Java Cool Dude
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Hey Java, if I buy the PS4 version does now because I haven’t gotten ahold of a ps5 yet, with that update to the ps5 version or will I have to rebuy it?
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Hey Java, if I buy the PS4 version does now because I haven’t gotten ahold of a ps5 yet, with that update to the ps5 version or will I have to rebuy it?
Free upgrade
Upsides to a closed system. You can get exceedingly clever and refine techniques. I expect as these consoles age, your going to see more and more RTing, not less.
I turned RayTracing on in Battlefield V and just kind of wandered around checking things out. I was just left with the impression of...wait, this is it? Even though it very obviously ran like crap on my 1080Ti, all the effects are still there as far as I understand it.
I don't think that's a very good representation of the tech though, to be fair. I'm still open minded about it and am all for the new techs pushing things forward.
Honestly I think ray tracing will need to be fairly mature and performant before it really justifies itself. Modern PBR rendering has already gotten us 90% of the way there, at a fraction of the cost, so RT just doesn't make as big of an impact as it would have if it had launched several years ago.
Of course eventually RT will dominate, but for the time being it's going to be mostly used for water and window reflections, often at much lower quality. Console devs will learn how to use it sparingly to add a bit of extra flavor and pop to certain scenes.
I'm even hearing alot of people saying that the newest RTX cards are not quite there yet. I suspect next year's cards will be solid for RT though.
They'll optimize the ever living crap out of it to work as best it can.
Look at the Nintendo switch and its limitations....and somehow the devs were able to get Doom Eternal running on its 5 year old mobile chip....at a decent enough quality level.
RT and current gen is a little bit of a different case though as visual quality is the RT centerpiece...so sacrificing visuals to get RT running makes RT kind of pointless to use whereas on the switch they have to figure out how much to sacrifice to get something to look and run decently...assuming it can even run the game adequately at all without looking like pure ass.
They'll optimize the ever living crap out of it to work as best it can.
Look at the Nintendo switch and its limitations....and somehow the devs were able to get Doom Eternal running on its 5 year old mobile chip....at a decent enough quality level.
RT and current gen is a little bit of a different case though as visual quality is the RT centerpiece...so sacrificing visuals to get RT running makes RT kind of pointless to use whereas on the switch they have to figure out how much to sacrifice to get something to look and run decently...assuming it can even run the game adequately at all without looking like pure ass.
I honestly don't believe that the majority of game developers these days really optimize their software that much...just look at how powerful hardware is now and how poorly looking and running a lot of software is compared to that power. I believe that with all the projects that a development studio is given and the time constraints they often have, they simply just make things "good enough" and send them out. Heck most games aren't even "finished" when they ship now and they force you to download a half dozen or so updates (often totaling several times the size of the original game) shortly after the game releases...and sometimes you're lucky if they continue to support the software much at all after launch.
I'll use UbiSoft as an example...for AC Valhalla the game ran slightly worse on the Xbox Series X compared to the PS5, despite having more powerful and capable hardware in every respect. It wouldn't take much work to get it running the same or better but ALL they did was release a patch that allowed the variable resolution to dip even lower on the Series X so that the frame rate would be more stable...NOTHING ELSE! Developers are lazy and inefficient now and I don't believe they (most developers) put a shred more work into a project than the bare minimum...all they do is slap all the stuff together and if it runs poorly they just cut stuff out until it reaches their minimum targets, they never do the very time consuming process of going through everything and optimizing it.
Nintendo does exceptionally well because some of their in-house development is top notch and they will spend several years making something run well...although even Nintendo is starting to get sloppy these days on some projects.
I think another problem is that, in some ways, it's not a bad thing for a game to run poorly anymore because it gets a lot of attention for benchmark purposes..."this game taxes hardware to it's limits so we'll use it for all our benchmarks going forward". Your game gets more attention and publicity being used as the "hardware torture" game when it could probably run a lot better if it was extremely well optimized.
I don't like the way the video game industry is going...games are getting insanely expensive to make, take longer to make and still aren't finished, are often infested with microtransactions and pay-to-play structures, and aren't optimized worth a damn.
I know the Series X and PS5 games will get a lot better over the next few years but I really don't think we'll ever see games that are very well optimized and use all their hardware to its maximum potential