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Intrinsic said:
 

I think the problem with you and this thing is that you don't really understand or are allowing yourself understand how this works. You keep talking about support for older hardware as if everything else but the console lives in a vacuum. Pls take your time and try and look at this. And not just start reading it with nothing but a quick comeback in your head. 

 

PS4. (2013) Designed to run games at 900p/1080p@30/60fps. 8GB/8CPU cores/18cu GPU is sufficient for this task. 

PS4k  (2016) Designed to run games at 1080p@30/60fps but hardware upscale them to support 4k rez. 8GB RAM/ 8 CPU cores/ 36cu GPU is sufficient for this task. 

PS5.  (2019) Designed to run games at 4k(native)@30/60fps. xxGB RAM/xxCPU/xxGPU is sufficient for this task. 

PS5k. (2022) Designed to run games at 4k@30/60fps but hardware upscale to 8k......etc. 

 

if in 2021 a game is released, and all you have is a 1080p TV, then you need not worry if you have a PS4/PS4k. Cause those consoles are all you need to run that game.at 1080p. If you happen to have a PS5 tho, then that game will run natively at 4k on your 4k TV. 

That is how a system like this works. Unless you feel that game design requires leaps in hardware like what we saw betwen the PS2>PS3>PS4. Where memory goes from 32>512>5GB. so basically for your idea of next gen we should be having at least 50GB of RAM consoles. It just doesn't work that way anymore. 

And that talk about 32 core processors..... you have been whining about how hard it would be for devs to support multiple skus of the same platform. yet you think it's easy writing code as complicated as game code to take advantage of a 32 core cpu?????? Ridiculous. Just look at how much of a nightmare it was programming for the PS3. 

I think the problem with you is that you lack imagination, or think that we've reached the end of gameplay innovations. That we're forever stuck with hard scripted games and dialogue wheels. That we're forever consigned to interacting with a static world primarily through the use of bullets. Things like procedural generation of both the world and story lines involving all the characters, natural language processing, changing and evolving worlds, world wide destructable or alterable terrain, all require lots of memory and cpu time. Crackdown 3 gave a sneak peak of what you can accomplish with parallel processing. Yet all you talk about is higher resolution for the future.

Ofcourse it's hard to take advantage of more cores, yet tools will come to make this easier and hopefully we'll see more advances beyond shinier graphics, so every game that tries something more like Minecraft and No man's sky doesn't automatically get put in the just an indie pile.

So yes, I do think game design requires big leaps. A nice overhead at the start of a gen to try out new things while starting with a clean slate. Maybe not 50GB and 32 cores, yet definately much more than 5GB and 6 cores. PS3 was a nightmare since it was 1 power pc core with 8 spe's with very specific functionality. However tools still came to take advantage of them.

Anyway if you're saying that ps5 is a new gen and games do not require support of ps4.5, then that's a big relief on my part. It's still a small burden on games development, yet at least it won't stop progress. So not an evolutionary console then? Rather a mid cycle graphics output patch.