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vivster said:

They already don't have a consistent experience. This consistency claim is bullshit. It was maybe true in gen 6, but not anymore. They gain nothing through it and it brings no tangible benefit to them even if they like to claim so. All this resistence against regular hardware iteration is based on tradition and not logic.

PS4 Pro is doing just fine even though people tried to resist it. It did not hurt developers, consumers or  Sony. Or else they wouldn't have gone out of their way to make it. AAA developers have all the resources to make different versions or make a version that simply scales. RThey already have the resources to make their games for 4 completely different platforms. Smaller studios don't need to give a fuck because they won't have to adjust their games at all because they're just not that demanding. There would be no difference in their games between a PS4 version or a PS4 Pro 2 anyway.

What console gamers want doesn't mean shit because they don't even know what they want. They're not a homogenous mass.

Not true, with consoles you don't have to deal with limitations of last gen or deal with crazy fragmentation so it strikes a rather nice balance ... (Star Citizen is in many ways technically inspired by consoles to raise standards with higher minimum specs.) 

PS4 Pro didn't hurt anyone since no content was locked behind it and the vast majority of AAA developers can't afford to make different versions with different assets so we make due for generational updates instead since a lot of their customers find new PC hardware iterations to be toxic ... 

Pemalite said:

I dunno. Even in the latest and greatest of games, lower resolution textures stick out like a sore thumb.

And you are right, lighting is still a big limiter, but that doesn't mean everything else is suddenly less important either.

Well that's probably because most devs don't have a good LOD or streaming system in place. Ideally you wouldn't need a texture any bigger than the total size of the framebuffer itself ... (1:1 sampling ratio is a perfect match)

You only need 2048*2048 textures in worst case scenario if a player decides to do a close up on a 1080p screen and we even have texture compression and mipmapping to keep the storage problem tractable ... 

If we're doing 1080p then 16GB will be plenty and I imagine it will be enough for 1440p too but maybe not so much for 4K but I hope we go in the direction of real-time physically based global illumination instead of higher resolutions ...