Conina said:
SvennoJ said:
- Exclusives can be better optimized simply because they only have to run on one hardware target. |
Usually it ain't only one hardware target anymore. A PlayStation-exclusive on PS4 is expected to also run well on a PS4 Pro, a PS5, a PS5 Pro and probably even on a PS6 and PS6 Pro. Additionally there ain't only one setting for perfect optimization, you have to optimize for several settings (performance mode, resolution mode, RT mode...) So the days of programming "close to the metal" are over and it ain't much different anymore compared to multi-plattform development. Hardware abstraction got very important for "exclusive" games. |
It's still the same control methods, same SDK, same base hardware.
You don't have to optimize for different modes, that was a choice for cross generation games to utilize the extra power of the PS5 and now PS5 Pro by offering more modes. Yet the base game is still optimized for the base console first.
It's not one hardware target anymore, it's a base hardware target with a couple optimized settings. Very different from making everything flexible like PoE2's settings on PS5 (which I had to change a couple times as it was bogging down and glitching in different levels)
The days of programming "close to the metal" may be over, but programming "close to the SDK" is still a major part. Dealing with 3 different SDKs and make everything flexible for PC is a lot more work. And the first route to optimization is ruling things out. The more scale-able you have to make something, the more work it is to optimize for different targets.
The benefits of exclusives are very evident on PSVR2. RE8, RE4R, GT7, CotM stand head and shoulders above the rest. But it also shows the problems with exclusives, install base is simply too low to spend more money on exclusives for PSVR2. And then people complain there aren't enough exclusives to buy PSVR2, Sony abandoned it!