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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.
On PC you need a healthy overhead or turn some settings down yourself in taxing scenes, on consoles this tweaking is done for you which is time consuming. For 2 hardware specs all that fine tuning doubles. That likely leads to a PC like situation for the NEO, as in leave a healthy overhead to get over the performance bumps, thus only optimizing the base version.


And that is all about multiplatform games made with a scalable PC engine. Console exclusives go a lot deeper into optimizations and customizing game engines, thus a lot more work for 2 hardware specs. For example specific code adjustments to smartly cut some corners, like KZ SF and QB reprojected 1080p modes.

Anyway that all supports what I was trying to get at. Instead of going the extra mile to cram as much as possible into the ps4 version, there is now an alternative. Still show off the best in game graphics, yet some stuff won't quite make it into the ps4 version. Or drop the resolution for the base version. With the extra needed time to test for a second hardware spec, it's only more tempting to put less effort into the best optimized base version, nevermind doing all that work for 2 versions and still sell it to the same userbase.

Besided this is not the same as the PC situation
The CPU binary is identical, while three GPU binaries (shared, PS4-specific and Neo-specific)
Different neo specific GPU code is a bit more than a few settings in a config file.

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.