With HL2 (Orange Box), Splinter Cell (looks amazing!), GTA4 (runs great) and other games. Still no Crysis Remastered ('cause these nice people from Crytek have limited the performance mode to 30 Hz!).
They're pretty much wedded to it, a lot of people have a lot of discs and not giving people a way to play those? Not good. Not unless they're going to run a mass disc-mail-in programme where they credit you the equivalent digital licence.
Sure, if the manufacturer wants to alienate their customer base.Or you just buy the current ps5 model and after sony produces x millions of them simply says hey find one used or refurbished if you want disks
Me neither, but there needs to be a plan for people with disc libraries to convert them to digital libraries.Don't really see disc drives making it past this generation.
Me neither, but there needs to be a plan for people with disc libraries to convert them to digital libraries.
Sure, if the manufacturer wants to alienate their customer base.
#DEALWITHIT worked out really well.
Me neither, but there needs to be a plan for people with disc libraries to convert them to digital libraries.
Don't really see disc drives making it past this generation.
Me neither, but there needs to be a plan for people with disc libraries to convert them to digital libraries.
They're pretty much wedded to it, a lot of people have a lot of discs and not giving people a way to play those? Not good. Not unless they're going to run a mass disc-mail-in programme where they credit you the equivalent digital licence.
Don't really see disc drives making it past this generation.
With the S, MS have done a soft transition to digital only for a good % of their console base. The PC and mobile base are already there of course.
I'll happily take the reduction in landfill over the issues with digital.
Don't really see disc drives making it past this generation.
Recently we announced that PUBG would run at 60 FPS on Xbox Series S starting with Update 9.2 and we'd like to share more info with you on how this was achieved. The Xbox Series S uses the Xbox One S version of a game, which means that if we make changes to Xbox Series S, it'll affect Xbox One S and vice versa. This means that to deliver 60 FPS on Xbox Series S, we had to make sure that our game build is stable on Xbox One S with an increased frame rate cap. However, our engineers were able to find a workaround that allows us to make changes unique to a specific device (The Xbox Series S, in this case).
So why not use this workaround to enhance other graphics options on other Consoles too? We technically could, but this is where we cross the line between backwards-compatibility and native support. Every time we add enhancements that are unique to Xbox Series X/S and PS5 consoles, each one becomes a risk that our teams have to be mindful of. If an update brings a stability issue and if there are too many variables between last-generation and the new current-generation settings, the dev team will have many more potential causes to consider.
That's kind of funny (odd way), given there is a XdkGen9Aware that allows the developers to know what machine profile they're running on. The same likely exists with the GDK too. But the point does stand that if you make changes to the same codebase it can impact the former generation hardware.
Although that may be true, then why say they found a way to do it. Do they mean they read the updated developer docs?It sounds like they were trying to avoid forking their codebase for nextgen consoles. Understandable, because then you have twice code maintenance and testing to do for every new version going forward.