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Pemalite said:

It's called turning those effects off to increase CPU headroom or shifting those effects over to another processor. - The game fundamentally operates the same.

Take for example GPU accelerated particle effects, typically these were done on the CPU (Actually, most games still put it on the CPU), that removed the burden form the CPU in idTech powered games so that the CPU can be tasked with other jobs or makes it easier to hit 60fps if you are CPU and not GPU bound.

Conversely, many games use the CPU for post-process effects, like Anti-Aliasing, Blur and more, you can change the type of AA your game uses in order to reduce the CPU burden.

Console games are all about a game of "Compromise". - There is always something you can reduce/remove/move to another chip in order to reduce your hardware demands, which is why developers are able to take a game that runs on a 2.3Ghz 8-core Jaguar CPU in the Xbox One X and scale it downwards to the 1Ghz 4-Core Switch CPU.
It's fundamentally the exact same game.



The problem is Microsoft thrived to achieve parity across their platform, they will have the games look and feel the same thing while the difference is only on Resolution and frame rates (that's why their Scarlet campaign is just  4k and 60fps) . It means same effect but more on better hardware and  better resolution and faster frame rates. And to make thing worse is Xbox One as baseline on designing games. It means all creativity of games are limited with Xbox One Jaguar, There are so many can be achieved then just physics and streaming assets and data and logical process on CPU. By limiting on Jaguar game developer can just aimed at notebook power level from 2012,  Anaconda power  and PC  Spec 2020 power  will be left unused.  

There are to many factor why using Xbox one as baseline hampering the technology on Anaconda , not include SSD that will not just used as loading benefit or streamingassets, but for other innovation on games design. PC had SSD a long time ago but the benefit is doesn't exist except for fast loading times that's because no games are design based on SSD. The same thing will happen with Anaconda if the games are not based on SSD. 

PC consist of many spec configuration , thus any platform that has many configuration = PC.  Games for Anaconda are based on Xbox One to be upscale to Xbox One, Xbox One S, Xbox One X, Lockhart, Anaconda + not include all the PC with Nvidia, Intel GPU and AMD GPU from 2013 GPU. 

Yes they will be using Directx to scale the games, which is that's the point. Direct X is a PC 

PS5 will be only made using PS5 as baseline , in short PS5 is a traditional consoles and Xbox is just PC.  

Even 100 Million PS5 gamers , not all 100 million buy games. Also all gamers will be moving away anyway if there is new product.  That's a natural law for human. Why would they insist on old hardware, they can just use Xcloud can they? Or they are not confident with their  Xcloud strategy ? 

 

Last edited by HollyGamer - on 08 December 2019