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CGI-Quality said:

People are a little unsure of what 'taking full advantage' means. Exclusive PS5 games (games built with it, and only it, in mind) are taking full advantage of the specs. That's not the same as pushing said specs to their climax, it just means all working parts are there to create an experience unique to that machine (unlike a port or game created with multiple devices in mind). That's why you'll sometimes hear some devs say that, even though they create mutiplatform games, each is taking advantage of specific hardware. Where exclusives differ is they don't have to consider other devices and are given a complete canvas with which to be built upon.

I try to provide examples in situations like these, and though I specialize in Still Life, the principle remains...

Render details toned down (including resolution) for lower-specked machines to render in a reasonable manner

No restrictions (for an enthusiast+ grade PC)

What am I getting at? Well, the lower image was created with 100% freedom. No other lower-specked PCs to worry about. The top image had things toned down considerably to produce a reasonably good looking image in the same amount of time. This is a similar idea with game performance. Even though devs consider graphics, they also have to be mindful of latency/performance. Too many details can destroy a game that couldn't be reasonably rendered on an older (or lower-specked) machine. That's why truly exclusive next gen games will walk all over cross gen and current gen games. So much more can be done on the better hardware, and once all restrictions are removed, that will be displayed in all of its glory. 

I just want to see your article or thread about the possible tech and technique in rendering for next gen. 

Last edited by CGI-Quality - on 01 February 2020