my eyebrows just a little for a game like Hi-Fi Rush, but it makes perfect sense that Tango Dreamworks would have learned from their experience in Ghostwire: Tokyo, even if they don’t share much in structure or artstyle—it seems the streaming and asynchronous shader compilation tech wouldn’t have been a thing in HFR were it not for G:T. Very interesting! Can’t see why this post has a negative score.
Careful VRAM monitoring raises my eyebrows just a little for a game like Hi-Fi Rush, but it makes perfect sense that Tango Dreamworks would have learned from their experience in Ghostwire: Tokyo, even if they don’t share much in structure or artstyle—it seems the streaming and asynchronous shader compilation tech wouldn’t have been a thing in HFR were it not for G:T. Very interesting! Can’t see why this post has a negative score.