NATO said:
Games are optimized on a per-console basis, the optimizations take place even across multiple models of the same generation, the engine optimizations they do then execute based on which console revision the engine detects, these are fine tined optimizations that squeeze out as much power as they can manage in the time frame and budget alloted to them, the engines only manage smaller details like LOD distance and autogen complexity, they developers still have to manually optimize for the hardware for each platform they target, so you are wrong, and releasing multiple revisions of hardware in a gen doesnt change that, if they released a ps5 that was backwards compatible with ps4, or a xbox two that was backwards compatible with xbox one, the engine would have optimizations for each hardware revision to best make use of each hardware configuration, simply because it's to the metal development as apposed to PC where it is not. There is no getting around it, either you have the engine manage all scaling and end up with a steaming pile of unrefined, poorly optimized shit, or you spend time and money and optimize for the platform, and almost all developers do the latter. You are wrong.
Now compare that 130k to the number of PSVR sold rather than the number of PS4's sold. |
He said playstation exclusive and so I pointed that out. Also, drive club probably didn't do well either in terms of finance because the studio was closed down.
Also, you can't compare previous generations because developer have always locked down settings on consoles because consoles were never aimed to be like PC in terms of scaling and generations with seperate games was still a thing. Not to mention each generation had way different architectures making where consoles like xbox one has to resort to emulations. If xbox scropio is just a closed pc and Microsoft goes the route of No more generations, this could mean games will be forward and backward compatiable with games scaling depending on hardware.







