chakkra said:
You know, I'm not a developer myself, but I'm gonna go out on a limb and say that developing a game to run in a range of GPUs from GTX 2080 down to GT 1050 might be a little bit different than porting a game from PC to Switch. |
Anyone who thinks a developer builds a game to take advantage of each and every single GPU in a product stack ranging from something like a GTX 1050 to a RTX 2080 Super... Really doesn't understand PC hardware, development and gaming.
A developer builds a single game. That is it.
The individual game engines then have a plethora of settings that can be set, those settings continue to exist irrespective of hardware, whether it's an Xbox One S or a PC with 4x Titan GPU's and 256GB of Ram and a 64-Core CPU.
Say for example a developer builds a console game, the engine out of the box will support Screen Space Ambient Occlusion and Horizon Based Ambient Occlusion. (SSAO and HBAO respectively). - They are supported in the engine regardless.
On a console a developer may choose SSAO over HBAO on the base Xbox One and Playstation 4 because it is cheaper, but will use HBAO on the Xbox One X and Playstation 4 Pro due to the extra hardware at their disposal.
On a PC the developer doesn't choose it. - They simply expose those settings for the individual user to use as they see fit, essentially handing the work over to the customer rather than the developer.
Sometimes a developer will build a script that will detect which GPU is being used and set some settings to suit, but that isn't always a guarantee... And obviously will not support GPU's that it has never heard of. (Rather common occurrence with older games on newer systems.)
--::{PC Gaming Master Race}::--