(((interference)))
Veteran
I think we still will. Regardless of the relative ease of development between PS3 and PS4, when you work on a platform over a period of time it's very hard not to learn from past experience and optimize your approach with each iteration of your code.
Also, it's not just a matter of ekeing out every last % of GPU/CPU power but also new techniques, hacks and approaches will be developed that let you do more with less.
For example last gen we gained deferred shading, post-process aliasing, dynamic resolution, imposter LOD systems, cheap global illumination solutions (like Geomeric's Enlighten), procedural animation systems like Naturalmotion's Euphoria, procedural foliage (ie. Speedtree), approximations for ambient occlusion and sub-surface scattering which all made a huge difference when you compared games in the first years of the generation to those coming out at the end.
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