Graphical Fidelity I Expect This Gen

I guess we ha e to wait and see how many devs are gonna bend the knee to favor portables.

Slimy think we are safe, i think devs realized how successful sw1 was and they are not gonna make the same mistake with sw2, ps6 portable etc.
Probably the best stance to be in, yeah I'm with you currently, and I can see Slimy's optimism as well.
 
Probably the best stance to be in, yeah I'm with you currently, and I can see Slimy's optimism as well.
The thing about downgrading to cater to portables is that you only see the final result, you have no idea what they cut from the game.

Slimy think that releasing ac shadows on sw2 didn't caused any cut but the reality is that he can't possibly fucking know what they cut because there is literally no way to check, se we will never know what a game could have been.

For what we know, gta6 could release on sw2 and we are never gonna see what gta6 could have been if it released only on ps5.
No matter how impressive a game look, we have no idea if it could have looked even better (not just graphic, the whole package).

We literally have no way to check if slimy is right or if i'm right.
 
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The Steam Box is still north of 8 TFLOPS with 4.8 Ghz Zen 4, I wouldn't consider that a limitation for anything frankly, especially now that it's a normal game (not VR which requires 90 fps and up).
Thats literally what we getting in gabecube bro, same chip, just its 90W tdp here, gonna be bit oced in the steam mashine, but nothing crazy, 110tdp vs 90tdp is like +10% performance if even that...

Thats below base ps5, hell thats even below rtx 3060 from early 2021 and it has 4gigs less of vram :messenger_astonished:

Any current gen demanding game gonna be 30fps at 1080p or maybe 60fps at 720p, its rdna3 so rt and ai upscaling is pretty awful, especially that its really small chip.

Look how desktop rx 7600 performs in more demanding games, combo of medium/low, no rt, 1080p and it cant hold stable 60 even:

And thats set to 165W tdp instead of 110W like gabecube...
Hell it has dips to mid 50s in cp2077 on high/1080p/rt off while driving, no highspeed chases/heavy shootouts, just fricken driving, and that game was made to run on old and weak af 1,2tf xbox one ;*(

Newest Doom: medium settings native 1080p no rt= dips below 50, and thats same chip at 165W, not gabecube version capped to 110W.
 
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Accidentaly quote my self. Cannot erase this. We need deleting message function :messenger_grinning_sweat:
You own up to your mistakes here soldier. And you always show your war face.
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Thats literally what we getting in gabecube bro, same chip, just its 90W tdp here, gonna be bit oced in the steam mashine, but nothing crazy, 110tdp vs 90tdp is like +10% performance if even that...
It's not gonna hold back Half Life 3 by any extent of imagination. That's still twice as fast as the Series S without even including the RDNA3 arch gains. I wouldn't worry about anything.
 
The thing about downgrading to cater to portables is that you only see the final result, you have no idea what they cut from the game.

Slimy think that releasing ac shadows on sw2 didn't caused any cut but the reality is that he can't possibly fucking know what they cut because there is literally no way to check, se we will never know what a game could have been.

For what we know, gta6 could release on sw2 and we are never gonna see what gta6 could have been if it released only on ps5.
No matter how impressive a game look, we have no idea if it could have looked even better (not just graphic, the whole package).

We literally have no way to check if slimy is right or if i'm right.
True sadly. I will say there are many metrics & signs that we can assess to indicate to us if a game is heldback or not.
 
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When you have lower spec hardware to develop for, things will sometimes take a hit. A lot of devs complained about Series S and Microsoft's parity requirement. Assets and general game design will sometimes take a hit, it's not as simple as dropping the resolution and lowering the framerate for lower spec. If a dev goes into developing a game with a baseline of a certain spec they will usually code for it and higher. Imagine if TLOU 2 had to run on much weaker machines or multiple specs and Sony couldn't optimize to the metal. TLOU 2 was literally downgraded and we never got the E3 2018 version. If what you are saying is true then why are games, even games that could run at maximum potential on powerful PCs downgraded before launch?
Can't really trust trailers, plenty aren't even real, like the Anthem one. Software dev is variable/adaptive and many aspects can change. For the real gameplay ones that run the actual game and arent cgi, i believe they configure everything past the point of efficiency to show off in the best light and then ship with restrictions where they find a good balance for general performance.
To this point, max settings arent the max settings, just the highest options the devs choose to allow for the user, in this sense every game is downgraded for public.

Which is why i pretty much just look at what ships and not trailers, in many cases the games look better once I have them in hand than the trailers, but that's most likely because of video compression destroying details and improvements or additions done during development (even post launch), the latter 2 imo being clear indicators that the trailers were indeed real.

What did Larian and Wukong devs do about Series S? They didnt bother with it for launch and skipped it, there werent any downgrades to other builds in order to accomodate for it, this was pretty much done with a final product, if accomodated for early enough or from the start it only gets easier. Memory/CPU could hard limit devs, but i dont see anything ambitious happening on those fronts, even Flight Sim which is imo the most ambitious game is scaled down to XSS, if the devices will have enough CPU horsepower and enough memory, i would worry, engines are more scalable than ever.

I could only theorize on what non-unreal engine devs used to (and still) do when they show-off gameplay with all the stuff seemingly working years before launch, i just dont know and each case is likely a different answer. No idea what TLOU2 looked on last gen, so ill take your word for it, ive only played the remaster on PC and remember that i wasnt happy with the visuals either. Consoles are a foreign world to me, i have zero worries about multiplatform/UE5 games and those are the cutting edge ones.

Now i am curious to find out how TLOU2 looks on the lowest settings, i am gonna have some fun once i get some free time.
 
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