The game has a gazillion modes and they're all bad
They may show promise if PS5 had VRR and they used dynamic res. Hopefully they'll be able to polish up the modes with a patch.
Having 10 modes is great, but maybe all of the ones that are clearly future proofing could have been tucked behind an advanced tab. Still, when we’re playing this backwards compatible on our ps8s we’ll be mad not every game had options like this
I disagree. All console plebes really want is dynamic res and option to uncap fps up to 60. That's all the future proofing required for more powerful hardware overhead.
Options like this just takes the entire plug and play aspect away under the illusion of choice on the consumer side, and it's harder on the developer side to optimize their software for the fixed platform which is supposed to be a strength of console development and the resulting output.
I think that's really important
The problem with pc is there's no way to set an appropriate default because there's a wide array of hardware. Even if console let you change hundreds of options it would still be plug and play because they can just set a good default for players that don't want to tweak.
Isn't this exactly what GeForce Experience already does? Or for that matter most games that provide default settings based on your GPU?
Isn't this exactly what GeForce Experience already does? Or for that matter most games that provide default settings based on your GPU?
The problem with pc is there's no way to set an appropriate default because there's a wide array of hardware. Even if console let you change hundreds of options it would still be plug and play because they can just set a good default for players that don't want to tweak.
The only reason PC usually have options is because the variance in hardware can go up or down. And the base limit of most core gaming is console. Hence my point. Consoles set the base so they can't change significantly to account for major variances with things like major settings tweaks.
The only reason we have options on PS4 pro and PS5 is because we are in crossgen period and there is weaker console hardware to allow for those settings due to the overhead. Once those are cut loose we are back to the same issue of developers needing to get every ounce of power out of these machines and not being able to properly optimize a baseline in the case of needing to account for hypothetical settings like some suggest.
Maybe the scale of games will stay how it is now and res and graphics will only need to change. But when the benefit of next gen vanishes with that along with pushing the hardware.
They are pushing them. But perhaps sub-optimally, there may be more optimal paths but is unsupported or extremely disadvantageous to last gen.Are console devs not pushing the hardware already? I'd assume a PS5 or Series X game is going to push the gpu pretty hard on the defaults the game installs with. I don't see much of a difference between how it works now and how it worked in the past, except that you have some options to tailor your experience in some games. Doesn't really impact the plug and play nature of consoles.
Geforce Experience recommended settings are completely worthless in my experience. They don't make any sense at all and rarely come close to offering a good selection to maximize visual return for performance.Isn't this exactly what GeForce Experience already does? Or for that matter most games that provide default settings based on your GPU?
Yeah, they don't make any sense. I could see if they are trying to showcase features that are nVidia exclusive, but, for example, GFE says I should run Injustice at 1080p even though I have a 1440p monitor (and it knows this because it recommends 1440p for most other games), wants me to turn down FSAA quality in Battlefield 3 to the lowest setting, and limit my FPS in Doom Eternal to 60. AMD used to have a companion app (not sure if it's integrated into their drivers now) and the optimized settings they suggested were mainly to circumvent their hardware shortcomings. So it would suggest turning down tessellation and the like.Geforce Experience recommended settings are completely worthless in my experience. They don't make any sense at all and rarely come close to offering a good selection to maximize visual return for performance.
Are console devs not pushing the hardware already? I'd assume a PS5 or Series X game is going to push the gpu pretty hard on the defaults the game installs with. I don't see much of a difference between how it works now and how it worked in the past, except that you have some options to tailor your experience in some games. Doesn't really impact the plug and play nature of consoles.
DF Article @ https://www.eurogamer.net/articles/digitalfoundry-2022-ghostwire-tokyo-pc-tech-review
Ghostwire: Tokyo on PC debuts impressive new DLSS competitor
But it's another port with stutter problems.
Ghostwire: Tokyo is a game with many surprises in terms of its technical make-up. Developer Tango Gameworks has delivered a gameplay concept I wasn't expecting, wrapped up in a very different engine from prior titles, offering up an exceptional level of graphical finesse. The move away from its own idTech-based Unreal Engine 4 has clearly been a great enabler for the team, but I approached the PC version with some trepidation. Many recent PC releases have arrived with intrusive levels of stutter that impact the experience - no matter how powerful your hardware. It's especially common in Unreal Engine 4 titles - and unfortunately, it impacts Ghostwire: Tokyo too.
And that's frustrating for me, because there's so much to like here from a visual perspective - especially in terms of ray tracing features. On PC and PlayStation 5, ray traced reflections steal the show. RT reflections are applied liberally in Ghostwire: Tokyo, most striking on highly reflective surfaces where we get a perfect mirror-like effect. That said, they also apply to duller materials too, with a soft distorted look - computationally expensive but adding greatly to lighting realism.