People fear the unknown. The fear that somehow it’s going to prematurely bottleneck the whole generation. The fear that everyone will cater for the shitty low spec box because everyone will buy that one instead.
I think that's a big part of it. And likely why I see far fewer long time PC gaming people being concerned than I do long time console players.
Especially those that were more focused on PC gaming versus Amiga, Atari, or Apple home computer gamers.
While the x86 PC gaming space started at a much lower bar than their Amiga, Atari, and Apple counterparts, they progressed significantly faster as the market for PC parts exploded in the 90's. That allowed for extremely rapid innovation WRT to hardware, something that you couldn't necessarily do with locked and proprietary systems, especially at the volume home computing was at during the 80's and 90's.
Microsoft releasing Windows 95 and later Directx (allowing hundreds of thousands of differing combinations of hardware to generally play nice together in games) was key in allowing gaming on PC to truly explode.
Combined with the introduction of 3D hardware that was affordable to PC gamers meant that developers had to rapidly develop the ability to scale their games across a wide range of hardware that offered vastly different performance characteristics. And not just that but wildly different amounts of memory.
So, for those of us that lived PC gaming from the 80's and 90's through to modern gaming, it's extremely odd to see people so concerned about developer's ability to push the envelope WRT the latest hardware while still enabling scaling to years old hardware.
But when thinking about, the move to focusing on console development first has seen a relatively
massive regression in developers pushing the envelope with the latest and greatest hardware. Console hardware has up to recently featured only one hardware configuration per console manufacturer. Ignoring Nintendo that meant just 2 hardware configurations to develop for and then ports to PC which are sometimes handled by a different development house.
This generation has seen developers grapple with how to approach 4 different hardware configurations (for multiplatform developers) and some have done well while others have struggled to scale well to all current console platforms (again ignoring Nintendo for the moment).
This is something that would have been unthinkable back around the time when Microsoft first launched the Xbox. Non-console developers livelihoods depended on their ability to scale across hardware while simultaneously pushing hardware.
But, something that has shone through is that those few developers that have embraced the challenges of scaling their games across hardware while pushing what is possible (iD, The Coalition, Turn 10 and Playground Games really stand out) have not only pushed what is possible with both the base consoles and their mid-gen refreshes but also pushed even further on PC and more importantly their engines scale back father with better performance on PC than most other developers.
I guess, in that sense the fears might be justified to an extent. Not all developers are as capable as iD or The Coalition at pushing what is possible while simultaneously scaling back to very old and outdated hardware.
Regards,
SB