| HappySqurriel said: As much as the tech demo is very impressive, I suspect that the game will be able to run on some very modest hardware ...
To use the HD consoles as a benchmark, if you split the scene into (roughly) 3 equal parts based on the processing power used and evaluated the near, middle and far 1/3 of details you would (probably) find that the near 1/3 could see substantial improvements from increased detail, the middle 1/3 only saw modest improvements from increased detail, and the far 1/3 saw no improvement from increased detail. Now, hypothetically speaking, if you have an advanced LOD system in place you can direct most of the improvements in processing power to that near 1/3 and (effectively) get a much larger impact than you would have previously been able to get from a similar performance jump. While I have no doubt that the tech demo is running on very high end hardware, and results like that are probably out of reach to the Wii U, PS3 and XBox 360, I wouldn't be too surprised if any game based on them could be released on all three platforms; and the Wii U version could see some of the advantages of tessellation on increased noticeable detail. |
So basically that effiency means that you get twice the better picture for less than twice the cost.
This highlights why this constant "next gen will be 1080p at 60fps" talk is a bit primitive and shows that journalists and the gaming public have a simplified understanding of graphics.
Because you gave some great proof for why we won't see many games that run in 60fps in next gen and why we won't see 1080p as a true standard either. It's often simply too expensive and many devs will rather choose techniques you just described, and other techniques, that give better returns from the processing power spent.













