Looking at the example graphics in the OP post I would not think something as specific as the rtx-io matter, I thought it was something more conceptually general that could be applied everywhere without tie to a specific vendor.
The specific vendor is PlayStation hardware, and the more general concept modern 3D rendering engines architecture.
Orbis OS might be a FreeBSD fork, but there is very little UNIX on PlayStation games.
Similarly to how little there is on Apple and Google platforms, regardless of the underlying infrastructure, where doing POSIX file IO is equally inconvenient.
It appears this stuff is highly guarded under NDA and not available for anyone, I read the homebrew version (https://github.com/OpenOrbis/OpenOrbis-PS4-Toolchain), the SDL2 port and the other stuff and honestly didn’t find anything much interesting, or that makes any difference. Unless you have something properly as documentation to show I don’t think it is reasonable to expect anyone in an open source engine to care about whatever this “special” thing you mention is.
I also have NDAs from PS2 and Wii days, back when I had a foot into trying to make games, and got access when SCEE still existed with PS2Linux, and Nintendo was still giving away access to indies.
Now, this whole discussion is kind of needless, given that she explains the issues on the article.
Orbis OS might be a FreeBSD fork, but there is very little UNIX on PlayStation games.
Similarly to how little there is on Apple and Google platforms, regardless of the underlying infrastructure, where doing POSIX file IO is equally inconvenient.