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Mr Puggsly said:

From Dust was small in scale. Applying the tech you're suggesting to racing games would be cool, but again its more of CPU and GPU problem.

On a side note, Hydro Phobia was a really cool game given the specs it was on. Which shows games can be innovative even on very limited specs.

When I suggested 8th gen didn't struggle with RAM as much, I mean games didn't start to break because lack of RAM. Kinda like Skyrim on PS3. Games just worker more seemless even after many hours of play.

I am not sure how much slower RAM matters, especially since its still pretty fast. The general consensus is the amount of RAM available could be a bigger problem.

"I'll keep dreaming about worlds that actually change over time without limits to building." Next gen consoles still have limits.

Either way, the point of this thread is we observe what ports are looking like in practice. That's more interesting than debating what may happen.

Well, there's Ark where you can get rid of the Tether while playing on a local server. Not sure if that's CPU or RAM preventing players to get too far apart, maybe both. Ark is not well optimized anyway, but it was fun until my kid kept dragging me away from building due to the annoying tether.

But, true, let's get back on track.

So far we're seeing a choice between fps parity and detail parity, next to a resolution drop to either 1440p or 1080p
These are just cross-gen titles though, we'll have to wait for Halo Infinite to see what the real difference is.