Horizon Zero Dawn benefits a bit from using 16 heads instead of 8, which is also more future-proof. Like Cyberpunk it creates many CBVs per frame, as does SotTR.
It's possible on x86_64 to eliminate view objects for all buffer types with extension `buffer_device_address`, which reduces the buffer info to a 64-bit address and 64-bit size, which can be written to the descriptor with a single `_mm_stream_si128` or `_mm_store_si128` instruction. But this would also require descriptor buffers, because they are the only way to write a Vulkan buffer descriptor with a device address. It doesn't seem worthwhile at the moment.