flagstaad said:
Engines are scalable IF they were already ported, but if the engine is not available on the console just making it run takes a lot of effort, expensive engineer effort. If the port is done from PS3/360 to Wii U, the change is small and ports are cheap, as they use essentially the same assets (3D models, animations, textures, etc) and they just have to tweek the engine to adjust for the more powerful GPU and less powerful CPU, but from PS4/X1 to Wii U is a complete different monster to attack. Xenoblade Chronicles X runs at 720p with assets created with the Wii U in mind, if FF15 is 900-1080p with assets created for the PS4/X1, taking it to the Wii U at 720p would be a big (read expensive) job without a base audience as previous games of the series were not available for the console, too risky and, coming back to the original point, not an obvious choice. |
square is using luminous engine, wich they clearly stated is highly scalable. the assets weren't created for ps4/x1, they were created, period.
"previous games of the series were not available for the console" this will forever remain a lame excuse. if it had any value, no game would have been released on playstation or xbox 360. and previous games of the series not only WERE AVAILABLE but started on nintendo systems.







