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Pemalite said:
zero129 said:

No it isnt the Switch port its the pc version running Lower then Low settings (Using a few ini tweaks) to show you that the same game can scale down to looking more then a gen apart without a massive team once the engine is already made to be scaled. It can also go beyond ultra settings too with some ini tweaks and a few texture mods it can look like an early next gen game.

Its ironic you talking about chery picked photos when thats all you do in every thread. Find photos with the smallest difference and claim they prove the is no difference and call it a day. My pics clearly show the can be a massive difference bigger then the ones between anything you showed from infamous from PS3 to PS4.

.ini tweaks are just a list of options tweakable by a game, often when you change something in a games UI interface, it changes the corresponding .ini file trigger.
And often a games UI settings do not expose those extra options in the .ini file.

And sometimes a game has a command line interface where you can take things even further, such as idtech, CryEngine and Source.

goopy20 said:

It isn't about how graphics can scale its about parity and hitting performance targets on all platforms. Who would buy Witcher 3 and play it at lower than the lowest settings? It's why pc games have minimum requirements in the first place. Sure you can still play them with even lower than the minimum requirements, but then you will spending money on a game that runs way below the quality norm that the developer was aiming for.

There is actually a sub-group of PC gamers who try to run games on hardware that is below minimum requirements, it's actually a big community.

The entire Oldblivion project (Something I was a part of) was essentially an approach of rewriting The Elder Scrolls: Oblivion shaders in order to be compatible with Shader Model 1.0. - Perfect for a Geforce 3, which is a similar GPU found in the Original Xbox.

We also did a similar thing for Fallout 3.

And another team created "shadershock" which took a similar approach in order to run Bioshock on older shader models.

System requirements are a guideline in order for a developer to remove any "mud" from their hands legally if their game doesn't work on certain hardware sets, that is pretty much it. - In my 25 or more years of PC gaming, not once have I ever referred to a games system requirements.

goopy20 said:

Sure, they could push Series X to the max with Halo Infinite while targeting 30fps/1440p. No doubt it would look spectacular and the engine can easily do that. But why would they if they also want to sell the Xone and pc versions? You keep forgetting that the core game has to look and play identical on all platforms and hit 1080p and a steady 30fps on Xone.

Who says it has to look and play identical on all platforms?

Battlefield on 7th gen didn't. Multiplayer was very different on PC thanks to larger maps and player counts thanks to the larger amounts of CPU power and Ram... And it looked almost a generation ahead on PC.

Compare Minecraft RTX on PC to the 7th gen consoles, game looks very different, plays very different, the 7th gen consoles even had world size restrictions.

DonFerrari said:

Not really a business decision doesn't necessarily be based on a technical limitation. They may just decide to cut of PS4 version even if feasible just to entice more people to buy the newer console while sacrificing some sales of the SW they would have on PS4. Nothing on the trailer seemed to not be possible to dial down.

It usually takes a few years before "dialing things down" to slower hardware becomes impossible or extremely difficult, it takes time for developers to come to terms and leverage the various hardware nuances to the fullest extent of a console platform and build/upgrade their game engines to match, being exclusive or not doesn't really change that.

It does mean that if a prior entry to a game used lots of baked assets and the successor used lots of dynamic assets, then when doing a back-port to an older platform there will seem like there is a big regression in visuals compared to other games as the dynamic assets get turned off.

Case in point: Blacks Ops 3 and Dragon Age 3 on Xbox 360, games looked flat with lack of shadowing and lighting giving definition to scenes.

The Switch seems to be handling backports very well, mostly because it's hardware is very efficient for 720P and lower resolutions, mostly thanks to the efficiency of nVidia Maxwell and it's underlying technologies like tiled based rendering and delta colour compression.
Plus it's hardware features are a match and even exceed the Xbox One/Playstation 4 base consoles in a few areas thanks to being a more modern GPU, so for example the base Playstation 4 and Xbox One use shader model 5 and Switch uses shader model 6 for example... So back porting to the Switch is just easy, much easier than a 7th gen device with outdated and inefficient hardware feature sets.

Certainly agree and appreciate your points although I think some of them are to refute stuff I haven't said but is good info anyway.

Still for SM:MM the base game came like couple years ago and the MM is a launch title, and the visuals didn't seem to change that much, thus why I said I think there isn't really a technical difficulty to have it running on PS4. But sure they may show more videos and gameplay that would make it not feasible, only removing the load times for fast travel and increasing the web swing speed doesn't see like something that would break the game.



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