| KBG29 said: Thanks for dropping this in. Absolute proof of concept. Only difference is it is coming from a company that has to make sizeable profits on the hardware, and it is not dedicated to games 1st. Sony and Microsoft can make this happen with Ryzen/Radeon for much less, and with better results.
I'm not saying it will happen, but the hardware to make it happen does exist. I want it to happen, and I think there is plenty of evidence that Sony and Microsoft would benefit greatly from expanding their platforms to Mobile. Creating scalability between PS5/XB4 and a PS5/XB4 Phone would be nothing compaired to what the above devices have to go through to play these games. With tools built for Home and Mobile based Ryzen and Navi from day one, it would take very little work to support the Two configurations in each platform. |
The hardware to make it happen doesn't exist. For one, you're assuming what the PS5's CPU will be, for all we know it doesn't exist. Also, again, you have such a basic understanding of "scalability" that you think it's "nothing" to just make a game run on a home console, and on a handheld console that has around half the performance, and costs less than the $300 maximum anyone is willing to spend for a handheld. Because it's just that easy. What are the odds Sony can get the 2300U for the same price of the ARM processor that was in the Vita (approximately $30?) If you don't know that, then you don't know if it's actually feasible to use this processor in a handheld.
What are "tools built for Home and Mobile based Ryzen and Navi from day one"? What does that even mean? How do you make those tools? What would those tools actually do? How much research and development would it cost to make those tools? Are those tools even feasible to make? How much work would it take to support two configurations on each platform? Is it more or less work than making a multi--platform PS4/X1 game? Is it more or less work than getting a game to run on both PS4 and PS4 pro?
You do realize that making a PS4 game run on a PS4 pro is a completely different and far less difficult than it is to make a PS4 run on a PS4 portable that has half the performance, right?
You just don't know what you're talking about. You're just glossing over what could easily be one of the most difficult engineering challenges a platform developer has ever tried to create is if it's a given. You're so naive on all of this it's not even funny.







