| Mr Puggsly said: Again, the enviornment changing form and allowing water to realistically flow around it is more CPU and GPU intensive. But thank you for elaborating. According to MS the Crackdown destruction was CPU intensive. Probably too demanding even for current gen CPUs. So Outerworlds struggled with 8th gen RAM limitations, but it also works on Switch? Impressive. I guess what I was really trying to say is 8th gen has plenty of open world games with lots of activity and the Series S specs overall can expand on that significantly. Especially if the SSD can alleviate stress on RAM and quickly load in signifcant data given its apparently 40x faster. That article about Crytek from 2014 shows you are grasping at straws. For two reasons, that studio has sucked this generation and games have become significantly more impressive on 8th gen hardware since 2014. Seriously, don't bother with crap like that. Developers primary focus will be to keep making tradional games with improved visuals and maybe increase the scale. What you are asking for is more like tech demos that developers probably aren't aiming for. But since Sony 1st party is not hindered by Series S, maybe they will develop this amazing project you have in your head. |
What has gotten significantly more impressive in terms of dynamism and interactivity?
From dust was a tech demo?
Memory was a big constraint and will be again. For example, Fallout 4, constantly hitting the limit while building
https://gamecrate.com/why-hardware-limitations-made-developing-way-out-xbox-one-special-challenge/18596
Series S doesn't only have less RAM, it's slower as well
We'll see how it goes. Today I had to abort my storm chasing in FS2020, the game needed too much RAM slowing down to sub 5fps with windows trying to provide more through pagefile and compressing parts of the memory. It didn't crash at least :)
I'll keep dreaming about worlds that actually change over time without limits to building.







