SvennoJ said: It's not as simple as you're stating. UWP has already demonstrated that there's a lot more to do than a simple config file. This config file situation for multiplatform games is merely a starting point. From there specific optimizations have to be made to ensure consistent performance, sometimes down to a scene by scene basis. Remove some objects here, bit less grass there, specific draw distance adjustments etc. |
I don't know, you seem to be making the right points yet at the same time arriving at some strange conclusions.
1. UWP is nothing compared to PS BSD. If nothing else, there is a ton of legacy code that makes any kinda optimization or cross compatibility a nightmare.
2. This testing for an extra hardware spec is nowhere near as big as u make it sound. Especially when Said hardware spec will run the games in the exact same way that a PS4b will run them unless the specific config setup for it is on file. And you should have seen that by looking at the last thing you said.
3. Shared... what both machines will have and thus be able to do. PS4 specific.... what the PS4 can do based on what it exclusively has. And Neo specific... what the extra muscle allows. Now pls remember that on a Neo, they are at the very least already working with something that works. PS4 build. It's not about getting something to work. it's about adding more to something that already works. there are simply too many similarities between the two consoels to be having anywhere near the kinda issues you are suggesting they may have.
I get that your fear stems from your belief (which granted is founded) that devs will just not put in the required effort since there is another SKU that will make short work of whatever problems the are having with the base model. But what I'm saying is that as long as their is an XB1 version, then rest assured there will be a good PS4 version. And if there isn't an XB1 version, then the dev team has only two PS4 skus to navigate. which in truth aren't event that much different from eachother.