In talk of the Wii U, discussion of scalability was mentioned. Idea is to come up with an engine that scales, so you can have it play down really low, or scale up real high. This approach has been used to get games to work on a wide range of PCs. Well, I am wondering how effective scalability is, as far as results in graphics, and so on, as compared to coding to specific specs. On this note, I will go a bit off and date myselfsome here, and remember when PC games went from CGA to EGA, and got more colors. I did notice, back in the day, when the games added EGA, that the graphics in CGA ended up looking markedly worse. They just didn't look good. Sure, you still got support but the effort wasn't put into the lower end and I tended to notice a lack of some artistic touches. Also, some games just didn't perform as well, even if they could run.
So, anyone who knows about scalable engines, can you speak to this. Is it generally better to code to set specs, or is it possible to do a scalable engine and get results that are about the same? I am not sure, because I am pretty sure that you end up having early next gen titles not looking as good as they could, because resources like the render models, will often be set for current generation titles, so they don't have as much detail as they could. Have they resolved all these issues?









