So now the fast SSD is no longer there to lower the memory footprint and stream in textures, assets, ... when they are needed.Not sure arch. is so important in terms of assets, imo mostly memory constraint.
So now the fast SSD is no longer there to lower the memory footprint and stream in textures, assets, ... when they are needed.Not sure arch. is so important in terms of assets, imo mostly memory constraint.
Even on titles like Cyberpunk that were designed for the PC first, we don't see a difference.Thats the point
Xss doesnt have ps5 io as far as I know and even if in future direct storage will be inplemented usage will be limited rather to loading faster games not during gameplay as you are very gpu limited here with 4tf (not taking account additional work needed to workaround ram limitation)So now the fast SSD is no longer there to lower the memory footprint and stream in textures, assets, ... when they are needed.
Remove all rt lighting available on pc and you have very crossgen looking title…Even on titles like Cyberpunk that were designed for the PC first, we don't see a difference.
Xss doesnt have ps5 io as far as I know and even if in future direct storage will be inplemented usage will be limited rather to loading faster games not during gameplay as you are very gpu limited here with 4tf (not taking account additional work needed to workaround ram limitation)
Yeah, look at those PS4 era models.Remove all rt lighting available on pc and you have very crossgen looking title…
So on Cyberpunk ps4 assets/models are different ?Yeah, look at those PS4 era models.
Actually - I believe they are.So on Cyberpunk ps4 assets/models are different ?
So if they are they had to work more (game was delayed few times), there is no other way.Actually - I believe they are.
Yes, and they are using the same assets (as Series X) on the Series S version, which was the original point.So if they are they had to work more (game was delayed few times), there is no other way.
And my original points is that series s has 8gb ram available vs 13 on ps5/xsx and that the difference so you either targets your assets for 8gb or do more workYes, and they are using the same assets on the Series S version, which was the original point.
Of course it requires more work, but that work need not involve building an entirely new set of assets for the Series S version. (You were talking before about doing "double the work").And my original points is that series s has 8gb ram available vs 13 on ps5/xsx and that the difference so you either targets your assets for 8gb or do more work
Maybe shouldnt use double as I dont know how much more. Generaly when we see crossgens like ragnarok we see using same assets for both version as its just need more work to have separate (even if it has one of biggest budget in Sony catalogue). And similarly I understand why some devs are not happy with ram constraints of xss.Of course it requires more work, but that work need not involve building an entirely new set of assets for the Series S version. (You were talking before about doing "double the work").
???And my original points is that series s has 8gb ram available vs 13 on ps5/xsx and that the difference so you either targets your assets for 8gb or do more work
We are talking here rather about lod0 assets, improving lod, draw distance etc for sure is not that work demanding.???
You know you have different asset quality (less polygons, lower res textures, ...) for different view distances, do you?
Just don't load the best quality of the asset and it needs less memory. As I wrote before, you do the work if you want it or not.
Some people making a bit of a mountain out of a molehill. You can downgrade everything to fit a target you want - there's nothing stopping devs downgrading their game to run on PS4, or PS3, or even PS1.And here we are again
They will just downscale everything until it runs.
Altho it's also possible devs will eventually just ignore Xbox series s in general
To answer my own question, reading between the lines of everyone saying it doesn't matter, no, devs are not allowed to ignore Xbox Series S; they have to release on it. At no point have I made or implied any level of impact on game development as a result. It's close enough to the big consoles that it likely will make no impact, just being a performance cutback as Inuhanyou later clarified. It's also possible a lower-spec PC will always be a minimum target.Are they allowed to [ignore Xbox Series S]?
Try signing up for the Xbox Developer program and see what's required to release a game. That's about the only way anyone would know for absolute certainty other than going off general statements many have paraphrased.No-one actually answered my question with a straight answer, all deciding to respond with an unnecessary 'counter' argument against a point I never raised.
Horizon Forbidden West does use higher quality assets on the PS5 version. But these games are targeting 4K60/30 on the PS5, which is a 4X higher resolution already. So there is less performance left for a "generational" boost to visuals. The true "next generation" games will likely be targeting 1440p on the PS5/XSX and 900p on the Series S. At that point, any comparable PS4 version would be at 480p or lower.Maybe shouldnt use double as I dont know how much more. Generaly when we see crossgens like ragnarok we see using same assets for both version as its just need more work to have separate (even if it has of biggest budget in Sony catalogue). And similarly I understand why some devs are not happy with ram constraints of xss.
Horizon did but majority of crossgegns didnt as the reason is that its not that easy to scale as some suggested and it needs work (also interesting remark John said in ps4 vs ps5 rangarok video that Sony Santa monica said it was easier for Guerilla games to improve visualy ps5 version as they use more procedural generation).Horizon Forbidden West does use higher quality assets on the PS5 version.
There's nothing stopping devs downgrading their game to run on PS4, or PS3, or even PS1.