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Intrinsic said:
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PS4K will bring longer dev time, higher budgets, less innovation.

I dont know how you are arriving at this. Makes zero sense to me....... how can Neo do all that when the core system is still the PS4?

They games are sold to the same user base as before. Except now the games needs to work on 2 hardware specs with some significant differences. This costs more time in testing / QA / patching. Thus it takes longer than before to make a game and the budget goes up.

There is less incentive to squeeze the most out of the console versions. The main difference between PC and console development is that console games are made to utilize the hardware to its full potential. While a PC game is made with many configurations in mind, a console game can make very clear assumptions on how long certain things take and how to fill the gaps. With a PC game you often see you processor sit idle most of the time, not using all cores and threads are constantly waiting on each other. On console there are far fewer, "are you done yet" pauses, that's what developers mean when they say they use the hardware 100%. Not that games can't get better with different code and optimizations, but that all the gaps are filled. Which is alo why it is said that on consoles you can get about double the efficiency out of the hardware.

Now you have 2 hardware specs. The problem is that the more you optimize for ps4, ie fill the gaps, the more unexpected things can happen in NEO mode, the more you need to test the NEO version. With less optimization, less room for innovation. And since the NEO version can't innovate over the ps4 version there will be slower progress overall. That's the difference with PC games. The weaker system still dictates what can be done, while now being more difficult to optimize for since it all has to work better on the NEO version too. Ironically the 2 systems will hold eachother back in areas where it matters, ie gameplay.



And in the end you're actually getting less bang for your buck than before.
Normal cycle, release susidized console, ahead of the curve, sold at slight loss, loss is made back over the years.
Incremental consoles have a much shorter lifespan, thus are already behind the curve at release, must make profit a lot sooner.

no. and you really need to stop doing this. You make it sound like this means that when the Neo is released the PS4 and the 40M+ people that won it seizes to exist. There is nothing affecting the lifespan. If anything the lifespan becomes longer.

Ofcourse it doesn't seize to exist. However the profit is now shared over 2 machines, both with their own R&D and manufacturing costs. Unlike a slim that has a higher profit margin than an incremental model, which simply replaces the older model. Designing a new hardware configuration, new SDKs, new dev kits, it all costs money. All I'm saying is that it is a less efficient system overall with smaller profit margins, which leads to weaker hardware than what was possible at a new console launch.



PS4K is still stuck with the 8 core Jaguar processor, running only 30% faster. It already was a bottleneck. No memory increase, games aren't even allowed to have better gameplay, only improved graphics. What happens in 2019? Another model to code for? Is the base model dropped then? Will the base or the 4K still hold back gameplay improvements?

You really think that the problem with games today is that the CPU is the bottleneck? So how does that explain the PS4 running evey game at a higher rez and framerate thaan the XB1 yet it has the better CPU. And you think the available memory is not sufficient???? lol. ok.

Yes, read my previous paragraph about optimization. There actually are some XBox One games with fps advantage over ps4 and the CPU was pointed at in those cases. The available memory is sufficient now but look ahead, beyond the instant gratification. What happens with the next model, even if the base model is dropped for the NEO.2, it is still stuck supporting NEO with that 8 GB limit with OS taking a big share.

Let me tell you something about a game pipeline. 

CPU receives input > CPU simulates scene > GPU draws scene and sends it to ur TV > user presses button > CpU recieves input

At its heart, every single game engine follows the above principle. Now what do you think happens if you have a GPU that can do all the work in half the time? Think about that for a bit.

What happens when the GPU is twice as fast and the optimized CPU code only runs 30% faster? Remember no overhead / gaps in optimized console games. Well the GPU sits idle waiting for the CPU to chug through it's share, unless that previously optimized CPU code is now moved to GPGPU. Lot of work. Probably not gonna happen for the NEO until NEO.2 More likely is a simple resolution increase on NEO for the GPU to chew on.