| Soundwave said: I think we're headed to an era where console games basically are like PC games. Instead of devs make bespoke/customized versions for one console, they'll make one generic version with two levels of graphics settings. XBox Series S = mid-graphics settings + 1080p resolution Switch 2 = mid-graphics settings + 360p-720p native resolution (w/DLSS 2.0 this will appear as a much higher resolution) PS5/XBSX = high graphics settings + 1800p-4K resolution PC = ultra graphics settings + 4K + ray tracing Games will scale much more freely than in the past. Microsoft is basically "conditioning" developers to make next-gen games run on a much lower end (4 TFLOP) and then I think what devs will look at with the extra power that PS5/XSX offer is to use that for resolution mainly and maybe a bump in some effects. If there's any head room left over maybe try turning on some basic ray tracing effects. But the industry headed in this direction is good for Switch 2. |
I think each console will still get customized versions. But the dev work to adapt the games to different performance profiles will be easier, since engines will be even more scalable than in the past.
A good example for it is the Nanite tech in UE5. From what I understand it can be used for the engine to procedurally determine the level of geometry detal to render based on a goal set by the developer.
Last edited by freebs2 - on 11 August 2020






