Mr Puggsly said:
Agree with your first paragragh. But your previous comments about X1 resolutions was mostly wrong. The ambition of future MS games isn't inherently limited by Series S or even X1. Is Doom Eternal and Witcher 3 limited by Switch? It also depends on the individual project as games can have features removed. "larger/ richer levels, ai, physics, world simulations etc." For Series S, all of that can be maintained as that often has little to do with GPU TF. For X1, which will be supported for a period, can scale aspects back like we see on Switch ports for example. In theory the only significant compromise Series S would make is 4TF vs 12TF. That means the S and X should support the exact same content with GPU heavy aspects being compromised for S. Whether that be performance, graphics settings and/or resolution. Anyway, you aren't say anything new and for decades we've seen PCs games scale significantly for GPUs. A powerful graphics card can play RDR2 at 4K/60/Ultra. A lesser card can play it well at 720p/30/Low. Either way you would be playing the exact same game. So if GPU TF is the only disparity, they can likely handle the same large scale and ambitious games. |
If all ps4/Xone games were designed to release alongside a Switch version with parity in mind, those games would also be seriously compromised and we wouldn't even have games like RDR2 right now. Luckily that's not happening because games like Witcher 3 were developed separately and released much later. It does run, but it can drop to 810x456 in a town for example. So if that game would have been designed with parity in mind, they probably would have had to cut that from the game across all platforms. The Switch can somewhat get away with 456p because its a handheld, but good luck playing that resolution on a 55inch tv.
All I'm saying is that any game will have to make concessions if it has to run on a range of different specs and the high-end will never be fully used to its potential. Just look at the mid-gen consoles. They were like 4 or 5 times more powerful than base consoles but they never felt like that big of an improvement. Why? Because developers could never really take advantage of the extra hardware since they had to aim for parity with the base consoles. In the end we got the exact same games with only a boost in res/ framerate. But here's a tech-demo of what's possible on a ps4 pro if it's not held back by base ps4 and is running at 1080p/30fps: https://www.youtube.com/watch?v=Lhpn96bbzkk
Last edited by goopy20 - on 23 March 2020