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Nate4Drake said:
Kerotan said:

What's the point. The ps4 Pro sold big numbers despite being weaker then the X. It's just a waste of power that most devs won't take advantage of because they need to facilitate the lowest common denominator. 

This point should be stressed more, and it was a big question I wanted to ask the ones who have better understanding than me on the topic : Scalability.  

 Let's take XBox One base model and XBox One X as examples.    The biggest difference between the two is the GPU and Ram. The CPUs are quiet similar, not a big difference, apart from some optimizations and clock speed.   So what do we have in the end ?  The "core" of the game is the same, they play "exactly" the same(mechanics), also physics, AI, animations, system collision are the same.  The graphics, IQ and frame rate on the other hand see the biggest jump from the base model to X model, almost night and day.  So, basicly,   when 2 SKUs have similar CPU performance and dramatic differences in GPU and memory speed, Scalability is mostly in the graphics/IQ/frame rate department right ? Now, what if 2 SKUs have also a dramatic difference in CPU performance? How scalability can work in areas such as physics, animations, system collision, interactions with the environment, AI and game-play mechanics ? How much more complex is "scalability" in those areas ?  Can this be taken into account by the developers, is it feasible, or too complex and costy for the majority of developers ?

 In few words, it is a waste to have 2 SKUs with dramatic differences in CPU/GPU and RAM, or Devs might really take advantage of the more powerful SKU with the right development Kit and advanced scalability ?

 Any thoughts ?

 

Generally speaking, in PC games you usually have around 3x diifference in GPU workload between lowest and highest settings at the same resolution - at least it used to be like that, i haven't been doing that sort of test for quite a while.