They can very slow flying mount in PS4 and fast one in PS5. At least they will have different models on PS5 version.
Flying is something I feel will stretch PS4. Sure GTA V does it and does it well in a packed city with lots going on but there is nothing in GTA V with the asset complexity and detail of HZD and there can me many such assets in HZD and even more would be visible when flying. But if they need to sacrifice visuals on PS4 I don't have a problem with that, I'm transitioning. This is the cost or dilemma of cross-gen game design. You can either hold back the scale of what you want to do, or accept it'll be compromised on the older machines.They can very slow flying mount in PS4 and fast one in PS5. At least they will have different models on PS5 version.
No need to full scaling.One interesting point that Dictator mentioned in the DF video is how the different specs will affect the gameplay. Can you scale from 3.5Ghz Zen 2 to a 1.8Ghz Jaguar without significant changes?
"Please join us on Twitch or YouTube at 9AM PDT / 5PM BST / 6PM CEST for the special State of Play Pre-Show, and at 2PM PDT / 10PM BST / 11PM CEST for the Horizon Forbidden West gameplay reveal"
nice, lol, after finishing HZD, while playing it I was already looking forward to the sequel. A sign of a well made game.
20 minutes state of play including 14 minutes of gameplay
New wonder what resolution target will be on ps4 and ps4pro
I wouldn't be surprised if the PS4 and PS4 Pro's versions are simply using the Zero Dawn engine, and the PS5 version is using a very different engine.
According to all the statements about pumping up their 1st-party dev houses, Sony seems to have given Guerrilla the manpower to make 2 games in parallel that are very different in everything but storyline and pre-baked assets.
If Insomniac could release Miles Morales PS5 + Miles Morales PS4 + Spiderman Remastered P5 + Ratchet&Clank in the timespan of 8 months (and all this only 2 years after Spiderman 2018), then Guerrilla could be delivering significantly different experiences between the PS4+Pro and PS5 versions.
Why would they develop the same game on two different engines, when the Decima engine has showed that it can already scale very well on PC?
Sounds like a huge waste of resources, when they can just focus on the PS5 version, and then scale down to Potato Mode as much as they need to get the thing running on PS4.
The PC / PS4 versions of Decima can't stream assets per-frame, at least not anywhere near what's possible on the PS5 which is what has allowed the latter to show graphics like we saw in Demon's Souls Remake and Ratchet&Clank Rift Apart.
I'd have a hard time believing Guerrilla is treating the PS5 version like a faster PS4 Pro with twice the RAM. They're more ambitious than that.
If they were going to do that, I think Forbidden West would have been a launch title.