sc94597 said:
Opportunity cost is the cost associated with performing that task rather than another task, not "the reward of actually taking on a task." This is why I mentioned that pipelining in software development (including game development) can work to reduce the effective total time lost -- aka opportunity cost. Think of it like pipelining in a CPU. If you aren't using the resources for something else because there is latency from another resource finishing up its step in the process (such as developing the content to be QA'd), then that resource could do a different thing (such as QA different performance configs in already produced content.) See: https://cs.stanford.edu/people/eroberts/courses/soco/projects/risc/pipelining/index.html Given that Starfield's development team will likely be doing a lot of the necessary work to make performance modes already (on PC's of comparable specs to the Series X and S) a lot of the work that needs to be done is already being done for other purposes anyway. It's not as if Starfield is an Xbox exclusive and not already running on other performance-tiers.I don't know where you got the idea that creating a performance profile is some long arduous task with a significant marginal cost, but that isn't true at all. The PC version will have consumers optimizing it within a week on a multitude of platforms to hit different targets. Pick the best config that works well on comparable hardware to the Series X and S, then use maybe a bit more time to actually test it on a dev-kit, likely will get better results than those PC players got because of the closed-platform, and then there you go. Yes, it will likely take months for every person in the pipeline to get their part done, but not months worth of dedicated full-time effort on the part of everyone involved. It would be something one would work on while one is waiting for other more critical things. As to your second point, much of the interactivity we've seen so far in Starfield isn't much of a massive improvement over what we've seen in past Bethesda games. But even if it were, we've seen games with a high degree of interactivity and open-worlds that have multiple performance modes, and have had a long list of performance updates. Red Dead Redemption 2 and Cyberpunk 2077 are very notable examples, where interactivity is on-par if not in excessive of most Bethesda games. If you want to make your point stronger, it'd help if you were more specific about what in Starfield you think would add complexity to the addition of a performance mode and the actual technical reasons for it. |
Right, and when I mention that their will be way more aforementioned tasks that is exactly what I'm talking about.
"There are probably 100 of things that will be ahead of a unstable 60fps mode"
Testing a VRR mode on Xbox will be take time from things considered higher priority given the low reward of said mode. Critical bug/performance fixes and optimisation which is given at launch, followed by probably a haste to create & test further content. I don't see it being high in their pipeline. If you were talking about a mode relevant to more than 1% of Xbx user's, this could be different.
Cyperpunk literally sunk CD Project red's stock price for a whole year. Simply offering performances patches is not the goal, especially if said patches get bad responses & there is no way to alter it on the player side, which is one of the reasons why console profiling & testing on the console side is way more dedicated then on PC. Cyperpunk is also like a 30hour game experience. You cannot build your own in-game forts, mass collect trickers/items that accomulate in a persistent environment, have those items be stolen & taken by NPCs, alter gravity, interact with a wider & dynamic ecosystem.
RD redemption is a last gen game, launched in 2018. When did it receive a performance mode on console? If we're taking about 4k modes on PS4 Pro & X1X, updating & supporting to 4k was massively more important from a consumer & marteking perspective than a VRR mode & also likely less CPU bound. Anytime your addressing a CPU limitation you're typically looking at more critical impacts on the game which require more testing.
And this is not me saying it'll never happen, but it'll probably not happen as a casual lauch window patch and is probably the least of their worries at the moment.
Last edited by Otter - on 14 June 2023