Inuhanyou
Veteran
^ Considering Tomb Raider 2013 was literally built on 360 dev kits by Crystal D., with the PC and PS3 versions both being farmed out to other developers for porting, that's a bit disingenuous to say. These limits you speak of are inherent in the console development process, and have been since they have began to exist. I don't see how a new gen changes what's always been. Consoles are what they are. You walk into this field knowing that.
The fact of the matter is, most AAA multiplats are console ports, that's how it is. The reason why PC gamers get all these settings is to adapt to a variety of hardware configurations inherent to the PC platform. Something that devs who work on consoles for the base game don't ever want to think about. They make a game for base specs, and maybe add options based on someone who owns a PC who can power past those base limits they've set on the game design. Or do what Crystal Dynamics did and farm it out to another dev to make those add on's. They partnered with AMD for tressfx, and used it on PC in the first version of the game specifically for betaing it for next gen as far as i know.
The point i'm trying to make here is, no console developer wants the hassle of optimizing more than they need to. Console's have fixed limits, the devs adapt precisely what they need to in order to go for those limits. Hence why many games are hardlocked to 30fps even in the frames of animation. The only games i've ever heard of that even give you something remotely similar to PC settings is the Bioshock games, and that's simply turning off Vsynch(which was my preferred way of playing both Bio 1 and Infinite on 360 i'll admit)
The fact of the matter is, most AAA multiplats are console ports, that's how it is. The reason why PC gamers get all these settings is to adapt to a variety of hardware configurations inherent to the PC platform. Something that devs who work on consoles for the base game don't ever want to think about. They make a game for base specs, and maybe add options based on someone who owns a PC who can power past those base limits they've set on the game design. Or do what Crystal Dynamics did and farm it out to another dev to make those add on's. They partnered with AMD for tressfx, and used it on PC in the first version of the game specifically for betaing it for next gen as far as i know.
The point i'm trying to make here is, no console developer wants the hassle of optimizing more than they need to. Console's have fixed limits, the devs adapt precisely what they need to in order to go for those limits. Hence why many games are hardlocked to 30fps even in the frames of animation. The only games i've ever heard of that even give you something remotely similar to PC settings is the Bioshock games, and that's simply turning off Vsynch(which was my preferred way of playing both Bio 1 and Infinite on 360 i'll admit)