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Pemalite said:
Alby_da_Wolf said:

Yes, engines that scale up and down well can do wonders, and games with large budgets can also have different sets of textures optimised for different resolutions, maybe even more detailed models, with more polygons. In the worst case, higher res and more powerful versions of effects that can be applied without explicit implementetion in the game, like AA, can still make a game look better, without jaggies, with crisper but smoother edges, and so on, in this case though the improvement from SD to full HD is hugely more noticeable than from full HD to 4k.
To put it short, no doom and gloom, sure, but also no heaven granted without some additional efforts, and even more efforts required to get the most from the powerful model while keeping the same game compatible with the base one too. Probably for the most ambitious games the best solution to offer the best, but save some money, will be to develop for the high-end model and downscale for the base one.

...You are missing the point completly...
They ALREADY "downscale" games to match the consoles, there will simply be less/zero downscaling on Neo/Scorpio.

Look at the Multiplatform comparisons where they compare PC, Xbox One and Playstation 4, the PC always has a few extra graphics effects, heck even a light-weight game like Overwatch has more refinement on PC.

Yes this happens for games developed on PC first, then ported to console, and the high-end console version will be great with little or no additional efforts. When the first version is initially taylored on consoles, instead, PC usuallly receives at launch minor improvements by upscaling and applying higher levels of AA and some other FX, but if the game has a well scalable engine and easily enough moddable game data structure, it can receive major improvements later, both official and fan-made. In this case the pumped-up versions of consoles will allow to start from a higher level also on console-first multiplat games, but this will require higher resources compared to previous console-first games that were developed for less powerful reference HW. Costs shouldn't get out of control, anyway, as even in Scorpio case we're talking about medium-high HW power, but already reached and exceeded by high-end gaming PCs.
Last, but not least, surely this mid-gen upgrade will be better for devs than a gen lasting shorter and an all new gen launch, as the additional effort to keep up with higher HW power will be recouped faster, thanks to the user base already large and not having to start again from zero, and the architecture already well known, not a new one, but just the same upgraded.



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