| SvennoJ said: So do you expect ps5 to start off as slow as ps4 pro? Games will be seriously held back in they still need to run flawlessly on the base ps4. Which will make ps5 just look like another resolution upgrade. Now the same thing in full 4K. Plus it adds more work to development, slowing releases down with multiple builds that all need to be tested. Rewriting engines every 6 years keeps innovation alive and gets rid of legacy code. Or you end up with more stuff like Skyrim on the ps3, pushing a creaky old engine to the limit to save costs. |
PS4Pro started off "slow" due to a clarity on what's new in the console for its price. This is something Sony needs to learn from MS and Apple (other mobile comopanies). PS5 will be seen as providing a lot of new value over PS4/slim/pro due to mostly marketing, new physical design, and OS improvements. While to Sony this will be seen as largely similar to a PS4Pro shift.
I'm willing to bet that MS will see a bigger response to Scorpio from existing Xbox One owners than Sony did for PS4Pro from PS4 owners. This is going to be almost exclusively due to marketing and perception of value. Scorpio has always been touted as a big jump in power even though it is not being presented as a new console, just an upgrade. Whereas with PS4 the marketing was messy and not clear to value of an upgrade. PS4Pro will do better as price/bundles provide that value. This really is similar to when they just announce a new SKU with a larger HDD. They don't blow up the market but they do well over time.
I don't agree with the idea that games are held back or are harder to develop in this scenario. For almost 2 years after PS4/XboxOne launched, the same games were launched on both gens. That was possible due to middleware allowing relatively simple build process between existing hardware and new pc-architecture based consoles. When folks talk about 3rd party support for lower powered systems such as Switch or what will be PS4/Pro once PS5 is launched, they ignore how middleware / modern dev tools actually work. They ignore that consoles have moved to be PCs and like PC gaming, the dev tools allow relatively simple scaling for a very significant amount of the dev work. (there are plenty of articles on this if you google how it works) Tools like Unreal Engine allow devs to literally change one setting / one button and build the game for a different platform based on preset information. Once that is done, they then refine settings to normalize the build and remove any porting defects. That work is of course variable, but no where near the same amount of effort for say porting to Wii from PS360, etc. Creating a game that can utilize PS5 (or Pro) when designed to do so from the start will not have any impact to it still working on PS4. You saw initial issues with this at PS4Pro launch due to games needing to be retooled for the PS4Pro. This was a one-time cost as these tools were enhanced for PS4Pro. Games being designed / built now (like Red Dead Redemption 2) will not have these issues.
Also, I (while not the norm) never subsidize my phone and that (subsidizing) is only a norm for US (afaik) but not the norm in other areas of the world.







