I do. Watch his recent DOOM interview from two months ago with Digital Foundry where John brings up Series S asking why ray tracing is missing from that console, Billy replies that they tried RT out on Series S, even with optimization
, they couldn't so they chose to drop RT altogether. Then he adds, there are differences in the hardware, y'know"
in other words, even with optimization the S wasn't capable of RT in DOOM due to "differences in the HW" i.e. hardware limitation. He initially brought up two major issues with the console: one was split memory banks with drastically slower speeds (bandwidth) which he said will be a major issue, the second big issue was the amount of memory itself, and how much lower it was.
And now we see the results of those issues, no RT from his game on the console and he was right from the get-go. We know the game already makes use of VRS tier 2 on Xbox (even the PC version doesn't), who knows maybe they're even using SFS here which would come under the "optimizations" he spoke of.
We won't know until they do something like a SIGGRAPH or GDC talk. Still, features like SFS are only going to get you so far, it's a memory-saving feature
, not an infinite memory feature
. At the end of the day, you are going to hit a wall one way or another. IMO MS should have added a bit more memory and slightly more BW to avoid situations like this, and to tackle the issues that Billy brought up. After all, this is the talented id Software we're talking about... MS 1P studio, not some no-name dev company from the industry.